def render_ui(self, player): #prepare to render the GUI panel libtcod.console_set_background_color(self.panel, libtcod.black) libtcod.console_clear(self.panel) #show the player's HP self.render_bar(1, 1, 13, 10, player.hp, player.base_hp, HP_BAR, libtcod.darker_red, self.create_color(COLOR_STATUS_TEXT), HP_BAR_PERCENT) self.render_bar(1, 2, 13, 10, player.mp, player.base_mp, MP_BAR, libtcod.darker_red, self.create_color(COLOR_STATUS_TEXT), MP_BAR_PERCENT) self.render_stats_two_column(1, 3, "AC", player.base_ac, 13, "EVADE", "player.evade", COLOR_STATUS_TEXT, COLOR_STATUS_VALUES) self.render_stats_two_column(1, 4, "Str", "str", 13, "To", "tough", COLOR_STATUS_TEXT, COLOR_STATUS_VALUES) self.render_stats_two_column(1, 5, "Dex", "des", 13, "Int", "int", COLOR_STATUS_TEXT, COLOR_STATUS_VALUES) self.render_stats_two_column(1, 6, "XL", player.xl, 13, "EXP", "%d/%d" % (player.xp, util.xp_for_lvl(player.xl)) , COLOR_STATUS_TEXT, COLOR_STATUS_VALUES) #blit the contents of "panel" to the root console libtcod.console_blit(self.panel, 0, 0, RIGHT_PANEL_WIDTH, RIGHT_PANEL_HEIGHT, 0, RIGHT_PANEL_X, 0) #print the game messages, one line at a time y = 0 for (line, level) in gl.__msgs__: if level < 1 and not gl.__wizard_mode__: continue libtcod.console_set_foreground_color(self.panel_msg, self.message_colours.get(level, libtcod.white)) libtcod.console_print_left(self.panel_msg, 0, y, libtcod.BKGND_NONE, line.ljust(SCREEN_WIDTH, ' ')) y += 1 libtcod.console_blit(self.panel_msg, 0, 0, SCREEN_WIDTH, MSG_PANEL_HEIGHT, 0, 0, MSG_PANEL_Y ) libtcod.console_flush()
def render_stats_two_column(self, x, y, text1, value, x2, text2, value2, lbl_color, value_color): libtcod.console_set_foreground_color(self.panel, self.create_color(lbl_color)) libtcod.console_print_left(self.panel, x, y, libtcod.BKGND_NONE, text1 + ':') libtcod.console_print_left(self.panel, x2, y, libtcod.BKGND_NONE, text2 + ':') libtcod.console_set_foreground_color(self.panel, self.create_color(value_color)) libtcod.console_print_left(self.panel, x + len(text1) + 1, y, libtcod.BKGND_NONE, str(value)) libtcod.console_print_left(self.panel, x2 + len(text2) + 1, y, libtcod.BKGND_NONE, str(value2))
def render_all(self, map, player): if gl.__fov_recompute__: gl.__fov_recompute__ = False map.recompute_fov() for y in range(map.map_height): for x in range(map.map_width): seen = map.map[y][x].seen | gl.__wizard_mode__ visible = libtcod.map_is_in_fov(map.fov_map, x, y) #if tile is seen or visible to player - print it if seen or visible: libtcod.console_print_left(self.con, x, y, libtcod.BKGND_NONE, map[y][x].char) #if it's not in LOS, but seen - print in dim color if not visible: if seen: libtcod.console_set_fore(self.con, x, y, self.create_color(map[y][x].dim_color)) libtcod.console_set_back(self.con, x, y, self.create_color(map[y][x].dim_color_back), libtcod.BKGND_SET) else: #if it's in LOS - print and mark as seen libtcod.console_set_fore(self.con, x, y, self.create_color(map[y][x].color)) libtcod.console_set_back(self.con, x, y, self.create_color(map[y][x].color_back), libtcod.BKGND_SET) #if current tile is visible for now - mark as seen map[y][x].seen = True for critter in map.map_critters: if libtcod.map_is_in_fov(map.fov_map, critter.x, critter.y) or gl.__wizard_mode__: libtcod.console_set_foreground_color(self.con, self.create_color(critter.color)) self.print_critter(critter.x, critter.y, critter.char) libtcod.console_set_foreground_color(self.con, self.create_color(player.color)) self.print_critter(player.x, player.y, player.char) if gl.__wizard_mode__: libtcod.console_print_left(self.con, 0, 0, libtcod.BKGND_NONE, 'WIZ MODE') libtcod.console_blit(self.con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) libtcod.console_flush()
def render_bar(self, x, y, x2, total_width, value, maximum, bar_color, dim_color, text_color, color_lvls): TEXT_PAD = 8 tick_price = int(maximum / total_width) #render the background first libtcod.console_set_background_color(self.panel, dim_color) formated_str = "HP: %i/%i" % (value, maximum) #if displayed value == 0 - skip rendering bar if maximum == 0: return libtcod.console_set_foreground_color(self.panel, text_color) libtcod.console_print_left(self.panel, x, y, libtcod.BKGND_NONE, formated_str) libtcod.console_set_foreground_color(self.panel, self.create_color(bar_color[0])) libtcod.console_print_left(self.panel, x2, y, libtcod.BKGND_NONE, '[' + ''.ljust(total_width, '_') + ']') active_ticks = value * tick_price severity = 0 #now choose apropriate color depending on how much value left (compared to maximum) for color_lvl in color_lvls: if active_ticks <= maximum * color_lvl: severity += 1 #now render the bar on top libtcod.console_set_foreground_color(self.panel, self.create_color(bar_color[severity])) libtcod.console_print_left(self.panel, x2 + 1 ,y, libtcod.BKGND_NONE, '#'.center(active_ticks, '#'))
def clear_critter(self, x, y): libtcod.console_print_left(self.con, x, y, libtcod.BKGND_NONE, ' ')
def print_critter(self, x, y, char): libtcod.console_print_left(self.con, x, y, libtcod.BKGND_NONE, char)