コード例 #1
0
ファイル: ui.py プロジェクト: jlcordeiro/mprl
    def draw(self, dungeon, player, monsters, items, messages, draw_not_fov):
        #render the screen
        if draw_not_fov is True:
            is_in_fov_func = lambda pos: True
        else:
            is_in_fov_func = player.is_in_fov

        dungeon.draw_ui(self.con, is_in_fov_func)

        objects = items + monsters
        for obj in objects:
            if player.is_in_fov(obj.position) or draw_not_fov:
                draw_object(self.con, obj)

        draw_object(self.con, player)

        #prepare to render the GUI panel
        libtcod.console_set_default_background(self.panel, libtcod.black)
        libtcod.console_clear(self.panel)

        #show the player's stats
        self.hp_bar.update(player.hp, player.max_hp)
        self.hp_bar.draw(self.panel, Rect(1, 2, BAR_WIDTH, 1))

        libtcod.console_print_ex(self.panel, 1, 3,
                                 libtcod.BKGND_NONE, libtcod.LEFT,
                                 "Attack: " + str(player.power))

        libtcod.console_print_ex(self.panel, 1, 4,
                                 libtcod.BKGND_NONE, libtcod.LEFT,
                                 "Defense: " + str(player.defense))

        #print the game messages, one line at a time
        y = 1
        for line in messages:
            libtcod.console_set_default_foreground(self.panel, libtcod.white)
            libtcod.console_print_ex(self.panel, MSG_X, y,
                                     libtcod.BKGND_NONE, libtcod.LEFT,
                                     line)
            y += 1

        self.flush(dungeon, player, monsters, items)
コード例 #2
0
ファイル: dungeon.py プロジェクト: jlcordeiro/mprl
    def draw(self, console, level, is_in_fov_func):
        #go through all tiles, and set their background color
        for y in range(MAP_HEIGHT):
            for x in range(MAP_WIDTH):
                wall = level.is_blocked((x, y))
                visible = is_in_fov_func((x, y))

                color = libtcod.black
                if visible:
                    color = COLORS.light_wall if wall else COLORS.light_ground
                elif level.explored[x][y]:
                    color = COLORS.dark_wall if wall else COLORS.dark_ground

                libtcod.console_set_char_background(console,
                                                    x,
                                                    y,
                                                    color,
                                                    libtcod.BKGND_SET)

        #draw stairs
        stairs = level.stairs
        if stairs is not None and is_in_fov_func(stairs):
            draw_object(console, Stairs(stairs))