def render(self, console: Console, context: Context) -> None: self.game_map.render(console) render_menu(console=console, map_height=self.game_map.height, menu_width=100) self.message_log.render(console=console) # If the current event handler is the Inventory handler, show the inventory screen. if isinstance(self.event_handler, InventoryEventHandler): render_inventory_menu(console=console, engine=self) render_bar(console=console, character=self.player, current_value=self.player.fighter.hp, maximum_value=self.player.fighter.max_hp, total_width=20) render_names_at_mouse_location(console=console, x=21, y=44, engine=self) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: #render the map first self.game_map.render(console) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: for entity in self.entities: console.print(entity.x, entity.y, entity.char, fg=entity.color) context.present(console) console.clear()
def render(self, console: Console, context: Context): self.game_map.render(console) for entity in self.entities: if self.game_map.visible[entity.x, entity.y]: console.print(entity.x, entity.y, entity.char, fg=entity.color) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: """Method for rendering objects in TCOD terminal""" self.g_map.render(console) console.print(x=1, y=47, string=f"HP: {self.player.stats.hp}/{self.player.stats.max_hp}") context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: self.game_map.render(console) for entity in self.entities: # Only print entities that are in the FOV if self.game_map.visible[entity.x, entity.y]: console.print(entity.x, entity.y, entity.char, fg=entity.color) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: """The render function renders the tcod console and tcod context for us. by doing this it can display all the entities and respond to actions for us. The rendering function is run each game loop to update what is displayed to the user """ # Shall call the game renderer object to render the different elements of the game, including the game map, the entities and the console. self.game_map.render_map(console) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: self.game_map.render(console) console.print( x=1, y=47, string=f"HP: {self.player.fighter.hp}/{self.player.fighter.max_hp}", ) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: self.game_map.progress_redraw_all_transition() self.game_map.render(console, self.time_of_day) for entity in self.intelligent_entities: if self.game_map.tiles[entity.y][ entity.x].explored or not self.settings["show-fog"]: if entity.name in maps.entity_overview_map: if not self.settings["entity-visibility"][ maps.entity_overview_map[entity.name]]: continue if (isinstance(entity, rbt.Rabbit) and entity.asleep): continue console.print(entity.x, entity.y, entity.char, fg=entity.color, bg=entity.bg_color) if self.selected_entity != None: entity = self.selected_entity if not isinstance(entity, rbt.Burrow) and not isinstance( entity, bb.BerryBush) and not isinstance(entity, cp.Camp): render_selected = True if entity.name in maps.entity_overview_map: render_selected = self.settings["entity-visibility"][ maps.entity_overview_map[entity.name]] if render_selected: console.print(entity.x, entity.y, entity.char, fg=entity.color, bg=entity.bg_color) if self.settings["show-ui"]: self.stats_panel.render(console) self.hover_panel.render(console) self.selection_panel.render(console) self.action_log_panel.render(console) self.game_menu_panel.render(console) self.controls_panel.render(console) if self.settings["show-entity-overview"]: self.entity_overview_panel.render(console) context.present(console)
def render(self, console: tConsole, context: Context) -> None: self.__mockup_render(console) self.screen.render_main(console, self.player_ship, 1, 1, SCREEN_WIDTH - SIDEBAR_WIDTH - 1, SCREEN_HEIGHT - CONSOLE_HEIGHT - 2) self.sidebar.render(console, SCREEN_WIDTH - SIDEBAR_WIDTH + 1, 1, SIDEBAR_WIDTH - 2, SCREEN_HEIGHT - 8) self.console.render(console, 1, SCREEN_HEIGHT - CONSOLE_HEIGHT, CONSOLE_HEIGHT - 2, SCREEN_WIDTH - SIDEBAR_WIDTH - 1) self.render_frames(console) context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: ''' GameMap instance renders independently using its own .render() method. Then 'tcod.context' displays the console to the screen. ''' self.game_map.render(console) console.print( x=1, y=47, string= f"HP: {self.player.fighter.hp} / {self.player.fighter.max_hp}") context.present(console) console.clear()
def render(self, console: Console, context: Context) -> None: """ The display portion of the game loop, now as its own method. :param console: :param context: :return: None """ # draw the game map on screen self.game_map.render(console) # loop through all the entities for entity in self.entities: # and place them on the console console.print(entity.x, entity.y, entity.char, entity.color) # update the screen so we can see them context.present(console) # clear console to prevent 'trailing' console.clear()