示例#1
0
 def _display(self):
     # map borders
     draw_rect((100, 100, 100),
               (0, 0, self.square_view_width * (self.interface.xcmax + 1),
                self.square_view_height * (self.interface.ycmax + 1)), 1)
     # backgrounds
     squares_to_view = []
     for xc in range(0, self.interface.xcmax + 1):
         for yc in range(0, self.interface.ycmax + 1):
             sq = self.interface.server.player.world.grid[(xc, yc)]
             if sq in self.interface.server.player.detected_squares:
                 color = (0, 25, 25)
             elif sq in self.interface.server.player.observed_squares:
                 color = (0, 25, 0)
             elif sq in self.interface.server.player.observed_before_squares:
                 color = (15, 15, 15)
             else:
                 color = (0, 0, 0)
                 continue
             if sq.high_ground:
                 color = (color[0] * 2, color[1] * 2, color[2] * 2)
             draw_rect(color, self._get_rect_from_map_coords(xc, yc))
             squares_to_view.append(sq)
     # walls
     for sq in squares_to_view:
         exits = set([e.o for e in sq.exits if not e.is_blocked()])
         walls = set([-90, 90, 180, 0]) - exits
         x, y = self._xy_coords(sq.x, sq.y)
         for color, borders in (((100, 100, 100), walls), ((0, 0, 0),
                                                           exits)):
             for o in borders:
                 dx = cos(radians(o)) * self.square_view_width / 2
                 dy = -sin(radians(o)) * self.square_view_width / 2
                 draw_line(color, (x - dx - dy, y - dy - dx),
                           (x - dx + dy, y - dy + dx))
示例#2
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 def display(self, grid):
     xmin, ymin = grid.xy_coords(self.xmin, self.ymin)
     xmax, ymax = grid.xy_coords(self.xmax, self.ymax)
     if self.parent.target is None:
         color = (255, 255, 255)
     else:
         color = (150, 150, 150)
     draw_rect(color, xmin, ymin, xmax - xmin, ymax - ymin, 1)
示例#3
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 def active_square_view_display(self):
     xc, yc = self.interface.coords_in_map(self.interface.place)
     x, y = xc * self.square_view_width, self.ymax - yc * self.square_view_height
     if self.interface.target is None:
         color = (255, 255, 255)
     else:
         color = (150, 150, 150)
     draw_rect(color, x, y - self.square_view_height, self.square_view_width, self.square_view_height, 1)
示例#4
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 def display(self, grid):
     xmin, ymin = grid.xy_coords(self.xmin, self.ymin)
     xmax, ymax = grid.xy_coords(self.xmax, self.ymax)
     if self.parent.target is None:
         color = (255, 255, 255)
     else:
         color = (150, 150, 150)
     draw_rect(color, xmin, ymin, xmax - xmin, ymax - ymin, 1)
 def _display_active_zone_border(self):
     if self.interface.zoom_mode:
         zoom = self.interface.zoom
         xmin, ymin = self._xy_coords(zoom.xmin, zoom.ymin)
         xmax, ymax = self._xy_coords(zoom.xmax, zoom.ymax)
         rect = xmin, ymin, xmax - xmin, ymax - ymin
     else:
         rect = self._get_rect_from_map_coords(*self.interface.coords_in_map(self.interface.place))
         rect = list(rect)
         rect[0] += 3
         rect[1] += 3
         rect[2] -= 6
         rect[3] -= 6
     if self.interface.target is None:
         color = (255, 255, 255)
     else:
         color = (150, 150, 150)
     draw_rect(color, rect, 1)
示例#6
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 def _display_active_zone_border(self):
     if self.interface.zoom_mode:
         zoom = self.interface.zoom
         xmin, ymin = self._xy_coords(zoom.xmin, zoom.ymin)
         xmax, ymax = self._xy_coords(zoom.xmax, zoom.ymax)
         rect = xmin, ymin, xmax - xmin, ymax - ymin
     else:
         rect = self._get_rect_from_map_coords(
             *self.interface.coords_in_map(self.interface.place))
         rect = list(rect)
         rect[0] += 3
         rect[1] += 3
         rect[2] -= 6
         rect[3] -= 6
     if self.interface.target is None:
         color = (255, 255, 255)
     else:
         color = (150, 150, 150)
     draw_rect(color, rect, 1)
示例#7
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    def display_object(self, o):
        if getattr(o, "is_inside", False):
            return
        if self.interface.target is not None and self.interface.target is o:
            width = 0  # fill circle
        else:
            width = 1
        x, y = self._object_coords(o)
        if o.shape() == "square":
            rect = x - R, y - R, R * 2, R * 2
            draw_rect(o.corrected_color(), rect, width)
        else:
            pygame.draw.circle(get_screen(), o.corrected_color(), (x, y), R,
                               width)
        if getattr(o.model, "player", None) is not None:
            if o.id in self.interface.group:
                color = (0, 255, 0)
            elif o.player is self.interface.player:
                color = (0, 55, 0)
            elif o.player in self.interface.player.allied:
                color = (0, 0, 155)
            elif o.player.is_an_enemy(self.interface.player):
                color = (155, 0, 0)
            else:
                color = (0, 0, 0)
            pygame.draw.circle(get_screen(), color, (x, y), R / 2, 0)
            if getattr(o, "hp", None) is not None and \
               o.hp != o.hp_max:
                hp_prop = 100 * o.hp / o.hp_max
                if hp_prop > 80:
                    color = (0, 255, 0)
##                elif hp_prop > 50:
##                    color = (0, 255, 0)
                else:
                    color = (255, 0, 0)
                W = R - 2
                if color != (0, 255, 0):
                    pygame.draw.line(get_screen(), (0, 55, 0),
                                     (x - W, y - R - 2),
                                     (x - W + 2 * W, y - R - 2))
                pygame.draw.line(get_screen(), color, (x - W, y - R - 2),
                                 (x - W + hp_prop * (2 * W) / 100, y - R - 2))
    def display_object(self, o):
        if getattr(o, "is_inside", False):
            return
        if self.interface.target is not None and self.interface.target is o:
            width = 0 # fill circle
        else:
            width = 1
        x, y = self._object_coords(o)
        if o.shape() == "square":
            rect = x-R, y-R, R*2, R*2
            draw_rect(o.corrected_color(), rect, width)
        else:
            pygame.draw.circle(get_screen(), o.corrected_color(), (x, y), R, width)
        if getattr(o.model, "player", None) is not None:
            if o.id in self.interface.group:
                color = (0,255,0)
            elif o.player is self.interface.player:
                color = (0,55,0)
            elif o.player in self.interface.player.allied:
                color = (0,0,155)
            elif o.player.player_is_an_enemy(self.interface.player):
                color = (155,0,0)
            else:
                color = (0, 0, 0)
            pygame.draw.circle(get_screen(), color, (x, y), R/2, 0)
            if getattr(o, "hp", None) is not None and \
               o.hp != o.hp_max:
                hp_prop = 100 * o.hp / o.hp_max
                if hp_prop > 80:
                    color = (0, 255, 0)
##                elif hp_prop > 50:
##                    color = (0, 255, 0)
                else:
                    color = (255, 0, 0)
                W = R - 2
                if color != (0, 255, 0):
                    pygame.draw.line(get_screen(), (0, 55, 0),
                                 (x - W, y - R - 2),
                                 (x - W + 2 * W, y - R - 2))
                pygame.draw.line(get_screen(), color,
                                 (x - W, y - R - 2),
                                 (x - W + hp_prop * (2 * W) / 100, y - R - 2))
示例#9
0
 def _display(self):
     # map borders
     draw_rect((100, 100, 100),
               (0, 0, self.square_view_width * (self.interface.xcmax + 1),
                self.square_view_height * (self.interface.ycmax + 1)), 1)
     # backgrounds
     squares_to_view = []
     for xc in range(0, self.interface.xcmax + 1):
         for yc in range(0, self.interface.ycmax + 1):
             sq = self.interface.server.player.world.grid[(xc, yc)]
             color = style.get(sq.type_name,
                               "color",
                               warn_if_not_found=False)
             try:
                 color = pygame.Color(color[0])
             except:
                 color = (0, 25, 0)
             if sq.high_ground:
                 color = (color[0] * 2, color[1] * 2, color[2] * 2)
             if sq in self.interface.server.player.observed_before_squares \
                and sq not in self.interface.server.player.observed_squares:
                 color = (color[0] / 10 + 15, color[1] / 10 + 15,
                          color[2] / 10 + 15)
             elif sq not in self.interface.server.player.observed_squares:
                 color = (0, 0, 0)
                 continue
             color = map(lambda x: min(x, 255), color)
             draw_rect(color, self._get_rect_from_map_coords(xc, yc))
             squares_to_view.append(sq)
     # walls
     for sq in squares_to_view:
         exits = set([e.o for e in sq.exits if not e.is_blocked()])
         walls = set([-90, 90, 180, 0]) - exits
         x, y = self._xy_coords(sq.x, sq.y)
         for color, borders in (((100, 100, 100), walls), ((0, 0, 0),
                                                           exits)):
             for o in borders:
                 dx = cos(radians(o)) * self.square_view_width / 2
                 dy = -sin(radians(o)) * self.square_view_width / 2
                 draw_line(color, (x - dx - dy, y - dy - dx),
                           (x - dx + dy, y - dy + dx))
示例#10
0
 def _display(self):
     # map borders
     draw_rect((100, 100 ,100),
               (0, 0,
                self.square_view_width * (self.interface.xcmax + 1),
                self.square_view_height * (self.interface.ycmax + 1)),
               1)
     # backgrounds
     squares_to_view = []
     for xc in range(0, self.interface.xcmax + 1):
         for yc in range(0, self.interface.ycmax + 1):
             sq = self.interface.server.player.world.grid[(xc, yc)]
             color = style.get(sq.type_name, "color", warn_if_not_found=False)
             try:
                 color = pygame.Color(color[0])
             except:
                 color = (0, 25, 0)
             if sq.high_ground:
                 color = (color[0]*2, color[1]*2, color[2]*2)
             if sq in self.interface.server.player.observed_before_squares \
                and sq not in self.interface.server.player.observed_squares:
                 color = (color[0]/10 + 15, color[1]/10 + 15, color[2]/10 + 15)
             elif sq not in self.interface.server.player.observed_squares:
                 color = (0, 0, 0)
                 continue
             color = map(lambda x: min(x, 255), color)
             draw_rect(color, self._get_rect_from_map_coords(xc, yc))
             squares_to_view.append(sq)
     # walls
     for sq in squares_to_view:
         exits = set([e.o for e in sq.exits if not e.is_blocked()])
         walls = set([-90, 90, 180, 0]) - exits
         x, y = self._xy_coords(sq.x, sq.y)
         for color, borders in (((100, 100, 100), walls), ((0, 0, 0), exits)):
             for o in borders:
                 dx = cos(radians(o)) * self.square_view_width / 2
                 dy = - sin(radians(o)) * self.square_view_width / 2
                 draw_line(color,
                           (x - dx - dy, y - dy - dx),
                           (x - dx + dy, y - dy + dx))
示例#11
0
 def _display(self):
     # backgrounds
     for xc in range(0, self.interface.xcmax + 1):
         for yc in range(0, self.interface.ycmax + 1):
             sq = self.interface.server.player.world.grid[(xc, yc)]
             x, y = xc * self.square_view_width, self.ymax - yc * self.square_view_height
             if sq in self.interface.server.player.detected_squares:
                 color = (0, 25, 25)
             elif sq in self.interface.server.player.observed_squares:
                 color = (0, 25, 0)
             elif sq in self.interface.server.player.observed_before_squares:
                 color = (15, 15, 15)
             else:
                 color = (0, 0, 0)
                 continue
             if sq.high_ground:
                 color = (color[0]*2, color[1]*2, color[2]*2)
             draw_rect(color, x, y - self.square_view_height, self.square_view_width, self.square_view_height, 0)
     # grid
     color = (100, 100, 100)
     for x in range(0, self.interface.xcmax + 2):
         draw_line(color, (x * self.square_view_width, 0), (x * self.square_view_width, (self.interface.ycmax + 1)* self.square_view_height))
     for y in range(0, self.interface.ycmax + 2):
         draw_line(color, (0, y * self.square_view_height), ((self.interface.xcmax + 1) * self.square_view_width, y * self.square_view_height))