def draw(self): for y in range(self.size['y']): for x in range(self.size['x']): blocked = 1 visible = 1 if self.map[x][y].blocked: blocked = 0 #if self.map[x][y].block_sight: visible = 0 if ltc.map_is_in_fov(self.map_fov,x,y): visible = 0 ltc.console_set_char_background(self.con,x,y,constants.colors['tiles'][self.map[x][y].tile_type][blocked][visible],ltc.BKGND_SET)
def draw(self): should_equal_none = None if self.blinks: if self.blink_timer > (self.blink_frequency/2): # doesn't draw for this portion of the cycle should_equal_none = False # resets the blink_timer if it goes through the entire cycle if self.blink_timer > self.blink_frequency: self.blink_timer = 0 if should_equal_none is None: ltc.console_set_char_background(self.con, self.pos_x, self.pos_y,ltc.Color(100, 100, 100), ltc.BKGND_SET)
def render_map(self, con): for y in range(self.height): for x in range(self.width): color = self.color['dark_ground'] if self.map[x][y].blocked: color = self.color['dark_wall'] tcod.console_set_char_background(con, x, y, color, tcod.BKGND_SET) tcod.console_set_char(con, x, y, tcod.CHAR_BLOCK1) if parser.OPTIONS['game']['debug'] is True: barf.Barf('DBG', 'Map rendered') return self.map