made door actionable
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6a5e5d3137
commit
0d9de5b208
4 changed files with 13 additions and 14 deletions
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@ -10,10 +10,10 @@ from tcod.event import KeySym
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from tcod.map import Map
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import g
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from game.components import Gold, Graphic, Position
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from game.components import Action, Gold, Graphic, Position
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from game.constants import DIRECTION_KEYS, ACTION_KEYS
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from game.screens import Push, Screen, ScreenResult
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from game.tags import IsItem, IsPlayer, IsDoor, IsActor
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from game.tags import IsItem, IsPlayer, IsActor
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from game.constants import WALL_CHAR
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from game.screens import menu_screens
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from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
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@ -28,10 +28,10 @@ class MainScreen(Screen):
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map: Map = g.world[None].components[Map]
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match event:
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case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
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for door in g.world.Q.all_of(tags=[IsDoor]):
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for entity in g.world.Q.all_of(components=[Action, Position]):
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player_pos = player.components[Position]
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if (player_pos - door.components[Position]).length() < 2:
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ACTION_KEYS[sym](door)
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if (player_pos - entity.components[Position]).length() < 2:
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entity.components[Action](entity)
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cam_map = world_pos_to_map_pos(player_pos)
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map.compute_fov(cam_map.x, cam_map.y, 100)
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