small drawing change
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bbc958b36c
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1 changed files with 7 additions and 6 deletions
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@ -67,7 +67,10 @@ class MainScreen(Screen):
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w = console.width//2
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w = console.width//2
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map: Map = g.world[None].components[Map]
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map: Map = g.world[None].components[Map]
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# TODO: eigentlich wäre andersrum rendern schöner
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# also nicht alle objekte zu rendern und dabei rauszufinden ob sie auf dem screen sind,
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# sondern über alle screen zellen laufen, über prüfen ob es im fov ist und dann gucken ob es dort ein objekt
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# gibt und es entsprechend rendern
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def draw(e_pos, e_graph):
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def draw(e_pos, e_graph):
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screen_pos = e_pos - camera_pos
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screen_pos = e_pos - camera_pos
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map_pos = world_pos_to_map_pos(e_pos)
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map_pos = world_pos_to_map_pos(e_pos)
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@ -77,16 +80,14 @@ class MainScreen(Screen):
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graphic = e_graph
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graphic = e_graph
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else:
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else:
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graphic = Graphic(0x2591, (50, 50, 50))
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graphic = Graphic(0x2591, (50, 50, 50))
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console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
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if graphic.ch != 0:
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console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
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# Draw walls
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# Draw walls
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for (y, row) in enumerate(map.walkable):
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for (y, row) in enumerate(map.walkable):
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for (x, val) in enumerate(row):
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for (x, val) in enumerate(row):
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pos = map_pos_to_world_pos(Position(x,y))
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pos = map_pos_to_world_pos(Position(x,y))
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if val:
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draw(pos, Graphic(0) if val else Graphic(WALL_CHAR))
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draw(pos, Graphic(0)) # open air
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else:
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draw(pos, Graphic(WALL_CHAR))
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# draw all entities that are not actors
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# draw all entities that are not actors
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for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):
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for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):
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draw(entity.components[Position], entity.components[Graphic])
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draw(entity.components[Position], entity.components[Graphic])
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