moved render stuff
This commit is contained in:
parent
733c6ec30e
commit
5b2a68ff2c
6 changed files with 109 additions and 100 deletions
41
g.py
41
g.py
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@ -2,47 +2,20 @@
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from __future__ import annotations
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from __future__ import annotations
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import tcod.console
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from tcod.context import Context
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import tcod.context
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from tcod.ecs import Registry
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import tcod.ecs
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import tcod.sdl.video
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import tcod.tileset
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import tcod.sdl.render
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import tcod.render
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from game.screens import Screen
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from game.screens import Screen
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from game.components import Position
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from game.render import Renderer
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context: tcod.context.Context
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context: Context
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"""The window managed by tcod."""
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"""The window managed by tcod."""
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world: tcod.ecs.Registry
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world: Registry
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"""The active ECS registry and current session."""
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"""The active ECS registry and current session."""
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screens: list[Screen] = []
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screens: list[Screen] = []
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"""A stack of states with the last item being the active state."""
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"""A stack of states with the last item being the active state."""
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foreground: tcod.console.Console
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renderer: Renderer
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"""The foreground console"""
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"""Renderer for the game"""
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background: tcod.console.Console
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"""The background console"""
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tileset: tcod.tileset.Tileset
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"""The tileset to use"""
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sdl_window: tcod.sdl.video.Window
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"""The SDL window"""
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sdl_renderer: tcod.sdl.render.Renderer
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"""The SDL renderer"""
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target_texture: tcod.sdl.render.Texture
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"""The final texture that is rendered"""
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atlas: tcod.render.SDLTilesetAtlas
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"""The tileset atlas"""
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console_render1: tcod.render.SDLConsoleRender
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console_render2: tcod.render.SDLConsoleRender
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"""The console renderer"""
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84
game/render.py
Normal file
84
game/render.py
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@ -0,0 +1,84 @@
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"""All rendering stuff"""
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from tcod.sdl.video import new_window
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from tcod.console import Console
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from tcod.sdl.video import WindowFlags, Window
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from tcod.render import SDLConsoleRender, SDLTilesetAtlas
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from tcod.sdl.render import new_renderer, TextureAccess, Renderer, Texture
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from tcod.tileset import Tileset
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from tcod.event import Event, MouseState
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import g
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class Renderer():
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foreground: Console
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"""The foreground console"""
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background: Console
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"""The background console"""
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console_render1: SDLConsoleRender
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console_render2: SDLConsoleRender
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"""The console renderer"""
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sdl_window: Window
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"""The SDL window"""
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sdl_renderer: Renderer
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"""The SDL renderer"""
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target_texture: Texture
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"""The final texture that is rendered"""
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atlas: SDLTilesetAtlas
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"""The tileset atlas"""
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tileset: Tileset
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"""The tileset to use"""
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def __init__(self, w, h, tileset):
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self.background = Console(w, h)
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self.foreground = Console(w, h)
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self.tileset = tileset
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w, h = self.background.width * tileset.tile_width, self.background.height * tileset.tile_height
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self.sdl_window = new_window(w,h, flags=WindowFlags.RESIZABLE)
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self.sdl_renderer = new_renderer(self.sdl_window, target_textures=True)
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self.target_texture = self.sdl_renderer.new_texture(w, h, access=TextureAccess.TARGET)
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self.atlas = SDLTilesetAtlas(self.sdl_renderer, self.tileset)
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self.console_render1 = SDLConsoleRender(atlas=self.atlas)
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self.console_render2 = SDLConsoleRender(atlas=self.atlas)
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def main_draw(self) -> None:
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"""Render and present the active screen."""
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if not g.screens:
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return
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self.background.clear()
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self.foreground.clear()
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self.foreground.rgba["bg"][:] = 0
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self.foreground.rgba["fg"][:] = 0
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g.screens[-1].on_draw()
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bg_tex = self.console_render1.render(self.background)
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bg_tex.blend_mode = 1
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fg_tex = self.console_render2.render(self.foreground)
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fg_tex.blend_mode = 1
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with self.sdl_renderer.set_render_target(self.target_texture):
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self.sdl_renderer.clear()
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self.sdl_renderer.copy(bg_tex)
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self.sdl_renderer.copy(fg_tex)
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self.sdl_renderer.copy(self.target_texture)
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self.sdl_renderer.present()
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def convert_event(self, event: Event):
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match event:
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case MouseState(position=pos):
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width, height = self.tileset.tile_width, self.tileset.tile_height
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event.position = (pos[0]//width, pos[1]//height)
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return event
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def dim(self):
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self.foreground.rgb["fg"] //= 4
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self.foreground.rgb["bg"] //= 4
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self.background.rgb["fg"] //= 4
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self.background.rgb["bg"] //= 4
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@ -15,7 +15,7 @@ import tcod.sdl.render
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import tcod.sdl.video
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import tcod.sdl.video
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import g
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import g
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from game.render import Renderer
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class Screen(Protocol):
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class Screen(Protocol):
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"""An abstract game screen."""
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"""An abstract game screen."""
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@ -25,7 +25,7 @@ class Screen(Protocol):
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def on_event(self, event: Event) -> ScreenResult:
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def on_event(self, event: Event) -> ScreenResult:
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"""Called on events."""
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"""Called on events."""
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def on_draw(self, console: Console) -> None:
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def on_draw(self) -> None:
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"""Called when the screen is being drawn."""
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"""Called when the screen is being drawn."""
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@ -52,31 +52,6 @@ ScreenResult: TypeAlias = "Push | Pop | Reset | None"
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"""Union of screen results."""
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"""Union of screen results."""
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def main_draw() -> None:
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"""Render and present the active screen."""
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if not g.screens:
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return
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g.background.clear()
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g.foreground.clear()
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g.foreground.rgba["bg"][:] = 0
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g.foreground.rgba["fg"][:] = 0
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g.screens[-1].on_draw(g.background)
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bg_tex = g.console_render1.render(g.background)
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bg_tex.blend_mode = 1
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fg_tex = g.console_render2.render(g.foreground)
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fg_tex.blend_mode = 1
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with g.sdl_renderer.set_render_target(g.target_texture):
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g.sdl_renderer.clear()
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g.sdl_renderer.copy(bg_tex)
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g.sdl_renderer.copy(fg_tex)
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g.sdl_renderer.copy(g.target_texture)
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g.sdl_renderer.present()
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def _apply_screen_result(result: ScreenResult) -> None:
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def _apply_screen_result(result: ScreenResult) -> None:
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"""Apply a ScreenResult to `g.screens`."""
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"""Apply a ScreenResult to `g.screens`."""
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match result:
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match result:
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@ -93,22 +68,15 @@ def _apply_screen_result(result: ScreenResult) -> None:
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case _:
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case _:
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raise TypeError(result)
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raise TypeError(result)
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def convert_event(event: tcod.event.Event):
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match event:
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case tcod.event.MouseState(position=pos):
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width, height = g.tileset.tile_width, g.tileset.tile_height
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event.position = (pos[0]//width, pos[1]//height)
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return event
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def main_loop() -> None:
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def main_loop() -> None:
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"""Run the active screen forever."""
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"""Run the active screen forever."""
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while g.screens:
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while g.screens:
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main_draw()
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g.renderer.main_draw()
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for event in wait_for_event():
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for event in wait_for_event():
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match event:
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match event:
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case Quit():
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case Quit():
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raise SystemExit()
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raise SystemExit()
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tile_event = convert_event(event)
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tile_event = g.renderer.convert_event(event)
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if g.screens:
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if g.screens:
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_apply_screen_result(g.screens[-1].on_event(tile_event))
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_apply_screen_result(g.screens[-1].on_event(tile_event))
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@ -119,14 +87,11 @@ def get_previous_screen(screen: Screen) -> Screen | None:
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return g.screens[current_index - 1] if current_index > 0 else None
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return g.screens[current_index - 1] if current_index > 0 else None
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def draw_previous_screens(screen: Screen, console: tcod.console.Console, dim: bool = True) -> None:
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def draw_previous_screens(screen: Screen, dim: bool = True) -> None:
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"""Draw previous screens, optionally dimming all but the active screen."""
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"""Draw previous screens, optionally dimming all but the active screen."""
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prev_screen = get_previous_screen(screen)
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prev_screen = get_previous_screen(screen)
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if prev_screen is None:
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if prev_screen is None:
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return
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return
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prev_screen.on_draw(console)
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prev_screen.on_draw()
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if dim and screen is g.screens[-1]:
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if dim and screen is g.screens[-1]:
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g.foreground.rgb["fg"] //= 4
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g.renderer.dim()
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g.foreground.rgb["bg"] //= 4
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g.background.rgb["fg"] //= 4
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g.background.rgb["bg"] //= 4
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@ -64,7 +64,7 @@ def _draw_entity(entity: tcod.ecs.Entity, camera_pos, camera_radius_x, camera_ra
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graphic = entity.components[Graphic]
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graphic = entity.components[Graphic]
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r,gg,b,_ = graphic.fg
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r,gg,b,_ = graphic.fg
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fg = (r,gg,b,255)
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fg = (r,gg,b,255)
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g.foreground.rgba[["ch", "fg"]][screen_pos.y + camera_radius_y, screen_pos.x + camera_radius_x] = graphic.ch, fg
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g.renderer.foreground.rgba[["ch", "fg"]][screen_pos.y + camera_radius_y, screen_pos.x + camera_radius_x] = graphic.ch, fg
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@attrs.define()
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@attrs.define()
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case _:
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case _:
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return None
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return None
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def on_draw(self, console: tcod.console.Console) -> None:
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def on_draw(self) -> None:
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"""Draw the standard screen."""
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"""Draw the standard screen."""
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console = g.background
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console = g.renderer.background
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centers = [a.components[Position] for a in g.world.Q.all_of(tags=[IsPlayer])]
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centers = [a.components[Position] for a in g.world.Q.all_of(tags=[IsPlayer])]
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camera_pos = sum(centers, start=Position(0,0))
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camera_pos = sum(centers, start=Position(0,0))
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camera_pos = camera_pos.mod(len(centers))
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camera_pos = camera_pos.mod(len(centers))
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@ -45,10 +45,9 @@ class SelectItem(MenuItem):
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case _:
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case _:
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return None
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return None
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def on_draw(self, console: tcod.console.Console, x: int, y: int, highlight: bool) -> None:
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def on_draw(self, x: int, y: int, highlight: bool) -> None:
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"""Render this items label."""
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"""Render this items label."""
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#g.foreground.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
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g.renderer.background.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
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g.background.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
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@attrs.define()
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@attrs.define()
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"""Handle escape or right click being pressed on menus."""
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"""Handle escape or right click being pressed on menus."""
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return Pop()
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return Pop()
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def on_draw(self, console: tcod.console.Console) -> None:
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def on_draw(self) -> None:
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"""Render the menu."""
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"""Render the menu."""
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draw_previous_screens(self, g.foreground)
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draw_previous_screens(self)
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for i, item in enumerate(self.items):
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for i, item in enumerate(self.items):
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item.on_draw(g.foreground, x=self.x, y=self.y + i, highlight=i == self.selected)
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item.on_draw(x=self.x, y=self.y + i, highlight=i == self.selected)
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18
main.py
18
main.py
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import game.tilesetmanager
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import game.tilesetmanager
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import game.screens
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import game.screens
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from game.screens.menu_screens import MainMenu
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from game.screens.menu_screens import MainMenu
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from game.render import Renderer
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def main() -> None:
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def main() -> None:
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"""Entry point function."""
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"""Entry point function."""
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g.tileset = game.tilesetmanager.valid_tileset()
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tileset = game.tilesetmanager.valid_tileset()
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#tcod.tileset.procedural_block_elements(tileset=tileset)
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#tcod.tileset.procedural_block_elements(tileset=tileset)
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g.screens = [MainMenu()]
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g.screens = [MainMenu()]
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g.background = tcod.console.Console(80, 35)
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g.renderer = Renderer(80, 35, tileset)
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g.foreground = tcod.console.Console(80, 35)
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w, h = g.background.width * g.tileset.tile_width, g.background.height * g.tileset.tile_height
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win = tcod.sdl.video.new_window(w,h, flags=tcod.lib.SDL_WINDOW_RESIZABLE)
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g.sdl_window = win
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g.sdl_renderer = tcod.sdl.render.new_renderer(g.sdl_window, target_textures=True)
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g.target_texture = g.sdl_renderer.new_texture(w, h, access=tcod.sdl.render.TextureAccess.TARGET)
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g.atlas = tcod.render.SDLTilesetAtlas(g.sdl_renderer, g.tileset)
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g.console_render1 = tcod.render.SDLConsoleRender(atlas=g.atlas)
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g.console_render2 = tcod.render.SDLConsoleRender(atlas=g.atlas)
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game.screens.main_loop()
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game.screens.main_loop()
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