some refactoring and readded IsDoor to enable contious walls

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 20:06:21 +02:00
parent 1fff168df0
commit 675e4a6af7
3 changed files with 46 additions and 33 deletions

View file

@ -1,6 +1,7 @@
"""All states the are used in-game"""
from __future__ import annotations
from random import Random
import attrs
import tcod.console
@ -13,11 +14,44 @@ import g
from game.components import Action, Gold, Graphic, Position
from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.screens import Push, Screen, ScreenResult
from game.tags import IsItem, IsPlayer, IsActor
from game.tags import IsDoor, IsItem, IsPlayer, IsActor
from game.constants import WALL_CHAR, VERTICAL_WALL_CHAR
from game.screens import menu_screens
from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
def _recalc_fov(pos):
cam_map = world_pos_to_map_pos(pos)
g.world[None].components[Map].compute_fov(cam_map.x, cam_map.y, 100)
def _handle_movement(player, map, dir):
pos = player.components[Position]
new_pos = pos + dir
map_pos = world_pos_to_map_pos(new_pos)
if a := g.world.Q.all_of(components=[Action], tags=[new_pos]):
for aa in a:
aa.components[Action](aa)
map_pos = world_pos_to_map_pos(pos)
map.compute_fov(map_pos.x, map_pos.y, 100)
return None
if not map.walkable[map_pos.y, map_pos.x]:
return None
player.components[Position] = new_pos
_recalc_fov(new_pos)
# Auto pickup gold
for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
player.components[Gold] += gold.components[Gold]
text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g"
g.world[None].components[("Text", str)] = text
gold.clear()
def _handle_action(player):
for entity in g.world.Q.all_of(components=[Action, Position]):
player_pos = player.components[Position]
if (player_pos - entity.components[Position]).length() < 2:
entity.components[Action](entity)
_recalc_fov(player_pos)
@attrs.define()
class MainScreen(Screen):
"""Primary in-game state."""
@ -28,38 +62,12 @@ class MainScreen(Screen):
map: Map = g.world[None].components[Map]
match event:
case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
for entity in g.world.Q.all_of(components=[Action, Position]):
player_pos = player.components[Position]
if (player_pos - entity.components[Position]).length() < 2:
entity.components[Action](entity)
cam_map = world_pos_to_map_pos(player_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
_handle_action(player)
case tcod.event.Quit():
raise SystemExit()
case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
pos = player.components[Position]
new_pos = pos + DIRECTION_KEYS[sym]
map_pos = world_pos_to_map_pos(new_pos)
if a := g.world.Q.all_of(components=[Action], tags=[new_pos]):
for aa in a:
aa.components[Action](aa)
map_pos = world_pos_to_map_pos(pos)
map.compute_fov(map_pos.x, map_pos.y, 100)
return None
if not map.walkable[map_pos.y, map_pos.x]:
return None
player.components[Position] = new_pos
cam_map = world_pos_to_map_pos(new_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
# Auto pickup gold
for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
player.components[Gold] += gold.components[Gold]
text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g"
g.world[None].components[("Text", str)] = text
gold.clear()
return None
dir = DIRECTION_KEYS[sym]
return _handle_movement(player, map, dir)
case tcod.event.KeyDown(sym=KeySym.ESCAPE):
return Push(menu_screens.MainMenu())
case _:
@ -91,10 +99,11 @@ class MainScreen(Screen):
console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
# Draw walls
doors = [ d.components[Position] for d in g.world.Q.all_of(tags=[IsDoor]) ]
for (y, row) in enumerate(map.walkable):
for (x, val) in enumerate(row):
pos = map_pos_to_world_pos(Position(x,y))
graphic = Graphic(0 if val else WALL_CHAR if map.walkable[y+1,x] else VERTICAL_WALL_CHAR)
graphic = Graphic(0 if val else WALL_CHAR if (map.walkable[y+1,x] and Position(x ,y+1) in doors) else VERTICAL_WALL_CHAR)
draw(pos, graphic)
# draw all entities that are not actors
for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):

View file

@ -12,3 +12,6 @@ IsActor: Final = "IsActor"
IsItem: Final = "IsItem"
"""Entity is an item."""
IsDoor: Final = "IsDoor"
"""Entity is a door."""

View file

@ -10,7 +10,7 @@ from tcod.map import Map
import g
from game.components import Action, Gold, Graphic, Position
from game.tags import IsActor, IsItem, IsPlayer
from game.tags import IsActor, IsItem, IsPlayer, IsDoor
world_center: Final = Position(50, 50)
@ -32,7 +32,8 @@ def add_door(world, pos):
Position: pos,
Graphic: Graphic(ord('\\')),
Action: unlock_door
}
},
tags=[IsDoor]
)
add_wall(world, pos)