extracted states to own files
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3 changed files with 51 additions and 44 deletions
74
game/states/InGame.py
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74
game/states/InGame.py
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from __future__ import annotations
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import attrs
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import tcod.console
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import tcod.constants
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import tcod.event
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from tcod.event import KeySym
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import g
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import game.world_tools
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from game.components import Gold, Graphic, Position
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from game.constants import DIRECTION_KEYS, ACTION_KEYS
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from game.state import Push, State, StateResult
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from game.tags import IsItem, IsPlayer, IsDoor, IsActor
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from game.constants import WALL_CHAR
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from game.states import MainMenu
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@attrs.define()
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class InGame(State):
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"""Primary in-game state."""
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def on_event(self, event: tcod.event.Event) -> StateResult:
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"""Handle events for the in-game state."""
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(player,) = g.world.Q.all_of(tags=[IsPlayer])
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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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if (player.components[Position] - door.components[Position]).length() < 2:
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ACTION_KEYS[sym](door)
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case tcod.event.Quit():
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raise SystemExit()
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case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
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new_pos = player.components[Position] + DIRECTION_KEYS[sym]
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if not g.world_map.walkable[g.world_center.y+new_pos.y][g.world_center.x+new_pos.x]:
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return None
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player.components[Position] = new_pos
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# Auto pickup gold
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for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
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player.components[Gold] += gold.components[Gold]
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text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g"
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g.world[None].components[("Text", str)] = text
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gold.clear()
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return None
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case tcod.event.KeyDown(sym=KeySym.ESCAPE):
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return Push(MainMenu())
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case _:
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return None
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def on_draw(self, console: tcod.console.Console) -> None:
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"""Draw the standard screen."""
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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 = camera_pos.mod(len(centers))
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h = console.height//2
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w = console.width//2
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def draw(e_pos, e_graph):
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screen_pos = e_pos - camera_pos
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if (-w <= screen_pos.x < w\
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and -h <= screen_pos.y < h):
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graphic = e_graph
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console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
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for (y, row) in enumerate(g.world_map.walkable):
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for (x, val) in enumerate(row):
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if not val:
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draw(Position(x,y)-g.world_center, Graphic(WALL_CHAR))
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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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for actor in g.world.Q.all_of(components=[Position, Graphic], tags=[IsActor]).none_of(tags=[IsPlayer]):
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draw(actor.components[Position], entity.components[Graphic])
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for player in g.world.Q.all_of(tags=[IsPlayer]):
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draw(player.components[Position], player.components[Graphic])
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if text := g.world[None].components.get(("Text", str)):
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console.print(x=0, y=console.height - 1, string=text, fg=(255, 255, 255), bg=(0, 0, 0))
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