extracted states to own files

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 10:05:44 +02:00
parent 8f7a15e17c
commit 72ec02dbae
3 changed files with 51 additions and 44 deletions

74
game/states/InGame.py Normal file
View file

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