moved walls to static map object
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parent
a4981d1575
commit
9b85305481
3 changed files with 32 additions and 22 deletions
2
g.py
2
g.py
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@ -17,6 +17,8 @@ world: tcod.ecs.Registry
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world_map: tcod.map.Map
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"""Wall Map of current World"""
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world_center: tuple[int,int] = (50, 50)
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states: list[game.state.State] = []
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"""A stack of states with the last item being the active state."""
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@ -34,7 +34,7 @@ class InGame(State):
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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 g.world.Q.all_of(tags=[new_pos, IsWall]) or g.world.Q.all_of(tags=[new_pos, IsDoor]):
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if not g.world_map.walkable[g.world_center[1]+new_pos.y][g.world_center[0]+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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@ -51,21 +51,21 @@ class InGame(State):
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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 = g.world.Q.all_of(tags=[IsPlayer])
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centers = [a.components[Position] for a in centers]
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center = sum(centers, start=Position(0,0))
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center = center.mod(len(centers))
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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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pos = e_pos - center
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if (-console.width//2 <= pos.x < console.width//2\
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and -console.height//2 <= pos.y < console.height//2):
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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"]][pos.y + console.height//2, pos.x + console.width//2] = graphic.ch, graphic.fg
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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 val:
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draw(Position(x,y), Graphic(WALL_CHAR))
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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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@ -12,11 +12,23 @@ from tcod.map import Map
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from game.components import Gold, Graphic, Position
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from game.tags import IsActor, IsItem, IsPlayer, IsWall, IsDoor
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def add_wall(x, y, remove=False):
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g.world_map.walkable[50+y][50+x] = remove
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def add_door(x, y):
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door = g.world[object()]
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door.tags.add(IsDoor)
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door.components[Position] = Position(x,y)
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door.components[Graphic] = Graphic(ord("\\"))
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add_wall(x,y)
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def new_world() -> Registry:
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"""Return a freshly generated world."""
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world = Registry()
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g.world = world
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g.world_map = Map(100, 100)
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g.world_map.walkable[:] = True
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rng = world[None].components[Random] = Random()
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player = world[object()]
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@ -34,19 +46,15 @@ def new_world() -> Registry:
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for i in range(20):
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if i == 5 or i == 9:
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door = world[object()]
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door.components[Position] = Position(10, i)
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door.components[Graphic] = Graphic(ord("\\"))
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door.tags |= {IsDoor}
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continue
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wall = world[object()]
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wall.components[Position] = Position(10, i)
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wall.components[Graphic] = Graphic(ord("#"))
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wall.tags |= {IsWall}
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add_door(10,i)
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else:
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add_wall(10, i)
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return world
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def unlock_door(door: Entity):
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door.components[Graphic] = Graphic(ord("_"))
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door.tags.discard(IsDoor)
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door.tags.clear()
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pos = door.components[Position]
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add_wall(pos.x,pos.y, remove=True)
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