diff --git a/g.py b/g.py index 64d1041..e30e095 100644 --- a/g.py +++ b/g.py @@ -15,6 +15,8 @@ context: tcod.context.Context world: tcod.ecs.Registry """The active ECS registry and current session.""" +world_center: tuple[int,int] = Position(50, 50) + screens: list[Screen] = [] """A stack of states with the last item being the active state.""" diff --git a/game/screens/game_screens.py b/game/screens/game_screens.py index 0075be1..e9bc948 100644 --- a/game/screens/game_screens.py +++ b/game/screens/game_screens.py @@ -16,7 +16,7 @@ from game.screens import Push, Screen, ScreenResult from game.tags import IsItem, IsPlayer, IsDoor, IsActor from game.constants import WALL_CHAR from game.screens import menu_screens -from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos + @attrs.define() class MainScreen(Screen): @@ -34,8 +34,7 @@ class MainScreen(Screen): raise SystemExit() case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS: new_pos = player.components[Position] + DIRECTION_KEYS[sym] - map_pos = world_pos_to_map_pos(new_pos) - if not g.world[None].components[Map].walkable[map_pos.y][map_pos.x]: + if not g.world[None].components[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 @@ -57,37 +56,20 @@ class MainScreen(Screen): camera_pos = camera_pos.mod(len(centers)) h = console.height//2 w = console.width//2 - - map: Map = g.world[None].components[Map] - cam_map = world_pos_to_map_pos(camera_pos) - map.compute_fov(cam_map.x, cam_map.y, 100) - def draw(e_pos, e_graph): screen_pos = e_pos - camera_pos - map_pos = world_pos_to_map_pos(e_pos) if (-w <= screen_pos.x < w\ and -h <= screen_pos.y < h): - if map.fov[map_pos.y][map_pos.x]: - graphic = e_graph - else: - graphic = Graphic(0x2591, (50, 50, 50)) + graphic = e_graph console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg - - # Draw walls - for (y, row) in enumerate(map.walkable): + for (y, row) in enumerate(g.world[None].components[Map].walkable): for (x, val) in enumerate(row): - pos = map_pos_to_world_pos(Position(x,y)) - if val: - draw(pos, Graphic(0)) # open air - else: - draw(pos, Graphic(WALL_CHAR)) - # draw all entities that are not actors + 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]) - # draw all actors for actor in g.world.Q.all_of(components=[Position, Graphic], tags=[IsActor]).none_of(tags=[IsPlayer]): draw(actor.components[Position], entity.components[Graphic]) - # draw the player 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)): diff --git a/game/world_tools.py b/game/world_tools.py index 74a6783..fc7022e 100644 --- a/game/world_tools.py +++ b/game/world_tools.py @@ -1,45 +1,38 @@ """Functions for working with worlds.""" from __future__ import annotations + from random import Random -from typing import Final + +import g from tcod.ecs import Registry, Entity from tcod.map import Map -import g - from game.components import Gold, Graphic, Position from game.tags import IsActor, IsItem, IsPlayer, IsDoor -world_center: Final = Position(50, 50) - -def world_pos_to_map_pos(pos): - return pos+world_center - -def map_pos_to_world_pos(pos): - return pos-world_center - -def add_wall(world, pos, remove=False): - r_pos = world_pos_to_map_pos(pos) - map = world[None].components[Map] +def add_wall(pos, remove=False): + r_pos = g.world_center + pos + map = g.world[None].components[Map] map.walkable[r_pos.y][r_pos.x] = remove map.transparent[r_pos.y][r_pos.x] = remove -def add_door(world, pos): - world.new_entity( +def add_door(pos): + g.world.new_entity( components={ Position: pos, Graphic: Graphic(ord('\\')) }, tags=[IsDoor] ) - add_wall(world, pos) + add_wall(pos) def new_world() -> Registry: """Return a freshly generated world.""" world = Registry() + g.world = world map = world[None].components[Map] = Map(100, 100) map.walkable[:] = True @@ -73,9 +66,9 @@ def new_world() -> Registry: for i in range(20): if i == 5 or i == 9: - add_door(world, Position(10,i)) + add_door(Position(10,i)) else: - add_wall(world, Position(10, i)) + add_wall(Position(10, i)) return world @@ -83,4 +76,4 @@ def new_world() -> Registry: def unlock_door(door: Entity): door.components[Graphic] = Graphic(ord("_")) door.tags.clear() - add_wall(g.world, door.components[Position], remove=True) + add_wall(door.components[Position], remove=True) diff --git a/main.py b/main.py index cfb479e..226a327 100755 --- a/main.py +++ b/main.py @@ -17,7 +17,7 @@ def main() -> None: tileset = tcod.tileset.load_tilesheet( "data/Alloy_curses_12x12.png", columns=16, rows=16, charmap=tcod.tileset.CHARMAP_CP437 ) - #tcod.tileset.procedural_block_elements(tileset=tileset) + tcod.tileset.procedural_block_elements(tileset=tileset) g.screens = [MainMenu()] g.console = tcod.console.Console(80, 50)