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9 changed files with 207 additions and 191 deletions

7
g.py
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@ -6,7 +6,7 @@ import tcod.console
import tcod.context
import tcod.ecs
import game.state
from game.screens import Screen
from game.components import Position
context: tcod.context.Context
@ -15,12 +15,9 @@ context: tcod.context.Context
world: tcod.ecs.Registry
"""The active ECS registry and current session."""
world_map: tcod.map.Map
"""Wall Map of current World"""
world_center: tuple[int,int] = Position(50, 50)
states: list[game.state.State] = []
screens: list[Screen] = []
"""A stack of states with the last item being the active state."""
console: tcod.console.Console

99
game/screens/__init__.py Normal file
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@ -0,0 +1,99 @@
"""Package for game state stuff."""
from __future__ import annotations
from typing import Protocol, TypeAlias
import attrs
import tcod.console
import tcod.event
import g
class Screen(Protocol):
"""An abstract game screen."""
__slots__ = ()
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Called on events."""
def on_draw(self, console: tcod.console.Console) -> None:
"""Called when the screen is being drawn."""
@attrs.define()
class Push:
"""Push a new screen on top of the stack."""
screen: Screen
@attrs.define()
class Pop:
"""Remove the current screen from the stack."""
@attrs.define()
class Reset:
"""Replace the entire stack with a new screen."""
screen: Screen
ScreenResult: TypeAlias = "Push | Pop | Reset | None"
"""Union of screen results."""
def main_draw() -> None:
"""Render and present the active screen."""
if not g.screens:
return
g.console.clear()
g.screens[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: ScreenResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(screen=screen):
g.screens.append(screen)
case Pop():
g.screens.pop()
case Reset(screen=screen):
while g.screens:
apply_state_result(Pop())
apply_state_result(Push(screen))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.screens:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.screens:
apply_state_result(g.screens[-1].on_event(tile_event))
def get_previous_screen(screen: Screen) -> Screen | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.screens) if value is screen)
return g.screens[current_index - 1] if current_index > 0 else None
def draw_previous_screens(screen: Screen, console: tcod.console.Console, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_screen = get_previous_screen(screen)
if prev_screen is None:
return
prev_screen.on_draw(console)
if dim and screen is g.screens[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4

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@ -1,28 +1,28 @@
"""A collection of game states."""
"""All states the are used in-game"""
from __future__ import annotations
from functools import reduce
import attrs
import tcod.console
import tcod.constants
import tcod.event
from tcod.event import KeySym
from tcod.map import Map
import g
import game.menus
import game.world_tools
from game.components import Gold, Graphic, Position
from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.state import Push, Reset, State, StateResult
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
@attrs.define()
class InGame(State):
class MainScreen(Screen):
"""Primary in-game state."""
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for the in-game state."""
(player,) = g.world.Q.all_of(tags=[IsPlayer])
match event:
@ -34,7 +34,7 @@ class InGame(State):
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]:
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
@ -45,7 +45,7 @@ class InGame(State):
gold.clear()
return None
case tcod.event.KeyDown(sym=KeySym.ESCAPE):
return Push(MainMenu())
return Push(menu_screens.MainMenu())
case _:
return None
@ -62,7 +62,7 @@ class InGame(State):
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 (y, row) in enumerate(g.world[None].components[Map].walkable):
for (x, val) in enumerate(row):
if not val:
draw(Position(x,y)-g.world_center, Graphic(WALL_CHAR))
@ -74,41 +74,3 @@ class InGame(State):
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))
class MainMenu(game.menus.ListMenu):
"""Main/escape menu."""
__slots__ = ()
def __init__(self) -> None:
"""Initialize the main menu."""
items = [
game.menus.SelectItem("New game", self.new_game),
game.menus.SelectItem("Quit", self.quit),
]
if hasattr(g, "world"):
items.insert(0, game.menus.SelectItem("Continue", self.continue_))
super().__init__(
items=tuple(items),
selected=0,
x=5,
y=5,
)
@staticmethod
def continue_() -> StateResult:
"""Return to the game."""
return Reset(InGame())
@staticmethod
def new_game() -> StateResult:
"""Begin a new game."""
g.world = game.world_tools.new_world()
return Reset(InGame())
@staticmethod
def quit() -> StateResult:
"""Close the program."""
raise SystemExit()

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@ -0,0 +1,45 @@
"""The main menu state"""
from __future__ import annotations
import g
import game.screens.menus
import game.world_tools
from game.screens import Reset, ScreenResult
from game.screens.game_screens import MainScreen
class MainMenu(game.screens.menus.ListMenu):
"""Main/escape menu."""
__slots__ = ()
def __init__(self) -> None:
"""Initialize the main menu."""
items = [
game.screens.menus.SelectItem("New game", self.new_game),
game.screens.menus.SelectItem("Quit", self.quit),
]
if hasattr(g, "world"):
items.insert(0, game.screens.menus.SelectItem("Continue", self.continue_))
super().__init__(
items=tuple(items),
selected=0,
x=5,
y=5,
)
@staticmethod
def continue_() -> ScreenResult:
"""Return to the game."""
return Reset(MainScreen())
@staticmethod
def new_game() -> ScreenResult:
"""Begin a new game."""
g.world = game.world_tools.new_world()
return Reset(MainScreen())
@staticmethod
def quit() -> ScreenResult:
"""Close the program."""
raise SystemExit()

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@ -10,9 +10,8 @@ import tcod.console
import tcod.event
from tcod.event import KeySym
import game.state_tools
from game.constants import DIRECTION_KEYS
from game.state import Pop, State, StateResult
from game.screens import Pop, Screen, ScreenResult, draw_previous_screens
class MenuItem(Protocol):
@ -20,7 +19,7 @@ class MenuItem(Protocol):
__slots__ = ()
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events passed to the menu item."""
def on_draw(self, console: tcod.console.Console, x: int, y: int, highlight: bool) -> None:
@ -32,9 +31,9 @@ class SelectItem(MenuItem):
"""Clickable menu item."""
label: str
callback: Callable[[], StateResult]
callback: Callable[[], ScreenResult]
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events selecting this item."""
match event:
case tcod.event.KeyDown(sym=sym) if sym in {KeySym.RETURN, KeySym.RETURN2, KeySym.KP_ENTER}:
@ -50,7 +49,7 @@ class SelectItem(MenuItem):
@attrs.define()
class ListMenu(State):
class ListMenu(Screen):
"""Simple list menu state."""
items: tuple[MenuItem, ...]
@ -58,7 +57,7 @@ class ListMenu(State):
x: int = 0
y: int = 0
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for menus."""
match event:
case tcod.event.Quit():
@ -84,18 +83,18 @@ class ListMenu(State):
case _:
return self.activate_selected(event)
def activate_selected(self, event: tcod.event.Event) -> StateResult:
def activate_selected(self, event: tcod.event.Event) -> ScreenResult:
"""Call the selected menu items callback."""
if self.selected is not None:
return self.items[self.selected].on_event(event)
return None
def on_cancel(self) -> StateResult:
def on_cancel(self) -> ScreenResult:
"""Handle escape or right click being pressed on menus."""
return Pop()
def on_draw(self, console: tcod.console.Console) -> None:
"""Render the menu."""
game.state_tools.draw_previous_state(self, console)
draw_previous_screens(self, console)
for i, item in enumerate(self.items):
item.on_draw(console, x=self.x, y=self.y + i, highlight=i == self.selected)

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@ -1,44 +0,0 @@
"""Base classes for states."""
from __future__ import annotations
from typing import Protocol, TypeAlias
import attrs
import tcod.console
import tcod.event
class State(Protocol):
"""An abstract game state."""
__slots__ = ()
def on_event(self, event: tcod.event.Event) -> StateResult:
"""Called on events."""
def on_draw(self, console: tcod.console.Console) -> None:
"""Called when the state is being drawn."""
@attrs.define()
class Push:
"""Push a new state on top of the stack."""
state: State
@attrs.define()
class Pop:
"""Remove the current state from the stack."""
@attrs.define()
class Reset:
"""Replace the entire stack with a new state."""
state: State
StateResult: TypeAlias = "Push | Pop | Reset | None"
"""Union of state results."""

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@ -1,61 +0,0 @@
"""State handling functions."""
from __future__ import annotations
import tcod.console
import g
from game.state import Pop, Push, Reset, State, StateResult
def main_draw() -> None:
"""Render and present the active state."""
if not g.states:
return
g.console.clear()
g.states[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: StateResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(state=state):
g.states.append(state)
case Pop():
g.states.pop()
case Reset(state=state):
while g.states:
apply_state_result(Pop())
apply_state_result(Push(state))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.states:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.states:
apply_state_result(g.states[-1].on_event(tile_event))
def get_previous_state(state: State) -> State | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.states) if value is state)
return g.states[current_index - 1] if current_index > 0 else None
def draw_previous_state(state: State, console: tcod.console.Console, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_state = get_previous_state(state)
if prev_state is None:
return
prev_state.on_draw(console)
if dim and state is g.states[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4

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@ -14,13 +14,18 @@ from game.tags import IsActor, IsItem, IsPlayer, IsDoor
def add_wall(pos, remove=False):
r_pos = g.world_center + pos
g.world_map.walkable[r_pos.y][r_pos.x] = remove
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(pos):
door = g.world[object()]
door.tags.add(IsDoor)
door.components[Position] = pos
door.components[Graphic] = Graphic(ord("\\"))
g.world.new_entity(
components={
Position: pos,
Graphic: Graphic(ord('\\'))
},
tags=[IsDoor]
)
add_wall(pos)
@ -28,22 +33,36 @@ def new_world() -> Registry:
"""Return a freshly generated world."""
world = Registry()
g.world = world
g.world_map = Map(100, 100)
g.world_map.walkable[:] = True
map = world[None].components[Map] = Map(100, 100)
map.walkable[:] = True
map.transparent[:] = True
rng = world[None].components[Random] = Random()
player = world[object()]
player.components[Position] = Position(5, 5)
player.components[Graphic] = Graphic(ord("@"))
player.components[Gold] = 0
player.tags |= {IsPlayer, IsActor}
world.new_entity(
components={
Position: Position(5,5),
Graphic: Graphic(ord('@')),
Gold: 0
},
tags=[IsActor, IsPlayer]
)
# player = world[object()] # <- das hier ist das gleiche wie das world.new_entity darüber
# player.components[Position] = Position(5, 5)
# player.components[Graphic] = Graphic(ord("@"))
# player.components[Gold] = 0
# player.tags |= {IsPlayer, IsActor}
for _ in range(10):
gold = world[object()]
gold.components[Position] = Position(rng.randint(0, 20), rng.randint(0, 20))
gold.components[Graphic] = Graphic(ord("$"), fg=(255, 255, 0))
gold.components[Gold] = rng.randint(1, 10)
gold.tags |= {IsItem}
world.new_entity(
components={
Position: Position(rng.randint(0, 20), rng.randint(0, 20)),
Graphic: Graphic(ord("$"), fg=(255, 255, 0)),
Gold: rng.randint(1, 10)
},
tags=[IsItem]
)
for i in range(20):
if i == 5 or i == 9:
@ -57,5 +76,4 @@ def new_world() -> Registry:
def unlock_door(door: Entity):
door.components[Graphic] = Graphic(ord("_"))
door.tags.clear()
pos = door.components[Position]
add_wall(pos, remove=True)
add_wall(door.components[Position], remove=True)

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@ -8,8 +8,9 @@ import tcod.context
import tcod.tileset
import g
import game.state_tools
import game.states
import game.screens
from game.screens.menu_screens import MainMenu
def main() -> None:
"""Entry point function."""
@ -18,10 +19,10 @@ def main() -> None:
)
tcod.tileset.procedural_block_elements(tileset=tileset)
g.states = [game.states.MainMenu()]
g.screens = [MainMenu()]
g.console = tcod.console.Console(80, 50)
with tcod.context.new(console=g.console, tileset=tileset) as g.context:
game.state_tools.main_loop()
game.screens.main_loop()
if __name__ == "__main__":