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1bd0ab372d
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| 0a0ff2d1ed | |||
| 1b5d512a4b |
4 changed files with 45 additions and 22 deletions
2
g.py
2
g.py
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@ -15,8 +15,6 @@ context: tcod.context.Context
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world: tcod.ecs.Registry
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world: tcod.ecs.Registry
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"""The active ECS registry and current session."""
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"""The active ECS registry and current session."""
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world_center: tuple[int,int] = Position(50, 50)
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screens: list[Screen] = []
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screens: list[Screen] = []
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"""A stack of states with the last item being the active state."""
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"""A stack of states with the last item being the active state."""
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@ -16,7 +16,7 @@ from game.screens import Push, Screen, ScreenResult
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from game.tags import IsItem, IsPlayer, IsDoor, IsActor
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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.constants import WALL_CHAR
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from game.screens import menu_screens
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from game.screens import menu_screens
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from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
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@attrs.define()
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@attrs.define()
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class MainScreen(Screen):
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class MainScreen(Screen):
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@ -34,7 +34,8 @@ class MainScreen(Screen):
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raise SystemExit()
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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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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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new_pos = player.components[Position] + DIRECTION_KEYS[sym]
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if not g.world[None].components[Map].walkable[g.world_center.y+new_pos.y][g.world_center.x+new_pos.x]:
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map_pos = world_pos_to_map_pos(new_pos)
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if not g.world[None].components[Map].walkable[map_pos.y][map_pos.x]:
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return None
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return None
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player.components[Position] = new_pos
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player.components[Position] = new_pos
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# Auto pickup gold
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# Auto pickup gold
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@ -56,20 +57,37 @@ class MainScreen(Screen):
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camera_pos = camera_pos.mod(len(centers))
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camera_pos = camera_pos.mod(len(centers))
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h = console.height//2
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h = console.height//2
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w = console.width//2
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w = console.width//2
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map: Map = g.world[None].components[Map]
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cam_map = world_pos_to_map_pos(camera_pos)
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map.compute_fov(cam_map.x, cam_map.y, 100)
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def draw(e_pos, e_graph):
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def draw(e_pos, e_graph):
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screen_pos = e_pos - camera_pos
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screen_pos = e_pos - camera_pos
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map_pos = world_pos_to_map_pos(e_pos)
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if (-w <= screen_pos.x < w\
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if (-w <= screen_pos.x < w\
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and -h <= screen_pos.y < h):
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and -h <= screen_pos.y < h):
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if map.fov[map_pos.y][map_pos.x]:
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graphic = e_graph
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graphic = e_graph
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else:
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graphic = Graphic(0x2591, (50, 50, 50))
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console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = 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[None].components[Map].walkable):
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# Draw walls
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for (y, row) in enumerate(map.walkable):
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for (x, val) in enumerate(row):
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for (x, val) in enumerate(row):
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if not val:
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pos = map_pos_to_world_pos(Position(x,y))
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draw(Position(x,y)-g.world_center, Graphic(WALL_CHAR))
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if val:
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draw(pos, Graphic(0)) # open air
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else:
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draw(pos, Graphic(WALL_CHAR))
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# draw all entities that are not actors
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for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):
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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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draw(entity.components[Position], entity.components[Graphic])
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# draw all actors
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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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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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draw(actor.components[Position], entity.components[Graphic])
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# draw the player
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for player in g.world.Q.all_of(tags=[IsPlayer]):
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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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draw(player.components[Position], player.components[Graphic])
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if text := g.world[None].components.get(("Text", str)):
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if text := g.world[None].components.get(("Text", str)):
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@ -1,38 +1,45 @@
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"""Functions for working with worlds."""
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"""Functions for working with worlds."""
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from __future__ import annotations
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from __future__ import annotations
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from random import Random
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from random import Random
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from typing import Final
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import g
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from tcod.ecs import Registry, Entity
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from tcod.ecs import Registry, Entity
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from tcod.map import Map
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from tcod.map import Map
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import g
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from game.components import Gold, Graphic, Position
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from game.components import Gold, Graphic, Position
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from game.tags import IsActor, IsItem, IsPlayer, IsDoor
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from game.tags import IsActor, IsItem, IsPlayer, IsDoor
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def add_wall(pos, remove=False):
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world_center: Final = Position(50, 50)
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r_pos = g.world_center + pos
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map = g.world[None].components[Map]
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def world_pos_to_map_pos(pos):
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return pos+world_center
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def map_pos_to_world_pos(pos):
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return pos-world_center
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def add_wall(world, pos, remove=False):
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r_pos = world_pos_to_map_pos(pos)
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map = world[None].components[Map]
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map.walkable[r_pos.y][r_pos.x] = remove
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map.walkable[r_pos.y][r_pos.x] = remove
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map.transparent[r_pos.y][r_pos.x] = remove
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map.transparent[r_pos.y][r_pos.x] = remove
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def add_door(pos):
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def add_door(world, pos):
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g.world.new_entity(
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world.new_entity(
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components={
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components={
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Position: pos,
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Position: pos,
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Graphic: Graphic(ord('\\'))
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Graphic: Graphic(ord('\\'))
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},
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},
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tags=[IsDoor]
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tags=[IsDoor]
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)
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)
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add_wall(pos)
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add_wall(world, pos)
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def new_world() -> Registry:
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def new_world() -> Registry:
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"""Return a freshly generated world."""
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"""Return a freshly generated world."""
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world = Registry()
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world = Registry()
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g.world = world
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map = world[None].components[Map] = Map(100, 100)
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map = world[None].components[Map] = Map(100, 100)
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map.walkable[:] = True
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map.walkable[:] = True
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@ -66,9 +73,9 @@ def new_world() -> Registry:
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for i in range(20):
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for i in range(20):
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if i == 5 or i == 9:
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if i == 5 or i == 9:
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add_door(Position(10,i))
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add_door(world, Position(10,i))
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else:
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else:
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add_wall(Position(10, i))
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add_wall(world, Position(10, i))
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return world
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return world
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@ -76,4 +83,4 @@ def new_world() -> Registry:
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def unlock_door(door: Entity):
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def unlock_door(door: Entity):
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door.components[Graphic] = Graphic(ord("_"))
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door.components[Graphic] = Graphic(ord("_"))
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door.tags.clear()
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door.tags.clear()
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add_wall(door.components[Position], remove=True)
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add_wall(g.world, door.components[Position], remove=True)
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2
main.py
2
main.py
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@ -17,7 +17,7 @@ def main() -> None:
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tileset = tcod.tileset.load_tilesheet(
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tileset = tcod.tileset.load_tilesheet(
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"data/Alloy_curses_12x12.png", columns=16, rows=16, charmap=tcod.tileset.CHARMAP_CP437
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"data/Alloy_curses_12x12.png", columns=16, rows=16, charmap=tcod.tileset.CHARMAP_CP437
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)
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)
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tcod.tileset.procedural_block_elements(tileset=tileset)
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#tcod.tileset.procedural_block_elements(tileset=tileset)
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g.screens = [MainMenu()]
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g.screens = [MainMenu()]
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g.console = tcod.console.Console(80, 50)
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g.console = tcod.console.Console(80, 50)
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