pyrogue/game/screens/game_screens.py

101 lines
4.6 KiB
Python

"""All states the are used in-game"""
from __future__ import annotations
import attrs
import tcod.console
import tcod.constants
import tcod.event
from tcod.event import KeySym
from tcod.map import Map
import g
from game.components import Action, Gold, Graphic, Position
from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.screens import Push, Screen, ScreenResult
from game.tags import IsItem, IsPlayer, 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):
"""Primary in-game state."""
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for the in-game state."""
(player,) = g.world.Q.all_of(tags=[IsPlayer])
map: Map = g.world[None].components[Map]
match event:
case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
for entity in g.world.Q.all_of(components=[Action, Position]):
player_pos = player.components[Position]
if (player_pos - entity.components[Position]).length() < 2:
entity.components[Action](entity)
cam_map = world_pos_to_map_pos(player_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
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]
map_pos = world_pos_to_map_pos(new_pos)
if not map.walkable[map_pos.y, map_pos.x]:
return None
player.components[Position] = new_pos
cam_map = world_pos_to_map_pos(new_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
# 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(menu_screens.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
map: Map = g.world[None].components[Map]
# TODO: eigentlich wäre andersrum rendern schöner
# also nicht alle objekte zu rendern und dabei rauszufinden ob sie auf dem screen sind,
# sondern über alle screen zellen laufen, über prüfen ob es im fov ist und dann gucken ob es dort ein objekt
# gibt und es entsprechend rendern
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))
if graphic.ch != 0:
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 (x, val) in enumerate(row):
pos = map_pos_to_world_pos(Position(x,y))
draw(pos, Graphic(0) if val else Graphic(WALL_CHAR))
# draw all entities that are not actors
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)):
console.print(x=0, y=console.height - 1, string=text, fg=(255, 255, 255), bg=(0, 0, 0))