Redo tiles to use numpy datatypes

This gives us some nice optimizations when splatting the map to the console.
This commit is contained in:
Eryn Wells 2022-05-01 00:09:12 -07:00
parent e7a5af59ed
commit 5302b5cf5e
3 changed files with 48 additions and 32 deletions

View file

@ -41,12 +41,12 @@ class Engine:
if isinstance(action, MovePlayerAction):
map_size = self.configuration.map_size
new_player_position = Point(max(0, min(map_size.width - 1, self.player.x + action.direction[0])),
max(0, min(map_size.height - 1, self.player.y + action.direction[1])))
can_move_to_level_position = not self.map.tile_for_point(new_player_position).blocks_movement
new_player_position = Point(self.player.x + action.direction[0],
self.player.y + action.direction[1])
can_move_to_map_position = self.map.tile_is_in_bounds(new_player_position) and self.map.tile_is_walkable(new_player_position)
overlaps_an_object = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in self.objects)
if can_move_to_level_position and not overlaps_an_object:
EVENT_LOG.debug(f'Moving player to {new_player_position}; can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
EVENT_LOG.debug(f'Attempting to move player to {new_player_position}; can_move:{can_move_to_map_position} overlaps:{overlaps_an_object}')
if can_move_to_map_position and not overlaps_an_object:
self.player.move_to(new_player_position)
if isinstance(action, ExitAction):