Refactor map rendering
- Move all map rendering to a new MapWindow class - Clip map rendering to the bounds of the Window - Pass in Entities list from the Engine and render them relative to the window The map doesn't scroll yet, so it'll always be clipped on the bottom and right.
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4 changed files with 109 additions and 40 deletions
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@ -1,27 +1,31 @@
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# Eryn Wells <eryn@erynwells.me>
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from typing import Optional
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from typing import List
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from tcod.console import Console
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from .color import HealthBar
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from .percentage_bar import PercentageBar
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from .window import Window
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from .window import Window, MapWindow
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from ..geometry import Point, Rect, Size
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from ..map import Map
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from ..messages import MessageLog
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from ..object import Hero
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from ..object import Entity, Hero
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class Interface:
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'''The game's user interface'''
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# pylint: disable=redefined-builtin
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def __init__(self, size: Size, map: Map, message_log: MessageLog):
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self.map_window = MapWindow(Rect(Point(0, 0), Size(size.width, size.height - 5)), map)
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self.info_window = InfoWindow(Rect(Point(0, size.height - 5), Size(28, 5)))
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self.message_window = MessageLogWindow(Rect(Point(28, size.height - 5), Size(size.width - 28, 5)), message_log)
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def update(self, hero: Hero, turn_count: int):
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def update(self, turn_count: int, hero: Hero, entities: List[Entity]):
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self.info_window.turn_count = turn_count
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self.info_window.update_hero(hero)
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self.map_window.entities = entities
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def draw(self, console: Console):
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self.map_window.draw(console)
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@ -29,51 +33,46 @@ class Interface:
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self.message_window.draw(console)
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class MapWindow(Window):
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def __init__(self, bounds: Rect, map: Map):
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super().__init__(bounds)
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self.map = map
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def draw(self, console):
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super().draw(console)
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# TODO: Get a 2D slice of tiles from the map given a rect based on the window's drawable area
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drawable_area = self.drawable_area
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self.map.print_to_console(console, drawable_area)
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class InfoWindow(Window):
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'''A window that displays information about the player'''
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def __init__(self, bounds: Rect):
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super().__init__(bounds, framed=True)
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self.turn_count: int = 0
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drawable_area = self.drawable_area
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drawable_area = self.drawable_bounds
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self.hit_points_bar = PercentageBar(
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position=Point(drawable_area.min_x + 6, drawable_area.min_y),
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width=20,
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colors=list(HealthBar.bar_colors()))
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def update_hero(self, hero: Hero):
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hp, max_hp = hero.fighter.hit_points, hero.fighter.maximum_hit_points
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assert hero.fighter
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fighter = hero.fighter
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hp, max_hp = fighter.hit_points, fighter.maximum_hit_points
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self.hit_points_bar.percent_filled = hp / max_hp
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def draw(self, console):
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super().draw(console)
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drawable_area = self.drawable_area
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console.print(x=drawable_area.min_x + 2, y=drawable_area.min_y, string='HP:')
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drawable_bounds = self.drawable_bounds
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console.print(x=drawable_bounds.min_x + 2, y=drawable_bounds.min_y, string='HP:')
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self.hit_points_bar.render_to_console(console)
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if self.turn_count:
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console.print(x=drawable_area.min_x, y=drawable_area.min_y + 1, string=f'Turn: {self.turn_count}')
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console.print(x=drawable_bounds.min_x, y=drawable_bounds.min_y + 1, string=f'Turn: {self.turn_count}')
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class MessageLogWindow(Window):
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'''A window that displays a list of messages'''
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def __init__(self, bounds: Rect, message_log: MessageLog):
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super().__init__(bounds, framed=True)
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self.message_log = message_log
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def draw(self, console):
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super().draw(console)
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self.message_log.render_to_console(console, self.drawable_area)
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self.message_log.render_to_console(console, self.drawable_bounds)
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