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.
This commit is contained in:
Eryn Wells 2023-02-12 15:55:01 -08:00
parent ec28f984da
commit 8efd3ce207
4 changed files with 109 additions and 40 deletions

View file

@ -1,27 +1,31 @@
# Eryn Wells <eryn@erynwells.me>
from typing import Optional
from typing import List
from tcod.console import Console
from .color import HealthBar
from .percentage_bar import PercentageBar
from .window import Window
from .window import Window, MapWindow
from ..geometry import Point, Rect, Size
from ..map import Map
from ..messages import MessageLog
from ..object import Hero
from ..object import Entity, Hero
class Interface:
'''The game's user interface'''
# pylint: disable=redefined-builtin
def __init__(self, size: Size, map: Map, message_log: MessageLog):
self.map_window = MapWindow(Rect(Point(0, 0), Size(size.width, size.height - 5)), map)
self.info_window = InfoWindow(Rect(Point(0, size.height - 5), Size(28, 5)))
self.message_window = MessageLogWindow(Rect(Point(28, size.height - 5), Size(size.width - 28, 5)), message_log)
def update(self, hero: Hero, turn_count: int):
def update(self, turn_count: int, hero: Hero, entities: List[Entity]):
self.info_window.turn_count = turn_count
self.info_window.update_hero(hero)
self.map_window.entities = entities
def draw(self, console: Console):
self.map_window.draw(console)
@ -29,51 +33,46 @@ class Interface:
self.message_window.draw(console)
class MapWindow(Window):
def __init__(self, bounds: Rect, map: Map):
super().__init__(bounds)
self.map = map
def draw(self, console):
super().draw(console)
# TODO: Get a 2D slice of tiles from the map given a rect based on the window's drawable area
drawable_area = self.drawable_area
self.map.print_to_console(console, drawable_area)
class InfoWindow(Window):
'''A window that displays information about the player'''
def __init__(self, bounds: Rect):
super().__init__(bounds, framed=True)
self.turn_count: int = 0
drawable_area = self.drawable_area
drawable_area = self.drawable_bounds
self.hit_points_bar = PercentageBar(
position=Point(drawable_area.min_x + 6, drawable_area.min_y),
width=20,
colors=list(HealthBar.bar_colors()))
def update_hero(self, hero: Hero):
hp, max_hp = hero.fighter.hit_points, hero.fighter.maximum_hit_points
assert hero.fighter
fighter = hero.fighter
hp, max_hp = fighter.hit_points, fighter.maximum_hit_points
self.hit_points_bar.percent_filled = hp / max_hp
def draw(self, console):
super().draw(console)
drawable_area = self.drawable_area
console.print(x=drawable_area.min_x + 2, y=drawable_area.min_y, string='HP:')
drawable_bounds = self.drawable_bounds
console.print(x=drawable_bounds.min_x + 2, y=drawable_bounds.min_y, string='HP:')
self.hit_points_bar.render_to_console(console)
if self.turn_count:
console.print(x=drawable_area.min_x, y=drawable_area.min_y + 1, string=f'Turn: {self.turn_count}')
console.print(x=drawable_bounds.min_x, y=drawable_bounds.min_y + 1, string=f'Turn: {self.turn_count}')
class MessageLogWindow(Window):
'''A window that displays a list of messages'''
def __init__(self, bounds: Rect, message_log: MessageLog):
super().__init__(bounds, framed=True)
self.message_log = message_log
def draw(self, console):
super().draw(console)
self.message_log.render_to_console(console, self.drawable_area)
self.message_log.render_to_console(console, self.drawable_bounds)