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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@ -1,17 +1,24 @@
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# Eryn Wells <eryn@erynwells.me>
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from typing import List
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import numpy as np
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from tcod.console import Console
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from ..geometry import Rect
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from ..object import Entity
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from ..geometry import Rect, Vector
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from ..map import Map
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class Window:
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'''A user interface window. It can be framed.'''
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def __init__(self, bounds: Rect, *, framed: bool = True):
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self.bounds = bounds
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self.is_framed = framed
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@property
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def drawable_area(self) -> Rect:
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def drawable_bounds(self) -> Rect:
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if self.is_framed:
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return self.bounds.inset_rect(1, 1, 1, 1)
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return self.bounds
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@ -23,3 +30,64 @@ class Window:
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self.bounds.origin.y,
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self.bounds.size.width,
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self.bounds.size.height)
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class MapWindow(Window):
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'''A Window that displays a game map'''
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def __init__(self, bounds: Rect, map_: Map, **kwargs):
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super().__init__(bounds, **kwargs)
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self.map = map_
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self.entities: List[Entity] = []
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def draw(self, console: Console):
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super().draw(console)
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self._draw_map(console)
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self._draw_entities(console)
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def _draw_map(self, console: Console):
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map_ = self.map
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map_size = map_.size
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drawable_bounds = self.drawable_bounds
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width = min(map_size.width, drawable_bounds.width)
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height = min(map_size.height, drawable_bounds.height)
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# TODO: Adjust the slice according to where the hero is.
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map_slice = np.s_[0:width, 0:height]
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min_x = drawable_bounds.min_x
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max_x = min_x + width
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min_y = drawable_bounds.min_y
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max_y = min_y + height
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console.tiles_rgb[min_x:max_x, min_y:max_y] = self.map.composited_tiles[map_slice]
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def _draw_entities(self, console):
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drawable_bounds_vector = Vector.from_point(self.drawable_bounds.origin)
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for ent in self.entities:
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# Only process entities that are in the field of view
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if not self.map.visible[tuple(ent.position)]:
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continue
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# Entity positions are 0-based relative to the (0, 0) point of the Map. In order to render them in the
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# correct position in the console, we need to offset the position.
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entity_position = ent.position
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map_tile_at_entity_position = self.map.composited_tiles[entity_position.x, entity_position.y]
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position = ent.position + drawable_bounds_vector
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console.print(
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x=position.x,
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y=position.y,
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string=ent.symbol,
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fg=ent.foreground,
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bg=tuple(map_tile_at_entity_position['bg'][:3]))
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# if ent.position == self.__current_mouse_point:
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# entities_at_mouse_position.append(ent)
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# if len(entities_at_mouse_position) > 0:
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# console.print(x=1, y=43, string=', '.join(e.name for e in entities_at_mouse_position))
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