Add an Engine class and move all the engine-y bits over there from main
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3 changed files with 68 additions and 73 deletions
62
roguebasin/engine.py
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62
roguebasin/engine.py
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#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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import logging
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import tcod
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from .actions import ExitAction, MovePlayerAction, RegenerateRoomsAction
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from .events import EventHandler
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from .geometry import Point, Size
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from .map import Map
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from .object import Object
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from typing import AbstractSet
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LOG = logging.getLogger('engine')
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EVENT_LOG = logging.getLogger('events')
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class Configuration:
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def __init__(self, map_size: Size):
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self.map_size = map_size
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self.random_seed = None
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class Engine:
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def __init__(self, event_handler: EventHandler, configuration: Configuration):
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self.event_handler = event_handler
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self.configuration = configuration
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self.rng = tcod.random.Random(seed=configuration.random_seed)
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map_size = configuration.map_size
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self.map = Map(map_size)
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self.player = Object('@', tcod.white, x=int(map_size.width / 2), y=int(map_size.height / 2))
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self.objects: AbstractSet[Object] = {self.player}
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for _ in range(self.rng.randint(1, 15)):
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self.objects.add(Object('@', color=tcod.yellow, x=self.rng.randint(0, map_size.width), y=self.rng.randint(0, map_size.height)))
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def handle_event(self, event: tcod.event.Event):
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action = self.event_handler.dispatch(event)
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if not action:
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return
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if isinstance(action, MovePlayerAction):
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map_size = self.configuration.map_size
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new_player_position = Point(max(0, min(map_size.width - 1, self.player.x + action.direction[0])),
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max(0, min(map_size.height - 1, self.player.y + action.direction[1])))
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can_move_to_level_position = not self.map.tile_for_point(new_player_position).blocks_movement
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overlaps_an_object = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in self.objects)
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if can_move_to_level_position and not overlaps_an_object:
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EVENT_LOG.debug(f'Moving player to {new_player_position}; can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
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self.player.move_to(new_player_position)
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if isinstance(action, ExitAction):
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raise SystemExit()
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# if isinstance(action, RegenerateRoomsAction):
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# partitions, rooms = generate_rooms(random)
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def print_to_console(self, console):
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self.map.print_to_console(console)
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for obj in self.objects:
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obj.print_to_console(console)
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@ -10,6 +10,7 @@ import logging
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import os.path
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import random
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import tcod
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from .engine import Configuration, Engine
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from .events import EventHandler, ExitAction, MovePlayerAction, RegenerateRoomsAction
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from .geometry import Point, Rect, Size, Vector
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from .object import Object
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@ -75,83 +76,15 @@ def main(argv):
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level = [[Tile(False) for y in range(MAP_HEIGHT)] for x in range(MAP_WIDTH)]
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random = tcod.random.Random()
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partitions, rooms = generate_rooms(random)
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objects = [PLAYER, NPC]
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event_handler = EventHandler()
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configuration = Configuration(map_size=Size(MAP_WIDTH, MAP_HEIGHT))
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engine = Engine(event_handler, configuration)
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with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context:
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while True:
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#
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# Draw
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#
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console.clear()
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for part in partitions:
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console.draw_frame(part.x, part.y, part.width, part.height, bg=(40, 40, 80), clear=True, decoration="···· ····")
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for room in rooms:
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console.draw_frame(room.origin.x, room.origin.y, room.size.width, room.size.height,
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fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
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for obj in objects:
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obj.print(console)
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engine.print_to_console(console)
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context.present(console)
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#
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# Handle Events
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#
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for event in tcod.event.wait():
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action = event_handler.dispatch(event)
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if not action:
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continue
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if isinstance(action, MovePlayerAction):
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new_player_position = Point(max(0, min(CONSOLE_WIDTH, PLAYER.x + action.direction[0])),
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max(0, min(CONSOLE_HEIGHT, PLAYER.y + action.direction[1])))
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can_move_to_level_position = not level[new_player_position.x][new_player_position.y].blocks_movement
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overlaps_an_object = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in objects)
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if can_move_to_level_position and not overlaps_an_object:
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LOG.debug(f'Moving player to {new_player_position}; can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
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PLAYER.move_to(new_player_position)
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if isinstance(action, ExitAction):
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raise SystemExit()
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if isinstance(action, RegenerateRoomsAction):
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partitions, rooms = generate_rooms(random)
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def generate_rooms(random: tcod.random.Random) -> List[Rect]:
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bsp = tcod.bsp.BSP(x=0, y=0, width=MAP_WIDTH, height=MAP_HEIGHT)
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bsp.split_recursive(
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depth=4,
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min_width=8, min_height=8,
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max_horizontal_ratio=1.5, max_vertical_ratio=1.5)
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partitions = []
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rooms = []
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indent = 0
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for node in bsp.pre_order():
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if node.children:
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LOG.debug(f'{" " * indent}{Rect(node.x, node.y, node.width, node.height)}')
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indent += 2
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# TODO: Connect the two child rooms
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else:
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LOG.debug(f'{" " * indent}{Rect(node.x, node.y, node.width, node.height)} (room)')
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size = Size(random.randint(5, min(15, max(5, node.width - 2))),
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random.randint(5, min(15, max(5, node.height - 2))))
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origin = Point(node.x + random.randint(1, max(1, node.width - size.width - 1)),
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node.y + random.randint(1, max(1, node.height - size.height - 1)))
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room = Rect(origin.x, origin.y, size.width, size.height)
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LOG.debug(f'{" " * indent}`-> {room}')
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partitions.append(node)
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rooms.append(room)
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indent -= 2
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return partitions, rooms
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engine.handle_event(event)
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@ -39,5 +39,5 @@ class Object:
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self.__x = point.x
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self.__y = point.y
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def print(self, console: tcod.Console) -> None:
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def print_to_console(self, console: tcod.Console) -> None:
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console.print(x=self.__x, y=self.__y, string=self.__symbol, fg=self.__color)
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