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def render_gameArea(pc) :
con = Rogue.map.render_gameArea(pc, view_x(),view_y(),view_w(),view_h() )
libtcod.console_clear(con_game()) # WHY ARE WE DOING THIS?
libtcod.console_blit(con, view_x(),view_y(),view_w(),view_h(),
con_game(), view_port_x(),view_port_y())
#@debug.printr
quest_console, 0, 0, self.panelInfo["QuestScreen"][
"ScreenWidth"], self.panelInfo["QuestScreen"]["ScreenHeight"],
0, self.panelInfo["QuestScreen"]["StartX"], self.panelInfo["QuestScreen"]["StartY"])
libtcod.console_blit(
toast_console, 0, 0, self.panelInfo["ToastScreen"][
"ScreenWidth"], self.panelInfo["ToastScreen"]["ScreenHeight"],
0, self.panelInfo["ToastScreen"]["StartX"], self.panelInfo["ToastScreen"]["StartY"])
# Update Panels
libtcod.console_flush()
# Clear Panels
libtcod.console_clear(map_console)
libtcod.console_clear(hud_console)
libtcod.console_clear(quest_console)
libtcod.console_clear(toast_console)
def render_map_screen(game, fov_map, debug=False):
con = game.map_panel
entities = game.entities
# Render game map #
tcod.console_clear(con)
render_map_centered_on_player(game, con, fov_map, debug=debug)
# Draw all entities #
entities_in_render_order = sorted(entities, key=lambda x: x.render_order.value)
for entity in entities_in_render_order:
draw_entity(game, con, entity, fov_map, debug=debug)
if game.state == GameStates.CURSOR_ACTIVE:
draw_entity(game, con, game.cursor, fov_map, debug=debug)
draw_console_borders(con ,color=colors.white)
#game.con.blit(game.map_panel, width=cfg.MAP_SCREEN_WIDTH, height=cfg.MAP_SCREEN_HEIGHT)
tcod.console_blit(con, 0, 0, cfg.MAP_SCREEN_WIDTH, cfg.MAP_SCREEN_HEIGHT, 0, 0, 0)
# Draw all entities in the list
visible_entities = [e for e in game_map.entities if e.render_order != RenderOrder.INVISIBLE]
entities_in_render_order = sorted(visible_entities, key=lambda x: x.render_order.value)
for entity in entities_in_render_order:
if game_state == GameStates.TARGETING and targeting_item.valid_target(mouse, fov_map, entity) and entity.distance(mouse.cx, mouse.cy) <= targeting_item.item.targeting_radius:
libtcod.console_set_default_foreground(con, libtcod.darkest_red)
libtcod.console_put_char(con, entity.x, entity.y, entity.char, libtcod.BKGND_NONE)
else:
draw_entity(con, entity, fov_map, game_map)
libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
# Print the game messages, one at a time
y = 1
for message in message_log.messages:
libtcod.console_set_default_foreground(panel, message.color)
libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE, libtcod.LEFT, message.text)
y += 1
render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)
libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, '{}'.format(game_map.name))
libtcod.console_set_default_foreground(panel, libtcod.light_gray)
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse(mouse, game_map.entities, fov_map))
libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)
def update_render_text(self):
tcod.console_clear(self.console)
tcod.console_print_ex(
self.console,0,0,
tcod.BKGND_NONE,tcod.LEFT,
self.text )
self.blit_console()
def render_colors(first, key, mouse):
global tc_cols, tc_dirr, tc_dirg, tc_dirb, tc_fast
TOPLEFT = 0
TOPRIGHT = 1
BOTTOMLEFT = 2
BOTTOMRIGHT = 3
if first:
libtcod.sys_set_fps(0)
libtcod.console_clear(sample_console)
tc_fast = False
for c in range(4):
# move each corner color
component=libtcod.random_get_int(None, 0, 2)
if component == 0:
tc_cols[c].r += 5 * tc_dirr[c]
if tc_cols[c].r == 255:
tc_dirr[c] = -1
elif tc_cols[c].r == 0:
tc_dirr[c] = 1
elif component == 1:
tc_cols[c].g += 5 * tc_dirg[c]
if tc_cols[c].g == 255:
tc_dirg[c] = -1
elif tc_cols[c].g == 0:
tc_dirg[c] = 1
def update_render_text(self):
tcod.console_clear(self.console)
tcod.console_print_ex(
self.console,0,0,
tcod.BKGND_NONE,tcod.LEFT,
self.text )
self.blit_console()
def clear_final():
libtcod.console_clear(con_final())
#@debug.printr
# elif game_state == GameStates.DROP_INVENTORY:
# player_turn_results.extend(player.inventory.drop_item(item))
# if toggle_log:
# if constants['panel_height'] == constants['screen_height']:
# constants['panel_height'] = 5
# else:
# constants['panel_height'] = constants['screen_height']
if take_stairs and game_state == GameStates.PLAYERS_TURN:
for entity in entities:
if entity.stairs and entity.x == player.x and entity.y == player.y:
entities = game_map.next_floor(player, message_log, constants)
fov_map = initialize_fov(game_map)
fov_recompute = True
libtcod.console_clear(con)
cam_x, cam_y = update_cam(player, constants)
break
else:
message_log.add_message(Message('There are no stairs here.', colors.get('red')))
if level_up:
if level_up == 'hp':
player.fighter.base_max_hp += 20
player.fighter.hp += 20
elif level_up == 'str':
player.fighter.base_power += 1
elif level_up == 'def':
player.fighter.base_defense += 1
game_state = previous_game_state