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tile_types.py
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from typing import Tuple
import numpy as np
import color
# Tile graphics structured type compatible with Console.tiles_rgb.
graphic_dt = np.dtype(
[
("ch", np.int32), # Unicode codepoint.
("fg", "3B"), # 3 unsigned bytes, for RGB colors.
("bg", "3B"),
]
)
# Tile struct used for statically defined tile data.
tile_dt = np.dtype(
[
("walkable", bool), # True if this tile can be walked over.
("transparent", bool), # True if this tile doesn't block FOV.
("dark", graphic_dt), # Graphics for when this tile is not in FOV.
("light", graphic_dt), # Graphics for when the tile is in FOV.
]
)
def new_tile(
*, # Enforce the use of keywords, so that parameter order doesn't matter.
walkable: int,
transparent: int,
dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]]
) -> np.ndarray:
"""Helper function for defining individual tile types."""
return np.array((walkable, transparent, dark, light), dtype=tile_dt)
# SHROUD represents unexplored, unseen tiles
SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
floor = new_tile(
walkable=True,
transparent=True,
dark=(ord(" "), (255, 255, 255), color.cave_floor_dark),
light=(ord(" "), (255, 255, 255), color.cave_floor_light),
)
wall = new_tile(
walkable=False,
transparent=False,
dark=(ord(" "), (255, 255, 255), color.cave_wall_dark),
light=(ord(" "), (255, 255, 255), color.cave_wall_light),
)
tree = new_tile(
walkable=False,
transparent=False,
dark=(ord("♠"), color.tree_dark, color.ground_dark),
light=(ord("♠"), color.tree_light, color.ground_light),
)
ground = new_tile(
walkable=True,
transparent=True,
dark=(ord(" "), (255, 255, 255), color.ground_dark),
light=(ord(" "), (255, 255, 255), color.ground_light),
)
snow_low = new_tile(
walkable=True,
transparent=True,
dark=(ord("░"), (87, 146, 218), color.ground_dark),
light=(ord("░"), (255, 255, 255), color.ground_light),
)
snow_med = new_tile(
walkable=True,
transparent=True,
dark=(ord("▒"), (87, 146, 218), color.ground_dark),
light=(ord("▒"), (255, 255, 255), color.ground_light),
)
snow_high = new_tile(
walkable=True,
transparent=True,
dark=(ord("▓"), (87, 146, 218), color.ground_dark),
light=(ord("▓"), (255, 255, 255), color.ground_light),
)
snow_max = new_tile(
walkable=True,
transparent=True,
dark=(ord(" "), (87, 146, 218), color.ground_dark),
light=(
ord(" "),
(255, 255, 255),
(255, 255, 255),
), # TODO: Fix so player doesn't disappear when on tile.
)
water_tile = new_tile(
walkable=False,
transparent=True,
dark=(ord(" "), (255, 255, 255), color.ground_dark),
light=(ord(" "), (255, 255, 255), color.ground_light),
)
blood_tile = new_tile(
walkable=False,
transparent=True,
dark=(ord(" "), (255, 255, 255), color.ground_dark),
light=(ord(" "), (255, 255, 255), color.ground_light),
)
down_stairs = new_tile(
walkable=True,
transparent=True,
dark=(ord("∩"), color.cave_wall_dark, color.cave_floor_dark),
light=(ord("∩"), color.cave_wall_light, color.cave_floor_light),
)