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python-roguelike/tile_types.py

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from typing import Tuple
import numpy as np # type: ignore
# 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.
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(
"bg",
"3B",
),
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]
)
# Tile struct used for statically defined tile data.
tile_dt = np.dtype(
[
("walkable", np.bool), # True if this tile can be walked over.
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("transparent", np.bool), # True if this tile doesn't block FOV.
("dark", graphic_dt), # Graphics for when this tile is not in FOV.
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("light", graphic_dt), # Graphics for when the tile is in FOV.
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]
)
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def new_tile(
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*, # 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]]
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) -> np.ndarray:
"""Helper function for defining individual tile types"""
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return np.array((walkable, transparent, dark, light), dtype=tile_dt)
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# SHROUD represents unexplored, unseen tiles
SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
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floor = new_tile(
walkable=True,
transparent=True,
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dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
light=(ord(" "), (255, 255, 255), (200, 180, 50)),
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)
wall = new_tile(
walkable=False,
transparent=False,
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dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
light=(ord(" "), (255, 255, 255), (130, 110, 50)),
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)
down_stairs = new_tile(
walkable=True,
transparent=True,
dark=(ord(">"), (0, 0, 100), (50, 50, 150)),
light=(ord(">"), (255, 255, 255), (200, 180, 50)),
)