from typing import Set, Iterable, Any from tcod.context import Context from tcod.console import Console from tcod.map import compute_fov from entity import Entity from game_map import GameMap from input_handlers import EventHandler class Engine: def __init__( self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity ): self.entities = entities self.event_handler = event_handler self.game_map = game_map self.player = player self.update_fov() def handle_events(self, events: Iterable[Any]) -> None: for event in events: action = self.event_handler.dispatch(event) if action is None: continue action.perform(self, self.player) # Update the FOV before the player's next action. self.update_fov() def update_fov(self) -> None: """Recompute the visible area based on the player's point of view.""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) # If a tile is "visible" it should be added to "explored" self.game_map.explored |= self.game_map.visible def render(self, console: Console, context: Context) -> None: self.game_map.render(console) for entity in self.entities: # Only print entities that are in FOV if self.game_map.visible[entity.x, entity.y]: console.print(entity.x, entity.y, entity.char, fg=entity.color) # Actually output to screen context.present(console) console.clear()