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python-roguelike/engine.py
2022-01-07 14:18:47 -05:00

60 lines
1.7 KiB
Python

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()