75 lines
1.7 KiB
Python
75 lines
1.7 KiB
Python
from __future__ import annotations
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from typing import Tuple, TYPE_CHECKING
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import color
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if TYPE_CHECKING:
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from tcod import Console
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from engine import Engine
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from game_map import GameMap
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def get_names_at_location(x: int, y: int, game_map: GameMap) -> str:
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if not game_map.in_bounds(x, y) or not game_map.visible[x, y]:
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return ""
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names = ", ".join(
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entity.name for entity in game_map.entities if entity.x == x and entity.y == y
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)
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return names.capitalize()
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def render_bar(
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console: Console,
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current_value: int,
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maximum_value: int,
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total_width: int,
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) -> None:
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bar_width = int(float(current_value) / maximum_value * total_width)
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console.draw_rect(x=0, y=45, width=20, height=1, ch=1, bg=color.bar_empty)
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if bar_width > 0:
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console.draw_rect(
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x=0,
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y=45,
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width=bar_width,
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height=1,
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ch=1,
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bg=color.bar_filled
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)
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console.print(
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x=1,
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y=45,
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string=f"HP: {current_value}/{maximum_value}",
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fg=color.bar_text,
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)
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def render_dungeon_level(
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console: Console,
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dungeon_level: int,
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location: Tuple[int, int]
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) -> None:
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"""
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Render the level the player is currently on, at the given location.
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"""
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x, y = location
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console.print(x, y, string=f"Dungeon level: {dungeon_level}")
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def render_names_at_mouse_location(
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console: Console,
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x: int,
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y: int,
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engine: Engine
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) -> None:
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mouse_x, mouse_y = engine.mouse_location
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names_at_mouse_location = get_names_at_location(mouse_x, mouse_y, engine.game_map)
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console.print(x, y, names_at_mouse_location) |