# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later from squirrelbattle.interfaces import Map from .display import Display from ..game import Game class MapDisplay(Display): """ A class to handle the display of the map. """ map: Map def __init__(self, *args): super().__init__(*args) def update(self, game: Game) -> None: self.map = game.map self.pad = self.newpad(self.map.height, self.pack.tile_width * self.map.width + 1) def update_pad(self) -> None: for j in range(len(self.map.tiles)): for i in range(len(self.map.tiles[j])): if not self.map.seen_tiles[j][i]: continue fg, bg = self.map.tiles[j][i].visible_color(self.pack) if \ self.map.visibility[j][i] else \ self.map.tiles[j][i].hidden_color(self.pack) self.addstr(self.pad, j, self.pack.tile_width * i, self.map.tiles[j][i].char(self.pack), fg, bg) for e in self.map.entities: if self.map.visibility[e.y][e.x]: self.addstr(self.pad, e.y, self.pack.tile_width * e.x, self.pack[e.name.upper()], self.pack.entity_fg_color, self.pack.entity_bg_color) # Display Path map for debug purposes # from squirrelbattle.entities.player import Player # players = [ p for p in self.map.entities if isinstance(p,Player) ] # player = players[0] if len(players) > 0 else None # if player: # for x in range(self.map.width): # for y in range(self.map.height): # if (y,x) in player.paths: # deltay, deltax = (y - player.paths[(y, x)][0], # x - player.paths[(y, x)][1]) # if (deltay, deltax) == (-1, 0): # character = '↓' # elif (deltay, deltax) == (1, 0): # character = '↑' # elif (deltay, deltax) == (0, -1): # character = '→' # else: # character = '←' # self.addstr(self.pad, y, self.pack.tile_width * x, # character, self.pack.tile_fg_color, # self.pack.tile_bg_color) def display(self) -> None: y, x = self.map.currenty, self.pack.tile_width * self.map.currentx deltay, deltax = (self.height // 2) + 1, (self.width // 2) + 1 pminrow, pmincol = y - deltay, x - deltax sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0) deltay, deltax = self.height - deltay, self.width - deltax smaxrow = self.map.height - (y + deltay) + self.height - 1 smaxrow = min(smaxrow, self.height - 1) smaxcol = self.pack.tile_width * self.map.width - \ (x + deltax) + self.width - 1 # Wrap perfectly the map according to the width of the tiles pmincol = self.pack.tile_width * (pmincol // self.pack.tile_width) smincol = self.pack.tile_width * (smincol // self.pack.tile_width) smaxcol = self.pack.tile_width \ * (smaxcol // self.pack.tile_width + 1) - 1 smaxcol = min(smaxcol, self.width - 1) pminrow = max(0, min(self.map.height, pminrow)) pmincol = max(0, min(self.pack.tile_width * self.map.width, pmincol)) self.pad.erase() self.update_pad() self.refresh_pad(self.pad, pminrow, pmincol, sminrow, smincol, smaxrow, smaxcol)