def draw_map(self):
"""Draw map view from .game.map_.terrain, .game.things."""
- map_lines = []
- map_size = len(self.game.world.map_.terrain)
- start_cut = 0
- while start_cut < map_size:
- limit = start_cut + self.game.world.map_.size[1]
- map_lines += [self.game.world.map_.terrain[start_cut:limit]]
- start_cut = limit
+ terrain_as_list = list(self.game.world.map_.terrain[:])
for t in self.game.world.things:
- line_as_list = list(map_lines[t.position[0]])
- line_as_list[t.position[1]] = self.game.symbol_for_type(t.type_)
- map_lines[t.position[0]] = ''.join(line_as_list)
- return "\n".join(map_lines)
+ pos_i = self.game.world.map_.get_position_index(t.position)
+ terrain_as_list[pos_i] = self.game.symbol_for_type(t.type_)
+
+ #terrain = ''.join(terrain_as_list)
+ #map_lines = []
+ #start_cut = 0
+ #while start_cut < len(terrain):
+ # limit = start_cut + self.game.world.map_.size[1]
+ # map_lines += [terrain[start_cut:limit]]
+ # start_cut = limit
+ #return "\n".join(map_lines)
+
+ new_terrain_list = []
+ x = 0
+ y = 0
+ for c in terrain_as_list:
+ new_terrain_list += [c, ' ']
+ x += 1
+ if x == self.game.world.map_.size[1]:
+ new_terrain_list += ['\n']
+ x = 0
+ y += 1
+ if y % 2 != 0:
+ new_terrain_list += [' ']
+ return ''.join(new_terrain_list)
def update(self):
"""Redraw all non-edit widgets."""
directions += [name[5:]]
return directions
- def get_position_index(self, yx):
- return yx[0] * self.size[1] + yx[1]
-
def new_from_shape(self, init_char):
return Map(self.size, init_char*self.size_i)
+ #def are_neighbors(self, pos_1, pos_2):
+ # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+
def are_neighbors(self, pos_1, pos_2):
- return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+ if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1] <= 1):
+ return True
+ elif abs(pos_1[0] - pos_2[0]) == 1:
+ if pos_1[0] % 2 == 0:
+ if pos_2[1] in (pos_1[1], pos_1[1] - 1):
+ return True
+ elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
+ return True
+ return False
def move(self, start_pos, direction):
mover = getattr(self, 'move_' + direction)
raise GameError('would move outside map bounds')
return new_pos
- def move_UP(self, start_pos):
- return [start_pos[0] - 1, start_pos[1]]
-
- def move_DOWN(self, start_pos):
- return [start_pos[0] + 1, start_pos[1]]
-
def move_LEFT(self, start_pos):
return [start_pos[0], start_pos[1] - 1]
def move_RIGHT(self, start_pos):
return [start_pos[0], start_pos[1] + 1]
+ #def move_UP(self, start_pos):
+ # return [start_pos[0] - 1, start_pos[1]]
+
+ #def move_DOWN(self, start_pos):
+ # return [start_pos[0] + 1, start_pos[1]]
+
+ def move_UPLEFT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] - 1, start_pos[1] - 1]
+ else:
+ return [start_pos[0] - 1, start_pos[1]]
+
+ def move_UPRIGHT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] - 1, start_pos[1]]
+ else:
+ return [start_pos[0] - 1, start_pos[1] + 1]
+
+ def move_DOWNLEFT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] + 1, start_pos[1] - 1]
+ else:
+ return [start_pos[0] + 1, start_pos[1]]
+
+ def move_DOWNRIGHT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] + 1, start_pos[1]]
+ else:
+ return [start_pos[0] + 1, start_pos[1] + 1]
+
class World(game_common.World):