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Use hex map.
authorChristian Heller <c.heller@plomlompom.de>
Thu, 17 Jan 2019 23:00:08 +0000 (00:00 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Thu, 17 Jan 2019 23:00:08 +0000 (00:00 +0100)
client.py
game_common.py
server_/game.py

index 07d59c235c5a2b21f9b3ff7ba90c6f29b75a86e2..6594fb506fe7f78a8c050a5ce364dbbca9bd0ba6 100755 (executable)
--- a/client.py
+++ b/client.py
@@ -60,18 +60,33 @@ class WidgetManager:
 
     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."""
index 39a12f1612f0cbd15d342a82c88c26feace90dde..b729a29b82e79818e914b5386b34c32c81dbca14 100644 (file)
@@ -25,6 +25,9 @@ class Map:
         for y in range(self.size[0]):
             self.terrain += '?' * self.size[1]
 
+    def get_position_index(self, yx):
+        return yx[0] * self.size[1] + yx[1]
+
 
 class World:
 
index ea3649732b20eb8f729f79545d07e6c498c68935..5e38daae0a6a05eebf7610e1c5775c999b4b3e9c 100644 (file)
@@ -44,14 +44,22 @@ class Map(game_common.Map):
                 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)
@@ -61,18 +69,42 @@ class Map(game_common.Map):
             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):