curses.init_pair(2, curses.COLOR_BLUE, curses.COLOR_BLACK)
curses.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
curses.init_pair(4, curses.COLOR_YELLOW, curses.COLOR_BLACK)
- curses.init_pair(5, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
- curses.init_pair(6, curses.COLOR_BLACK, curses.COLOR_BLUE)
+ curses.init_pair(5, curses.COLOR_CYAN, curses.COLOR_BLACK)
+ curses.init_pair(6, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
+ curses.init_pair(7, curses.COLOR_GREEN, curses.COLOR_BLACK)
+ curses.init_pair(8, curses.COLOR_BLACK, curses.COLOR_MAGENTA)
+ curses.init_pair(9, curses.COLOR_BLACK, curses.COLOR_BLUE)
+ curses.init_pair(10, curses.COLOR_BLACK, curses.COLOR_CYAN)
col_unknown = curses.color_pair(1)
col_mem_obstacle = curses.color_pair(2)
col_mem = curses.color_pair(2)
col_stone = curses.color_pair(1)
- col_dirt = curses.color_pair(4)
- col_earth = curses.color_pair(3)
col_player = curses.color_pair(5)
- col_water = curses.color_pair(6)
+ col_ground = curses.color_pair(6)
+ col_ground_wet = curses.color_pair(8)
+ col_ground_wetter = curses.color_pair(9)
+ col_ground_wettest = curses.color_pair(10)
+ col_dirt = curses.color_pair(3)
+ col_dirt_wet = curses.color_pair(8)
+ col_dirt_wetter = curses.color_pair(9)
+ col_dirt_wettest = curses.color_pair(10)
+ col_earth = curses.color_pair(3)
+ col_earth_wet = curses.color_pair(8)
+ col_earth_wetter = curses.color_pair(9)
+ col_earth_wettest = curses.color_pair(10)
+ col_wall_dirt = curses.color_pair(4)
+ col_wall_dirt_wet = curses.color_pair(8)
+ col_wall_dirt_wetter = curses.color_pair(9)
+ col_wall_dirt_wettest = curses.color_pair(10)
+ col_wall_earth = curses.color_pair(4)
+ col_wall_earth_wet = curses.color_pair(8)
+ col_wall_earth_wetter = curses.color_pair(9)
+ col_wall_earth_wettest = curses.color_pair(10)
+ col_wall_stone = curses.color_pair(1)
+ col_wall_stone_wet = curses.color_pair(8)
+ col_wall_stone_wetter = curses.color_pair(9)
+ col_wall_stone_wettest = curses.color_pair(10)
for y in range(world_data["map_size"]):
for x in range(world_data["map_size"]):
pos = y * world_data["map_size"] + x
attribute = col_mem
if char == " ":
attribute = col_unknown
- elif char == "X" or char == "#":
+ elif char in "%#XABCDEFGHI":
attribute = col_mem_obstacle
+ if char in "ADG":
+ char = "%"
+ elif char in "BEH":
+ char = "#"
+ elif char in "CFI":
+ char = "X"
+ elif char in "LO":
+ char = "~"
+ elif char in "JMP":
+ char = "."
+ elif char in "KNQ":
+ char = ":"
bonus = (" ", attribute)
winmap += [(char, attribute), bonus]
else:
attribute = col_stone
bonus = " "
+ if char == "_":
+ attribute = col_ground
+ elif char == "~":
+ attribute = col_ground_wet
+ elif char == "L":
+ char = "~"
+ attribute = col_ground_wetter
+ elif char == "O":
+ char = "~"
+ attribute = col_ground_wettest
if char == ".":
attribute = col_dirt
+ if char == "J":
+ char = "."
+ attribute = col_dirt_wet
+ if char == "M":
+ char = "."
+ attribute = col_dirt_wetter
+ if char == "P":
+ char = "."
+ attribute = col_dirt_wettest
elif char == ":":
attribute = col_earth
+ elif char == "K":
+ char = ":"
+ attribute = col_earth_wet
+ elif char == "N":
+ char = ":"
+ attribute = col_earth_wetter
+ elif char == "Q":
+ char = ":"
+ attribute = col_earth_wettest
elif char == "%":
- attribute = col_earth
+ attribute = col_wall_dirt
+ elif char == "A":
+ char = "%"
+ attribute = col_wall_dirt_wet
+ elif char == "D":
+ char = "%"
+ attribute = col_wall_dirt_wetter
+ elif char == "G":
+ char = "%"
+ attribute = col_wall_dirt_wettest
elif char == "#":
- attribute = col_dirt
- elif char == "~":
- attribute = col_water
+ attribute = col_wall_earth
+ elif char == "B":
+ char = "#"
+ attribute = col_wall_earth_wet
+ elif char == "E":
+ char = "#"
+ attribute = col_wall_earth_wetter
+ elif char == "H":
+ char = "#"
+ attribute = col_wall_earth_wettest
+ elif char == "X":
+ attribute = col_wall_stone
+ elif char == "C":
+ char = "X"
+ attribute = col_wall_stone_wet
+ elif char == "F":
+ char = "X"
+ attribute = col_wall_stone_wetter
+ elif char == "I":
+ char = "X"
+ attribute = col_wall_stone_wettest
elif char == "@":
attribute = col_player
- bonus = (char, attribute)
winmap += [(char, attribute), bonus]
if y % 2 == 0:
winmap += " "