81 lines
2.2 KiB
Python
81 lines
2.2 KiB
Python
class RendererLoopBreak(BaseException):
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pass
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class Renderer:
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"""
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Class responsible for updating tiles, their states, animations, etc.
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In the future, also takes in a WaterLayer and updates it with the game map.
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"""
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def __init__(self):
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self.tiles = []
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# location of the top left corner of the viewpoint
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self.pos = [0, 0]
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self.viewport = [80, 24]
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def addTile(self, tile):
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self.tiles.append(tile)
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def massUpdate(self):
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for i in self.tiles:
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if i.ttype == "standard":
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i.update(self.tiles)
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def inViewport(self, pos):
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if pos[0] < 0 or pos[0] > self.viewport[0] - 1:
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return False
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if pos[1] < 0 or pos[1] > self.viewport[1] - 1:
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return False
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return True
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def selectForRendering(self):
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"""
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Returns what tiles are in the viewport.
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"""
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tilesInScene = []
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for i in self.tiles:
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dims = i.dims
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pos = i.getCoords()
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try:
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for j in range(dims[0]):
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for k in range(dims[1]):
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if self.inViewport([pos[0] + j, pos[1] + k]):
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tilesInScene.append(i)
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raise RendererLoopBreak
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except RendererLoopBreak:
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pass
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self.cachedTiles = tilesInScene
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return tilesInScene
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def render(self):
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board = [
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["." for i in range(self.viewport[1])]
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for i in range(self.viewport[0])
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]
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toRender = self.selectForRendering()
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for tile in toRender:
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rendered = tile.render()
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coords = tile.getCoords()
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for j in range(len(rendered[0])):
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for i in range(len(rendered)):
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board[i + coords[0]][j + coords[1]] = rendered[j][i]
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return board
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def finalRender(self, rendered=None):
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if not rendered:
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rendered = self.render()
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for i in range(len(rendered[0])):
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buf = []
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for j in range(len(rendered)):
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buf.append(rendered[j][i])
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print(''.join(buf))
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