rogueliketutorials/tile_types.py

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from typing import Tuple
import numpy as np # type: ignore
graphic_dt = np.dtype(
[
("ch", np.int32), # unicode codepoint
("fg", "3B"), # RGB
("bg", "3B"),
]
)
tile_dt = np.dtype(
[
("walkable", np.bool), # True if can be walked over
("transparent", np.bool), # True if doesn't block FOV
("dark", graphic_dt), # graphics for when this tile is not in FOV
("light", graphic_dt), # graphics for when this tile is not in FOV
]
)
def new_tile(
*, # keywords only
walkable: int,
transparent: int,
dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
) -> np.ndarray:
"""helper function for making tiles"""
return np.array((walkable, transparent, dark, light), dtype=tile_dt)
# SHROUD represents unexplored, unseen tiles
SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
floor = new_tile(
walkable=True,
transparent=True,
dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
light=(ord(" "), (255, 255, 255), (200, 180, 50)),
)
wall = new_tile(
walkable=False,
transparent=False,
dark=(ord(" "), (255, 255, 255), (0, 0, 150)),
light=(ord(" "), (255, 255, 255), (130, 110, 50)),
)