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engine.py
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import os
import sys
import time
class Sprite:
def __init__(self, game, filename, pos_x, pos_y, invert=False, transparent=False):
self.game = game
self.filename = filename
self.pos_x = pos_x
self.pos_y = pos_y
self.invert = invert
self.transparent = transparent
self.texture = []
self.load_texture(filename)
self.dim_x = len(self.texture[0])
self.dim_y = len(self.texture)
self.dim_x_drawn = 0
self.dim_y_drawn = 0
def load_texture(self, filename, encoding='utf-8'):
with open(f'sprites/{filename}.txt', 'r') as s:
# lines = s.readlines()
lines = s.read().split('\n')
for line in lines:
l = []
for char in line:
if char in ['\n', '\r']:
continue
l.append(char)
if self.invert:
l = l[::-1]
self.texture.append(l)
def add(self, layer):
# Sprite to add itself to layer
self.layer = layer
if layer == 'ui':
self.game.engine.ui.sprites.append(self)
elif layer == 'txt':
self.game.engine.txt.sprites.append(self)
elif layer == 'fg':
self.game.engine.fg.sprites.append(self)
elif layer == 'bg':
self.game.engine.bg.sprites.append(self)
elif layer == 'obj':
self.game.engine.obj.sprites.append(self)
def remove(self):
# Sprite to remove itself from
if self.layer == 'ui':
self.game.engine.ui.sprites.remove(self)
elif self.layer == 'txt':
self.game.engine.txt.sprites.remove(self)
elif self.layer == 'fg':
self.game.engine.fg.sprites.remove(self)
elif self.layer == 'bg':
self.game.engine.bg.sprites.remove(self)
elif self.layer == 'obj':
self.game.engine.obj.sprites.remove(self)
self.game.engine.tick()
def tick(self):
# Method intended for override by child
pass
class Layer:
def __init__(self, name, width, height):
self.name = name
self.buffer = Buffer(width, height)
self.sprites = []
def draw(self):
self.buffer.clear()
for sprite in self.sprites:
self.buffer.draw(sprite)
def add(self, sprite):
self.sprites.append(sprite)
def remove(self, sprite):
self.sprites.remove(sprite)
class Buffer:
def __init__(self, width, height):
self.height = height
self.width = width
self.buffer = None
self.clear()
def get(self, x, y):
if x < 0 or y < 0 or x >= self.width or y >= self.height:
return None
else:
return self.buffer[y][x]
def set(self, x, y, char):
# Ignore characters outside buffer bounds
if x < 0 or y < 0 or x >= self.width or y >= self.height:
pass
else:
self.buffer[y][x] = char
def clear(self):
self.buffer = []
for h in range(self.height):
self.buffer.append([None]*self.width)
# self.buffer = [[None]*self.width]*self.height
def draw(self, sprite):
# Iterate over each character in sprite texture
for offset_y, row in enumerate(sprite.texture):
for offset_x, col in enumerate(row):
# Calculate position of character
loc_x = sprite.pos_x + offset_x
loc_y = sprite.pos_y + offset_y
# Write character to buffer location
if sprite.transparent and col == ' ':
pass
else:
self.set(loc_x, loc_y, col)
class Animation:
def __init__(self, frames):
self.frame = 0
self.frames = frames # list of sprites
self.texture = self.frames[0].texture
def next(self):
self.frame += 1
if self.frame > len(self.frames)-1:
self.frame = 0
self.texture = self.frames[self.frame].texture
class Engine:
def __init__(self, width, height):
# Game clock
self.time = time.time()
# Dimensions of game
self.width = width
self.height = height
# Dimensions of screen
self.screen_width, self.screen_height = os.get_terminal_size()
self.pillarbox = round((self.screen_width - self.width)/2)
self.letterbox = round((self.screen_height - self.height)/2)
# Create screen buffers
self.ui = Layer('ui', width, height)
self.txt = Layer('txt', width, height)
self.bg = Layer('bg', width, height)
self.obj = Layer('obj', width, height)
self.fg = Layer('fg', width, height)
self.layers = [self.bg, self.obj, self.fg, self.txt, self.ui]
self.buffer = Buffer(width, height)
self.clear_screen()
def render(self):
# Composite all layers into a single buffer
for layer in self.layers:
layer.draw()
for y in range(self.height):
for x in range(self.width):
char=layer.buffer.get(x,y)
if char != None:
self.buffer.set(x, y, char)
# Formate frame buffer into single line
letterbox_upper = (' '*self.screen_width+'\n')*(self.letterbox+1)
letterbox_lower = (' '*self.screen_width+'\n')*(self.letterbox-1)
l = ''
for row in self.buffer.buffer:
# Replace None with ' '
for i, c in enumerate(row):
if c == None:
row[i] = ' '
l += ' '*self.pillarbox + ''.join(row) + ' '*self.pillarbox + '\n'
l = letterbox_upper + l + letterbox_lower
# Reset cursor position
for i in range(self.height-1):
sys.stdout.write("\033[A")
# Print line
print(l[0:-1], end='\r', flush=True)
def clear_screen(self):
# clear screen
os.system('cls' if os.name == 'nt' else 'clear')
def tick(self):
# Update clock
self.time = time.time()
# Update sprites
for layer in self.layers:
for sprite in layer.sprites:
sprite.tick()
# Empty the buffer
self.buffer.clear()
self.render()