How to use the tcod.console_set_char_background function in tcod

To help you get started, we’ve selected a few tcod examples, based on popular ways it is used in public projects.

Secure your code as it's written. Use Snyk Code to scan source code in minutes - no build needed - and fix issues immediately.

github libtcod / python-tcod / tests / test_libtcodpy.py View on Github external
def test_console_set_char_background(console, bg):
    libtcodpy.console_set_char_background(console, 0, 0, bg, libtcodpy.BKGND_SET)
    assert_char(console, 0, 0, bg=bg)
github clamytoe / roguelike / roguelike / render_functions.py View on Github external
wall = game_map.tiles[x][y].block_sight

                if visible:
                    if wall:
                        tcod.console_set_char_background(
                            con, x, y, colors.get("light_wall"), tcod.BKGND_SET
                        )
                    else:
                        tcod.console_set_char_background(
                            con, x, y, colors.get("light_ground"), tcod.BKGND_SET
                        )

                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    if wall:
                        tcod.console_set_char_background(
                            con, x, y, colors.get("dark_wall"), tcod.BKGND_SET
                        )
                    else:
                        tcod.console_set_char_background(
                            con, x, y, colors.get("dark_ground"), tcod.BKGND_SET
                        )

    # Draw all entities in the list
    entities_in_render_order = sorted(entities, key=lambda e: e.render_order.value)

    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map)

    tcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)
    tcod.console_set_default_background(panel, tcod.black)
    tcod.console_clear(panel)
github eyeCube / Softly-Roguelike / orangio.py View on Github external
def console_invert_color(con,x,y):
    col1 = tcod.console_get_char_foreground(con,x,y)
    col2 = tcod.console_get_char_background(con,x,y)
    tcod.console_set_char_foreground(con, x,y, color_invert(col1))
    tcod.console_set_char_background(con, x,y, color_invert(col2))
github libtcod / python-tcod / examples / samples_tcod.py View on Github external
tcod.dijkstra_compute(self.dijk, self.px, self.py)
                # get the maximum distance (needed for rendering)
                for y in range(SAMPLE_SCREEN_HEIGHT):
                    for x in range(SAMPLE_SCREEN_WIDTH):
                        d = tcod.dijkstra_get_distance(self.dijk, x, y)
                        if d > self.dijk_dist:
                            self.dijk_dist = d
                # compute path from px,py to dx,dy
                tcod.dijkstra_path_set(self.dijk, self.dx, self.dy)
            self.recalculate = False
            self.busy = 0.2
        # draw the dungeon
        for y in range(SAMPLE_SCREEN_HEIGHT):
            for x in range(SAMPLE_SCREEN_WIDTH):
                if SAMPLE_MAP[x, y] == "#":
                    tcod.console_set_char_background(
                        sample_console, x, y, DARK_WALL, tcod.BKGND_SET
                    )
                else:
                    tcod.console_set_char_background(
                        sample_console, x, y, DARK_GROUND, tcod.BKGND_SET
                    )
        # draw the path
        if self.using_astar:
            for i in range(tcod.path_size(self.path)):
                x, y = tcod.path_get(self.path, i)
                tcod.console_set_char_background(
                    sample_console, x, y, LIGHT_GROUND, tcod.BKGND_SET
                )
        else:
            for y in range(SAMPLE_SCREEN_HEIGHT):
                for x in range(SAMPLE_SCREEN_WIDTH):
github eyeCube / Softly-Roguelike / src / orangio.py View on Github external
def move(self, new):
        tcod.console_set_char_foreground(
            0, self.x + self.cursor_pos, self.y, WHITE)
        tcod.console_set_char_background(
            0, self.x + self.cursor_pos, self.y, BLACK)
        self.flush=True
        self.putCursor(new)
github libtcod / python-tcod / examples / samples_libtcodpy.py View on Github external
for x in range(SAMPLE_SCREEN_WIDTH):
                    d=libtcod.dijkstra_get_distance(path_dijk,x,y)
                    if d > path_dijk_dist:
                        path_dijk_dist=d
            # compute path from px,py to dx,dy
            libtcod.dijkstra_path_set(path_dijk,path_dx,path_dy)
        path_recalculate = False
        path_busy = 0.2
    # draw the dungeon
    for y in range(SAMPLE_SCREEN_HEIGHT):
        for x in range(SAMPLE_SCREEN_WIDTH):
            if smap[y][x] == '#':
                libtcod.console_set_char_background(sample_console, x, y, fov_dark_wall,
                                         libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(sample_console, x, y, fov_dark_ground,
                                         libtcod.BKGND_SET)
    # draw the path
    if path_using_astar :
        for i in range(libtcod.path_size(path)):
            x,y = libtcod.path_get(path, i)
            libtcod.console_set_char_background(sample_console, x, y,
                                 fov_light_ground, libtcod.BKGND_SET)
    else:
        for y in range(SAMPLE_SCREEN_HEIGHT):
            for x in range(SAMPLE_SCREEN_WIDTH):
                if smap[y][x] != '#':
                    libtcod.console_set_char_background(sample_console, x, y, libtcod.color_lerp(fov_light_ground,fov_dark_ground,
                        0.9 * libtcod.dijkstra_get_distance(path_dijk,x,y) / path_dijk_dist), libtcod.BKGND_SET)
        for i in range(libtcod.dijkstra_size(path_dijk)):
            x,y=libtcod.dijkstra_get(path_dijk,i)
            libtcod.console_set_char_background(sample_console,x,y,fov_light_ground, libtcod.BKGND_SET )
github eyeCube / Softly-Roguelike / orangio.py View on Github external
def move(self, new):
        tcod.console_set_char_foreground(
            0, self.x + self.cursor_pos, self.y, WHITE)
        tcod.console_set_char_background(
            0, self.x + self.cursor_pos, self.y, BLACK)
        self.flush=True
        self.putCursor(new)
github libtcod / python-tcod / examples / samples_libtcodpy.py View on Github external
libtcod.BKGND_SET)
    # draw the path
    if path_using_astar :
        for i in range(libtcod.path_size(path)):
            x,y = libtcod.path_get(path, i)
            libtcod.console_set_char_background(sample_console, x, y,
                                 fov_light_ground, libtcod.BKGND_SET)
    else:
        for y in range(SAMPLE_SCREEN_HEIGHT):
            for x in range(SAMPLE_SCREEN_WIDTH):
                if smap[y][x] != '#':
                    libtcod.console_set_char_background(sample_console, x, y, libtcod.color_lerp(fov_light_ground,fov_dark_ground,
                        0.9 * libtcod.dijkstra_get_distance(path_dijk,x,y) / path_dijk_dist), libtcod.BKGND_SET)
        for i in range(libtcod.dijkstra_size(path_dijk)):
            x,y=libtcod.dijkstra_get(path_dijk,i)
            libtcod.console_set_char_background(sample_console,x,y,fov_light_ground, libtcod.BKGND_SET )

    # move the creature
    path_busy -= libtcod.sys_get_last_frame_length()
    if path_busy <= 0.0:
        path_busy = 0.2
        if path_using_astar :
            if not libtcod.path_is_empty(path):
                libtcod.console_put_char(sample_console, path_px, path_py, ' ',
                                         libtcod.BKGND_NONE)
                path_px, path_py = libtcod.path_walk(path, True)
                libtcod.console_put_char(sample_console, path_px, path_py, '@',
                                         libtcod.BKGND_NONE)
        else:
            if not libtcod.dijkstra_is_empty(path_dijk):
                libtcod.console_put_char(sample_console, path_px, path_py, ' ',
                                         libtcod.BKGND_NONE)
github eyeCube / Softly-Roguelike / src / tilemap.py View on Github external
'''
           get and apply the proper background color
           for the tile containing a thing
        '''
        bgTile=self.get_bgcolor(x, y) #terrain, fires
        bgCol=bgTile
        if not rog.fireat(x,y):
            if self.nthings(x, y) >= 2:
                bgCol=COL['dkgreen']
            elif (ent==rog.pc() and rog.settings().highlightPC ):
                bgCol=COL[rog.settings().highlightColor]
            elif not bgTile == self.BG_COLOR_MAIN:
                bgCol=bgTile
            else:
                bgCol=rog.world().component_for_entity(ent, cmp.Draw).bgcol
        libtcod.console_set_char_background(self.con_map_state, x,y, bgCol)