McRogueFace/docs/cookbook/effects/effects_damage_flash_complete.py

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2026-01-03 11:01:10 -05:00
"""McRogueFace - Damage Flash Effect (complete)
Documentation: https://mcrogueface.github.io/cookbook/effects_damage_flash
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_damage_flash_complete.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class DamageEffects:
"""Manages visual damage feedback effects."""
# Color presets
DAMAGE_RED = (255, 50, 50)
HEAL_GREEN = (50, 255, 50)
POISON_PURPLE = (150, 50, 200)
FIRE_ORANGE = (255, 150, 50)
ICE_BLUE = (100, 200, 255)
def __init__(self, grid):
self.grid = grid
self.color_layer = None
self._setup_color_layer()
def _setup_color_layer(self):
"""Ensure grid has a color layer for effects."""
self.grid.add_layer("color")
self.color_layer = self.grid.layers[-1]
def flash_entity(self, entity, color, duration=0.3):
"""Flash an entity with a color tint."""
# Flash at entity's grid position
x, y = int(entity.x), int(entity.y)
self.flash_cell(x, y, color, duration)
def flash_cell(self, x, y, color, duration=0.3):
"""Flash a specific grid cell."""
if not self.color_layer:
return
cell = self.color_layer.at(x, y)
if cell:
cell.color = mcrfpy.Color(color[0], color[1], color[2], 180)
# Fade out
anim = mcrfpy.Animation("a", 0.0, duration, "easeOut")
anim.start(cell.color)
def damage(self, entity, amount, duration=0.3):
"""Standard damage flash."""
self.flash_entity(entity, self.DAMAGE_RED, duration)
def heal(self, entity, amount, duration=0.4):
"""Healing effect - green flash."""
self.flash_entity(entity, self.HEAL_GREEN, duration)
def poison(self, entity, duration=0.5):
"""Poison damage - purple flash."""
self.flash_entity(entity, self.POISON_PURPLE, duration)
def fire(self, entity, duration=0.3):
"""Fire damage - orange flash."""
self.flash_entity(entity, self.FIRE_ORANGE, duration)
def ice(self, entity, duration=0.4):
"""Ice damage - blue flash."""
self.flash_entity(entity, self.ICE_BLUE, duration)
def area_damage(self, center_x, center_y, radius, color, duration=0.4):
"""Flash all cells in a radius."""
for dy in range(-radius, radius + 1):
for dx in range(-radius, radius + 1):
if dx * dx + dy * dy <= radius * radius:
self.flash_cell(center_x + dx, center_y + dy, color, duration)
# Setup
effects = DamageEffects(grid)
# Usage examples
effects.damage(player, 10) # Red flash
effects.heal(player, 5) # Green flash
effects.poison(enemy) # Purple flash
effects.area_damage(5, 5, 3, effects.FIRE_ORANGE) # Area effect