# Path: console.py
# class ConsoleVisual(object):
#     def __init__(self, width, height):
#     def get_color_fg(self, position):
#     def get_color_bg(self, position):
#     def get_symbol(self, position):
#     def get_default_color_fg(self):
#     def get_default_color_bg(self):
#     def set_default_color_fg(self, color, console=0):
#     def set_default_color_bg(self, color, console=0):
#     def set_symbol(self, position, icon, console=0):
#     def set_color_fg(self, position, color, console=0):
#     def set_color_bg(self, position, color, effect=libtcod.BKGND_SET, console=0):
#     def print_text(self, position, text):
#     def print_text_vertical(self, position, text):
#     def set_colors_and_symbol(self, position, color_fg, color_bg, icon, console=0):
#     def print_char_big(self, icon_position, destination, console=0):
#     def flush(self):
#     def print_screen(self):


import dungeongenerator as dgen
import geometry as geo
import camera
import direction
import inputhandler
import state
import terrain
from console import console
        if key in inputhandler.move_controls:
            delta = inputhandler.move_controls[key]
            self.camera.camera_offset =\
                geo.add_2d(delta, self.camera.camera_offset)

        elif key == inputhandler.ESCAPE:
            self.current_stack.pop()

        elif key == inputhandler.ONE:
            self.fractal_room()

        elif key == inputhandler.TWO:
            self.cellular_cave()

        elif key == inputhandler.THREE:
            self.random_explosion()

        elif key == inputhandler.FOUR:
            self.tunnler()

        elif key == inputhandler.FIVE:
            self.drunkard_walk2()

        elif key == inputhandler.SIX:
            self.generate_dungeon_level()

        elif key == inputhandler.ZERO:
            self.fill_dungeon()

        elif key == inputhandler.PRINTSCREEN:

# Path: console.py
# class ConsoleVisual(object):
#     def __init__(self, width, height):
#     def get_color_fg(self, position):
#     def get_color_bg(self, position):
#     def get_symbol(self, position):
#     def get_default_color_fg(self):
#     def get_default_color_bg(self):
#     def set_default_color_fg(self, color, console=0):
#     def set_default_color_bg(self, color, console=0):
#     def set_symbol(self, position, icon, console=0):
#     def set_color_fg(self, position, color, console=0):
#     def set_color_bg(self, position, color, effect=libtcod.BKGND_SET, console=0):
#     def print_text(self, position, text):
#     def print_text_vertical(self, position, text):
#     def set_colors_and_symbol(self, position, color_fg, color_bg, icon, console=0):
#     def print_char_big(self, icon_position, destination, console=0):
#     def flush(self):
#     def print_screen(self):


# Path: dungeoncreatorvisualizer.py
import dungeongenerator as dgen
import geometry as geo
import camera
import direction
import inputhandler
import state
import terrain
from console import console

        if key in inputhandler.move_controls:
            delta = inputhandler.move_controls[key]
            self.camera.camera_offset =\
                geo.add_2d(delta, self.camera.camera_offset)

        elif key == inputhandler.ESCAPE:
            self.current_stack.pop()

        elif key == inputhandler.ONE:
            self.fractal_room()

        elif key == inputhandler.TWO:
            self.cellular_cave()

        elif key == inputhandler.THREE:
            self.random_explosion()

        elif key == inputhandler.FOUR:
            self.tunnler()

        elif key == inputhandler.FIVE:
            self.drunkard_walk2()

        elif key == inputhandler.SIX:
            self.generate_dungeon_level()

        elif key == inputhandler.ZERO:
            self.fill_dungeon()

        elif key == inputhandler.PRINTSCREEN:

            console.print_screen()