Difference between revisions of "Complete Roguelike Tutorial, using python3+libtcod, part 2 code"
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This is part of a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python3+libtcod|here]]. | This is part of a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python3+libtcod|here]]. | ||
</center></td></tr></table></center> | </center></td></tr></table></center> | ||
== Generalizing == | |||
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | |||
import libtcodpy as libtcod | |||
#actual size of the window | |||
SCREEN_WIDTH = 80 | |||
SCREEN_HEIGHT = 50 | |||
LIMIT_FPS = 20 #20 frames-per-second maximum | |||
class Object: | |||
#this is a generic object: the player, a monster, an item, the stairs... | |||
#it's always represented by a character on screen. | |||
def __init__(self, x, y, char, color): | |||
self.x = x | |||
self.y = y | |||
self.char = char | |||
self.color = color | |||
def move(self, dx, dy): | |||
#move by the given amount | |||
self.x += dx | |||
self.y += dy | |||
def draw(self): | |||
#set the color and then draw the character that represents this object at its position | |||
libtcod.console_set_default_foreground(con, self.color) | |||
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE) | |||
def clear(self): | |||
#erase the character that represents this object | |||
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE) | |||
def handle_keys(): | |||
#key = libtcod.console_check_for_keypress() #real-time | |||
key = libtcod.console_wait_for_keypress(True) #turn-based | |||
if key.vk == libtcod.KEY_ENTER and key.lalt: | |||
#Alt+Enter: toggle fullscreen | |||
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) | |||
elif key.vk == libtcod.KEY_ESCAPE: | |||
return True #exit game | |||
#movement keys | |||
if libtcod.console_is_key_pressed(libtcod.KEY_UP): | |||
player.move(0, -1) | |||
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN): | |||
player.move(0, 1) | |||
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT): | |||
player.move(-1, 0) | |||
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT): | |||
player.move(1, 0) | |||
############################################# | |||
# Initialization & Main Loop | |||
############################################# | |||
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) | |||
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) | |||
libtcod.sys_set_fps(LIMIT_FPS) | |||
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT) | |||
#create object representing the player | |||
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white) | |||
#create an NPC | |||
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow) | |||
#the list of objects with those two | |||
objects = [npc, player] | |||
while not libtcod.console_is_window_closed(): | |||
#draw all objects in the list | |||
for object in objects: | |||
object.draw() | |||
#blit the contents of "con" to the root console and present it | |||
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) | |||
libtcod.console_flush() | |||
#erase all objects at their old locations, before they move | |||
for object in objects: | |||
object.clear() | |||
#handle keys and exit game if needed | |||
exit = handle_keys() | |||
if exit: | |||
break | |||
</syntaxhighlight></div> | |||
== The Map == | |||
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | |||
import libtcodpy as libtcod | |||
#actual size of the window | |||
SCREEN_WIDTH = 80 | |||
SCREEN_HEIGHT = 50 | |||
#size of the map | |||
MAP_WIDTH = 80 | |||
MAP_HEIGHT = 45 | |||
LIMIT_FPS = 20 #20 frames-per-second maximum | |||
color_dark_wall = libtcod.Color(0, 0, 100) | |||
color_dark_ground = libtcod.Color(50, 50, 150) | |||
class Tile: | |||
#a tile of the map and its properties | |||
def __init__(self, blocked, block_sight = None): | |||
self.blocked = blocked | |||
#by default, if a tile is blocked, it also blocks sight | |||
if block_sight is None: block_sight = blocked | |||
self.block_sight = block_sight | |||
class Object: | |||
#this is a generic object: the player, a monster, an item, the stairs... | |||
#it's always represented by a character on screen. | |||
def __init__(self, x, y, char, color): | |||
self.x = x | |||
self.y = y | |||
self.char = char | |||
self.color = color | |||
def move(self, dx, dy): | |||
#move by the given amount, if the destination is not blocked | |||
if not map[self.x + dx][self.y + dy].blocked: | |||
self.x += dx | |||
self.y += dy | |||
def draw(self): | |||
#set the color and then draw the character that represents this object at its position | |||
libtcod.console_set_default_foreground(con, self.color) | |||
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE) | |||
def clear(self): | |||
#erase the character that represents this object | |||
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE) | |||
def make_map(): | |||
global map | |||
#fill map with "unblocked" tiles | |||
map = [[ Tile(False) | |||
for y in range(MAP_HEIGHT) ] | |||
for x in range(MAP_WIDTH) ] | |||
#place two pillars to test the map | |||
map[30][22].blocked = True | |||
map[30][22].block_sight = True | |||
map[50][22].blocked = True | |||
map[50][22].block_sight = True | |||
def render_all(): | |||
global color_light_wall | |||
global color_light_ground | |||
#go through all tiles, and set their background color | |||
for y in range(MAP_HEIGHT): | |||
for x in range(MAP_WIDTH): | |||
wall = map[x][y].block_sight | |||
if wall: | |||
libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET ) | |||
else: | |||
libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET ) | |||
#draw all objects in the list | |||
for object in objects: | |||
object.draw() | |||
#blit the contents of "con" to the root console | |||
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) | |||
def handle_keys(): | |||
#key = libtcod.console_check_for_keypress() #real-time | |||
key = libtcod.console_wait_for_keypress(True) #turn-based | |||
if key.vk == libtcod.KEY_ENTER and key.lalt: | |||
#Alt+Enter: toggle fullscreen | |||
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) | |||
elif key.vk == libtcod.KEY_ESCAPE: | |||
return True #exit game | |||
#movement keys | |||
if libtcod.console_is_key_pressed(libtcod.KEY_UP): | |||
player.move(0, -1) | |||
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN): | |||
player.move(0, 1) | |||
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT): | |||
player.move(-1, 0) | |||
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT): | |||
player.move(1, 0) | |||
############################################# | |||
# Initialization & Main Loop | |||
############################################# | |||
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) | |||
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) | |||
libtcod.sys_set_fps(LIMIT_FPS) | |||
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT) | |||
#create object representing the player | |||
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white) | |||
#create an NPC | |||
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow) | |||
#the list of objects with those two | |||
objects = [npc, player] | |||
#generate map (at this point it's not drawn to the screen) | |||
make_map() | |||
while not libtcod.console_is_window_closed(): | |||
#render the screen | |||
render_all() | |||
libtcod.console_flush() | |||
#erase all objects at their old locations, before they move | |||
for object in objects: | |||
object.clear() | |||
#handle keys and exit game if needed | |||
exit = handle_keys() | |||
if exit: | |||
break | |||
</syntaxhighlight></div> | |||
[[Category:Developing]] |
Revision as of 22:14, 15 September 2017
This is part of a series of tutorials; the main page can be found here. |
Generalizing
import libtcodpy as libtcod
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
LIMIT_FPS = 20 #20 frames-per-second maximum
class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, color):
self.x = x
self.y = y
self.char = char
self.color = color
def move(self, dx, dy):
#move by the given amount
self.x += dx
self.y += dy
def draw(self):
#set the color and then draw the character that represents this object at its position
libtcod.console_set_default_foreground(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
def clear(self):
#erase the character that represents this object
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
def handle_keys():
#key = libtcod.console_check_for_keypress() #real-time
key = libtcod.console_wait_for_keypress(True) #turn-based
if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return True #exit game
#movement keys
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player.move(0, -1)
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player.move(0, 1)
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player.move(-1, 0)
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player.move(1, 0)
#############################################
# Initialization & Main Loop
#############################################
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.sys_set_fps(LIMIT_FPS)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
#create object representing the player
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)
#create an NPC
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
#the list of objects with those two
objects = [npc, player]
while not libtcod.console_is_window_closed():
#draw all objects in the list
for object in objects:
object.draw()
#blit the contents of "con" to the root console and present it
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
libtcod.console_flush()
#erase all objects at their old locations, before they move
for object in objects:
object.clear()
#handle keys and exit game if needed
exit = handle_keys()
if exit:
break
The Map
import libtcodpy as libtcod
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 45
LIMIT_FPS = 20 #20 frames-per-second maximum
color_dark_wall = libtcod.Color(0, 0, 100)
color_dark_ground = libtcod.Color(50, 50, 150)
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, color):
self.x = x
self.y = y
self.char = char
self.color = color
def move(self, dx, dy):
#move by the given amount, if the destination is not blocked
if not map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def draw(self):
#set the color and then draw the character that represents this object at its position
libtcod.console_set_default_foreground(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
def clear(self):
#erase the character that represents this object
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
def make_map():
global map
#fill map with "unblocked" tiles
map = [[ Tile(False)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
#place two pillars to test the map
map[30][22].blocked = True
map[30][22].block_sight = True
map[50][22].blocked = True
map[50][22].block_sight = True
def render_all():
global color_light_wall
global color_light_ground
#go through all tiles, and set their background color
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
wall = map[x][y].block_sight
if wall:
libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET )
#draw all objects in the list
for object in objects:
object.draw()
#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
def handle_keys():
#key = libtcod.console_check_for_keypress() #real-time
key = libtcod.console_wait_for_keypress(True) #turn-based
if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return True #exit game
#movement keys
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player.move(0, -1)
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player.move(0, 1)
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player.move(-1, 0)
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player.move(1, 0)
#############################################
# Initialization & Main Loop
#############################################
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.sys_set_fps(LIMIT_FPS)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
#create object representing the player
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)
#create an NPC
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
#the list of objects with those two
objects = [npc, player]
#generate map (at this point it's not drawn to the screen)
make_map()
while not libtcod.console_is_window_closed():
#render the screen
render_all()
libtcod.console_flush()
#erase all objects at their old locations, before they move
for object in objects:
object.clear()
#handle keys and exit game if needed
exit = handle_keys()
if exit:
break