Difference between revisions of "Complete Roguelike Tutorial, using python3+libtcod, part 3 code"

From RogueBasin
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Line 9: Line 9:
import libtcodpy as libtcod
import libtcodpy as libtcod


#actual size of the window
# actual size of the window
SCREEN_WIDTH = 80
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
SCREEN_HEIGHT = 50


#size of the map
# size of the map
MAP_WIDTH = 80
MAP_WIDTH = 80
MAP_HEIGHT = 45
MAP_HEIGHT = 45


LIMIT_FPS = 20  #20 frames-per-second maximum
LIMIT_FPS = 20  # 20 frames-per-second maximum




Line 25: Line 25:


class Tile:
class Tile:
     #a tile of the map and its properties
     # a tile of the map and its properties
     def __init__(self, blocked, block_sight = None):
     def __init__(self, blocked, block_sight=None):
         self.blocked = blocked
         self.blocked = blocked
       
 
         #by default, if a tile is blocked, it also blocks sight
         # by default, if a tile is blocked, it also blocks sight
         if block_sight is None: block_sight = blocked
         block_sight = blocked if block_sight is None else None
         self.block_sight = block_sight
         self.block_sight = block_sight


class Rect:
class Rect:
     #a rectangle on the map. used to characterize a room.
     # a rectangle on the map. used to characterize a room.
     def __init__(self, x, y, w, h):
     def __init__(self, x, y, w, h):
         self.x1 = x
         self.x1 = x
Line 40: Line 41:
         self.x2 = x + w
         self.x2 = x + w
         self.y2 = y + h
         self.y2 = y + h


class Object:
class Object:
     #this is a generic object: the player, a monster, an item, the stairs...
     # this is a generic object: the player, a monster, an item, the stairs...
     #it's always represented by a character on screen.
     # it's always represented by a character on screen.
     def __init__(self, x, y, char, color):
     def __init__(self, x, y, char, color):
         self.x = x
         self.x = x
Line 49: Line 51:
         self.char = char
         self.char = char
         self.color = color
         self.color = color
   
 
     def move(self, dx, dy):
     def move(self, dx, dy):
         #move by the given amount, if the destination is not blocked
         # move by the given amount, if the destination is not blocked
         if not map[self.x + dx][self.y + dy].blocked:
         if not map[self.x + dx][self.y + dy].blocked:
             self.x += dx
             self.x += dx
             self.y += dy
             self.y += dy
   
 
     def draw(self):
     def draw(self):
            #set the color and then draw the character that represents this object at its position
        # 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_set_default_foreground(con, self.color)
            libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
        libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
   
 
     def clear(self):
     def clear(self):
         #erase the character that represents this object
         # erase the character that represents this object
         libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
         libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)




def create_room(room):
def create_room(room):
     global map
     global map
     #go through the tiles in the rectangle and make them passable
     # go through the tiles in the rectangle and make them passable
     for x in range(room.x1 + 1, room.x2):
     for x in range(room.x1 + 1, room.x2):
         for y in range(room.y1 + 1, room.y2):
         for y in range(room.y1 + 1, room.y2):
             map[x][y].blocked = False
             map[x][y].blocked = False
             map[x][y].block_sight = False
             map[x][y].block_sight = False


def create_h_tunnel(x1, x2, y):
def create_h_tunnel(x1, x2, y):
     global map
     global map
     #horizontal tunnel. min() and max() are used in case x1>x2
     # horizontal tunnel. min() and max() are used in case x1>x2
     for x in range(min(x1, x2), max(x1, x2) + 1):
     for x in range(min(x1, x2), max(x1, x2) + 1):
         map[x][y].blocked = False
         map[x][y].blocked = False
         map[x][y].block_sight = False
         map[x][y].block_sight = False


def create_v_tunnel(y1, y2, x):
def create_v_tunnel(y1, y2, x):
     global map
     global map
     #vertical tunnel
     # vertical tunnel
     for y in range(min(y1, y2), max(y1, y2) + 1):
     for y in range(min(y1, y2), max(y1, y2) + 1):
         map[x][y].blocked = False
         map[x][y].blocked = False
         map[x][y].block_sight = False
         map[x][y].block_sight = False


def make_map():
def make_map():
     global map
     global map
   
 
     #fill map with "blocked" tiles
     # fill map with "blocked" tiles
     map = [
     map = [
         [Tile(True) for y in range(MAP_HEIGHT)]
         [Tile(True) for y in range(MAP_HEIGHT)]
         for x in range(MAP_WIDTH)
         for x in range(MAP_WIDTH)
     ]
     ]
   
 
     #create two rooms
     # create two rooms
     room1 = Rect(20, 15, 10, 15)
     room1 = Rect(20, 15, 10, 15)
     room2 = Rect(50, 15, 10, 15)
     room2 = Rect(50, 15, 10, 15)
     create_room(room1)
     create_room(room1)
     create_room(room2)
     create_room(room2)
   
 
     #connect them with a tunnel
     # connect them with a tunnel
     create_h_tunnel(25, 55, 23)
     create_h_tunnel(25, 55, 23)
   
 
     #place the player inside the first room
     # place the player inside the first room
     player.x = 25
     player.x = 25
     player.y = 23
     player.y = 23
Line 116: Line 120:
     global color_dark_ground, color_light_ground
     global color_dark_ground, color_light_ground


     #go through all tiles, and set their background color
     # go through all tiles, and set their background color
     for y in range(MAP_HEIGHT):
     for y in range(MAP_HEIGHT):
         for x in range(MAP_WIDTH):
         for x in range(MAP_WIDTH):
             wall = map[x][y].block_sight
             wall = map[x][y].block_sight
             if wall:
             if wall:
                 libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET )
                 libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
             else:
             else:
                 libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET )
                 libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)


     #draw all objects in the list
     # draw all objects in the list
     for object in objects:
     for object in objects:
         object.draw()
         object.draw()
   
 
     #blit the contents of "con" to the root console
     # blit the contents of "con" to the root console
     libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
     libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
   
 
 
def handle_keys():
def handle_keys():
     #key = libtcod.console_check_for_keypress()  #real-time
     # key = libtcod.console_check_for_keypress()  # real-time
     key = libtcod.console_wait_for_keypress(True)  #turn-based
     key = libtcod.console_wait_for_keypress(True)  # turn-based
   
 
     if key.vk == libtcod.KEY_ENTER and key.lalt:
     if key.vk == libtcod.KEY_ENTER and key.lalt:
         #Alt+Enter: toggle fullscreen
         # Alt+Enter: toggle fullscreen
         libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
         libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
       
 
     elif key.vk == libtcod.KEY_ESCAPE:
     elif key.vk == libtcod.KEY_ESCAPE:
         return True  #exit game
         return True  # exit game
   
 
     #movement keys
     # movement keys
     if libtcod.console_is_key_pressed(libtcod.KEY_UP):
     if libtcod.console_is_key_pressed(libtcod.KEY_UP):
         player.move(0, -1)
         player.move(0, -1)
       
 
     elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
     elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
         player.move(0, 1)
         player.move(0, 1)
       
 
     elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
     elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
         player.move(-1, 0)
         player.move(-1, 0)
       
 
     elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
     elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
         player.move(1, 0)
         player.move(1, 0)
Line 166: Line 171:
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)


#create object representing the player
# create object representing the player
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)
player = Object(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, '@', libtcod.white)


#create an NPC
# create an NPC
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
npc = Object(SCREEN_WIDTH // 2 - 5, SCREEN_HEIGHT // 2, '@', libtcod.yellow)


#the list of objects with those two
# the list of objects with those two
objects = [npc, player]
objects = [npc, player]


#generate map (at this point it's not drawn to the screen)
# generate map (at this point it's not drawn to the screen)
make_map()
make_map()


while not libtcod.console_is_window_closed():
while not libtcod.console_is_window_closed():
   
 
     #render the screen
     # render the screen
     render_all()
     render_all()
   
 
     libtcod.console_flush()
     libtcod.console_flush()


     #erase all objects at their old locations, before they move
     # erase all objects at their old locations, before they move
     for object in objects:
     for object in objects:
         object.clear()
         object.clear()
   
 
     #handle keys and exit game if needed
     # handle keys and exit game if needed
     exit = handle_keys()
     exit = handle_keys()
     if exit:
     if exit:

Latest revision as of 20:07, 25 September 2017

This is part of a series of tutorials; the main page can be found here.


Dungeon building blocks

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
        block_sight = blocked if block_sight is None else None
        self.block_sight = block_sight


class Rect:
    # a rectangle on the map. used to characterize a room.
    def __init__(self, x, y, w, h):
        self.x1 = x
        self.y1 = y
        self.x2 = x + w
        self.y2 = y + h


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 create_room(room):
    global map
    # go through the tiles in the rectangle and make them passable
    for x in range(room.x1 + 1, room.x2):
        for y in range(room.y1 + 1, room.y2):
            map[x][y].blocked = False
            map[x][y].block_sight = False


def create_h_tunnel(x1, x2, y):
    global map
    # horizontal tunnel. min() and max() are used in case x1>x2
    for x in range(min(x1, x2), max(x1, x2) + 1):
        map[x][y].blocked = False
        map[x][y].block_sight = False


def create_v_tunnel(y1, y2, x):
    global map
    # vertical tunnel
    for y in range(min(y1, y2), max(y1, y2) + 1):
        map[x][y].blocked = False
        map[x][y].block_sight = False


def make_map():
    global map

    # fill map with "blocked" tiles
    map = [
        [Tile(True) for y in range(MAP_HEIGHT)]
        for x in range(MAP_WIDTH)
    ]

    # create two rooms
    room1 = Rect(20, 15, 10, 15)
    room2 = Rect(50, 15, 10, 15)
    create_room(room1)
    create_room(room2)

    # connect them with a tunnel
    create_h_tunnel(25, 55, 23)

    # place the player inside the first room
    player.x = 25
    player.y = 23


def render_all():
    global color_dark_wall, color_light_wall
    global color_dark_ground, 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

Dungeon generator

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

# parameters for dungeon generator
ROOM_MAX_SIZE = 10 
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30

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 Rect:
    # a rectangle on the map. used to characterize a room.

    def __init__(self, x, y, w, h):
        self.x1 = x
        self.y1 = y
        self.x2 = x + w
        self.y2 = y + h

    def center(self):
        center_x = (self.x1 + self.x2) // 2
        center_y = (self.y1 + self.y2) // 2
        return (center_x, center_y)

    def intersect(self, other):
        # returns true if this rectangle intersects with another one
        return (self.x1 <= other.x2 and self.x2 >= other.x1 and
                self.y1 <= other.y2 and self.y2 >= other.y1)


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 create_room(room):
    global map
    # go through the tiles in the rectangle and make them passable
    for x in range(room.x1 + 1, room.x2):
        for y in range(room.y1 + 1, room.y2):
            map[x][y].blocked = False
            map[x][y].block_sight = False


def create_h_tunnel(x1, x2, y):
    global map
    # horizontal tunnel. min() and max() are used in case x1>x2
    for x in range(min(x1, x2), max(x1, x2) + 1):
        map[x][y].blocked = False
        map[x][y].block_sight = False


def create_v_tunnel(y1, y2, x):
    global map
    # vertical tunnel
    for y in range(min(y1, y2), max(y1, y2) + 1):
        map[x][y].blocked = False
        map[x][y].block_sight = False


def make_map():
    global map, player

    # fill map with "blocked" tiles
    map = [
        [Tile(True) for y in range(MAP_HEIGHT)]
        for x in range(MAP_WIDTH)
    ]

    rooms = []
    num_rooms = 0

    for r in range(MAX_ROOMS):
        # random width and height
        w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        # random position without going out of the boundaries of the map
        x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
        y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)

        # "Rect" class makes rectangles easier to work with
        new_room = Rect(x, y, w, h)

        # run through the other rooms and see if they intersect with this one
        failed = False
        for other_room in rooms:
            if new_room.intersect(other_room):
                failed = True
                break

        if not failed:
            # this means there are no intersections, so this room is valid
            # "paint" it to the map's tiles
            create_room(new_room)

            # center coordinates of new room, will be useful later
            (new_x, new_y) = new_room.center()

            if num_rooms == 0:
                # this is the first room, where the player starts at
                player.x = new_x
                player.y = new_y
            else:
                # all rooms after the first:
                # connect it to the previous room with a tunnel

                # center coordinates of previous room
                (prev_x, prev_y) = rooms[num_rooms - 1].center()

                # draw a coin (random number that is either 0 or 1)
                if libtcod.random_get_int(0, 0, 1) == 1:
                    # first move horizontally, then vertically
                    create_h_tunnel(prev_x, new_x, prev_y)
                    create_v_tunnel(prev_y, new_y, new_x)
                else:
                    # first move vertically, then horizontally
                    create_v_tunnel(prev_y, new_y, prev_x)
                    create_h_tunnel(prev_x, new_x, new_y)

            # finally, append the new room to the list
            rooms.append(new_room)
            num_rooms += 1


def render_all():
    global color_dark_wall, color_light_wall
    global color_dark_ground, 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_set_custom_font('terminal.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INCOL)
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