Complete Roguelike Tutorial, using python+libtcod, extras scrolling code
This is part of the code for a series of tutorials; the main page can be found here. |
Extras
Map Scrolling
Note to reader: I found this post buried deep in side a tutorial writing thread, that never made it's way here. I apologize for the brevity, but hopefully others will find this sample code as useful as I have! - Hadlock
http://doryen.eptalys.net/forum/index.php?topic=328.300
« Reply #304 on: September 14, 2011, 05:24:01 am » Thanks for the kind words Nikolai, it's really appreciated And thank you Isher, for sharing those changes; it's great to know how to move to the latest versions without breaking stuff (I'll do that at some point). Stitch, I'll be using a VCS soon, and will probably upload a clean version to an online repository when it's finished
It seems a popular change to the code is to introduce scrolling, but it's also the hardest. I know, I coded and re-coded the "ultimate" scrolling code many times now... the first attempts were really difficult and I wasn't even sure why it was working Anyway, I'm preparing an extra on that.
So, without further ado... here's the map scrolling code for you to download. I'll try to write the explanation soon. If you find any bugs please tell me, it's not 100% tested
Tip: run a diff against the latest tutorial code if you want to highlight just the changes.
(edit: corrected bug! didn't take long to find one...)
This code has been updated to use libtcod 1.5.1.
#!/usr/bin/python
#!/usr/bin/python
#
# libtcod python tutorial
#
import libtcodpy as libtcod
import math
import textwrap
import shelve
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
#size of the map portion shown on-screen
CAMERA_WIDTH = 80
CAMERA_HEIGHT = 43
#size of the map
MAP_WIDTH = 100
MAP_HEIGHT = 100
#sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
INVENTORY_WIDTH = 50
#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 50
MAX_ROOM_MONSTERS = 3
MAX_ROOM_ITEMS = 2
#spell values
HEAL_AMOUNT = 4
LIGHTNING_DAMAGE = 20
LIGHTNING_RANGE = 5
CONFUSE_RANGE = 8
CONFUSE_NUM_TURNS = 10
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 12
FOV_ALGO = 0 #default FOV algorithm
FOV_LIGHT_WALLS = True #light walls or not
TORCH_RADIUS = 10
LIMIT_FPS = 20 #20 frames-per-second maximum
color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
#all tiles start unexplored
self.explored = False
#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, name, color, blocks=False, fighter=None, ai=None, item=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
if self.fighter: #let the fighter component know who owns it
self.fighter.owner = self
self.ai = ai
if self.ai: #let the AI component know who owns it
self.ai.owner = self
self.item = item
if self.item: #let the Item component know who owns it
self.item.owner = self
def move(self, dx, dy):
#move by the given amount, if the destination is not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
#normalize it to length 1 (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
#return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def distance(self, x, y):
#return the distance to some coordinates
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def send_to_back(self):
#make this object be drawn first, so all others appear above it if they're in the same tile.
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
#only show if it's visible to the player
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
(x, y) = to_camera_coordinates(self.x, self.y)
if x is not None:
#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, x, y, self.char, libtcod.BKGND_NONE)
def clear(self):
#erase the character that represents this object
(x, y) = to_camera_coordinates(self.x, self.y)
if x is not None:
libtcod.console_put_char(con, x, y, ' ', libtcod.BKGND_NONE)
class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
def attack(self, target):
#a simple formula for attack damage
damage = self.power - target.fighter.defense
if damage > 0:
#make the target take some damage
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def take_damage(self, damage):
#apply damage if possible
if damage > 0:
self.hp -= damage
#check for death. if there's a death function, call it
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
def heal(self, amount):
#heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
class BasicMonster:
#AI for a basic monster.
def take_turn(self):
#a basic monster takes its turn. if you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
#move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
class ConfusedMonster:
#AI for a temporarily confused monster (reverts to previous AI after a while).
def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS):
self.old_ai = old_ai
self.num_turns = num_turns
def take_turn(self):
if self.num_turns > 0: #still confused...
#move in a random direction, and decrease the number of turns confused
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
self.num_turns -= 1
else: #restore the previous AI (this one will be deleted because it's not referenced anymore)
self.owner.ai = self.old_ai
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
class Item:
#an item that can be picked up and used.
def __init__(self, use_function=None):
self.use_function = use_function
def pick_up(self):
#add to the player's inventory and remove from the map
if len(inventory) >= 26:
message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
def drop(self):
#add to the map and remove from the player's inventory. also, place it at the player's coordinates
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
def use(self):
#just call the "use_function" if it is defined
if self.use_function is None:
message('The ' + self.owner.name + ' cannot be used.')
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner) #destroy after use, unless it was cancelled for some reason
def is_blocked(x, y):
#first test the map tile
if map[x][y].blocked:
return True
#now check for any blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
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, objects
#the list of objects with just the player
objects = [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)
#add some contents to this room, such as monsters
place_objects(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 place_objects(room):
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting an orc
#create an orc
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
else:
#create a troll
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
#choose random number of items
num_items = libtcod.random_get_int(0, 0, MAX_ROOM_ITEMS)
for i in range(num_items):
#choose random spot for this item
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
dice = libtcod.random_get_int(0, 0, 100)
if dice < 70:
#create a healing potion (70% chance)
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component)
elif dice < 70+10:
#create a lightning bolt scroll (10% chance)
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component)
elif dice < 70+10+10:
#create a fireball scroll (10% chance)
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
else:
#create a confuse scroll (10% chance)
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component)
objects.append(item)
item.send_to_back() #items appear below other objects
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
#render a bar (HP, experience, etc). first calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
#render the background first
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
#now render the bar on top
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
#finally, some centered text with the values
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER,
name + ': ' + str(value) + '/' + str(maximum))
def get_names_under_mouse():
global mouse
#return a string with the names of all objects under the mouse
(x, y) = (mouse.cx, mouse.cy)
(x, y) = (camera_x + x, camera_y + y) #from screen to map coordinates
#create a list with the names of all objects at the mouse's coordinates and in FOV
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ', '.join(names) #join the names, separated by commas
return names.capitalize()
def move_camera(target_x, target_y):
global camera_x, camera_y, fov_recompute
#new camera coordinates (top-left corner of the screen relative to the map)
x = target_x - CAMERA_WIDTH / 2 #coordinates so that the target is at the center of the screen
y = target_y - CAMERA_HEIGHT / 2
#make sure the camera doesn't see outside the map
if x < 0: x = 0
if y < 0: y = 0
if x > MAP_WIDTH - CAMERA_WIDTH - 1: x = MAP_WIDTH - CAMERA_WIDTH - 1
if y > MAP_HEIGHT - CAMERA_HEIGHT - 1: y = MAP_HEIGHT - CAMERA_HEIGHT - 1
if x != camera_x or y != camera_y: fov_recompute = True
(camera_x, camera_y) = (x, y)
def to_camera_coordinates(x, y):
#convert coordinates on the map to coordinates on the screen
(x, y) = (x - camera_x, y - camera_y)
if (x < 0 or y < 0 or x >= CAMERA_WIDTH or y >= CAMERA_HEIGHT):
return (None, None) #if it's outside the view, return nothing
return (x, y)
def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute
move_camera(player.x, player.y)
if fov_recompute:
#recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
libtcod.console_clear(con)
#go through all tiles, and set their background color according to the FOV
for y in range(CAMERA_HEIGHT):
for x in range(CAMERA_WIDTH):
(map_x, map_y) = (camera_x + x, camera_y + y)
visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
wall = map[map_x][map_y].block_sight
if not visible:
#if it's not visible right now, the player can only see it if it's explored
if map[map_x][map_y].explored:
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)
else:
#it's visible
if wall:
libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_char_background(con, x, y, color_light_ground, libtcod.BKGND_SET )
#since it's visible, explore it
map[map_x][map_y].explored = True
#draw all objects in the list, except the player. we want it to
#always appear over all other objects! so it's drawn later.
for object in objects:
if object != player:
object.draw()
player.draw()
#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
#prepare to render the GUI panel
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
#print the game messages, one line at a time
y = 1
for (line, color) in game_msgs:
libtcod.console_set_default_foreground(panel, color)
libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
y += 1
#show the player's stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
libtcod.light_red, libtcod.darker_red)
#display names of objects under the mouse
libtcod.console_set_default_foreground(panel, libtcod.light_gray)
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())
#blit the contents of "panel" to the root console
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def message(new_msg, color = libtcod.white):
#split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
#if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
#add the new line as a tuple, with the text and the color
game_msgs.append( (line, color) )
def player_move_or_attack(dx, dy):
global fov_recompute
#the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy
#try to find an attackable object there
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
#attack if target found, move otherwise
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def menu(header, options, width):
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
#calculate total height for the header (after auto-wrap) and one line per option
header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
#create an off-screen console that represents the menu's window
window = libtcod.console_new(width, height)
#print the header, with auto-wrap
libtcod.console_set_default_foreground(window, libtcod.white)
libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
#print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
y += 1
letter_index += 1
#blit the contents of "window" to the root console
x = SCREEN_WIDTH/2 - width/2
y = SCREEN_HEIGHT/2 - height/2
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
#present the root console to the player and wait for a key-press
libtcod.console_flush()
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
#convert the ASCII code to an index; if it corresponds to an option, return it
index = key.c - ord('a')
if index >= 0 and index < len(options): return index
return None
def inventory_menu(header):
#show a menu with each item of the inventory as an option
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = [item.name for item in inventory]
index = menu(header, options, INVENTORY_WIDTH)
#if an item was chosen, return it
if index is None or len(inventory) == 0: return None
return inventory[index].item
def msgbox(text, width=50):
menu(text, [], width) #use menu() as a sort of "message box"
def handle_keys():
global key
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 'exit' #exit game
if game_state == 'playing':
#movement keys
if key.vk == libtcod.KEY_UP:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT:
player_move_or_attack(1, 0)
else:
#test for other keys
key_char = chr(key.c)
if key_char == 'g':
#pick up an item
for object in objects: #look for an item in the player's tile
if object.x == player.x and object.y == player.y and object.item:
object.item.pick_up()
break
if key_char == 'i':
#show the inventory; if an item is selected, use it
chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.use()
if key_char == 'd':
#show the inventory; if an item is selected, drop it
chosen_item = inventory_menu('Press the key next to an item to drop it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
return 'didnt-take-turn'
def player_death(player):
#the game ended!
global game_state
message('You died!', libtcod.red)
game_state = 'dead'
#for added effect, transform the player into a corpse!
player.char = '%'
player.color = libtcod.dark_red
def monster_death(monster):
#transform it into a nasty corpse! it doesn't block, can't be
#attacked and doesn't move
message(monster.name.capitalize() + ' is dead!', libtcod.orange)
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def target_tile(max_range=None):
#return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
global key, mouse
while True:
#render the screen. this erases the inventory and shows the names of objects under the mouse.
libtcod.console_flush()
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
render_all()
(x, y) = (mouse.cx, mouse.cy)
(x, y) = (camera_x + x, camera_y + y) #from screen to map coordinates
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
return (None, None) #cancel if the player right-clicked or pressed Escape
#accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
(max_range is None or player.distance(x, y) <= max_range)):
return (x, y)
def target_monster(max_range=None):
#returns a clicked monster inside FOV up to a range, or None if right-clicked
while True:
(x, y) = target_tile(max_range)
if x is None: #player cancelled
return None
#return the first clicked monster, otherwise continue looping
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
def closest_monster(max_range):
#find closest enemy, up to a maximum range, and in the player's FOV
closest_enemy = None
closest_dist = max_range + 1 #start with (slightly more than) maximum range
for object in objects:
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
#calculate distance between this object and the player
dist = player.distance_to(object)
if dist < closest_dist: #it's closer, so remember it
closest_enemy = object
closest_dist = dist
return closest_enemy
def cast_heal():
#heal the player
if player.fighter.hp == player.fighter.max_hp:
message('You are already at full health.', libtcod.red)
return 'cancelled'
message('Your wounds start to feel better!', libtcod.light_violet)
player.fighter.heal(HEAL_AMOUNT)
def cast_lightning():
#find closest enemy (inside a maximum range) and damage it
monster = closest_monster(LIGHTNING_RANGE)
if monster is None: #no enemy found within maximum range
message('No enemy is close enough to strike.', libtcod.red)
return 'cancelled'
#zap it!
message('A lighting bolt strikes the ' + monster.name + ' with a loud thunder! The damage is '
+ str(LIGHTNING_DAMAGE) + ' hit points.', libtcod.light_blue)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
def cast_fireball():
#ask the player for a target tile to throw a fireball at
message('Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan)
(x, y) = target_tile()
if x is None: return 'cancelled'
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
for obj in objects: #damage every fighter in range, including the player
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
obj.fighter.take_damage(FIREBALL_DAMAGE)
def cast_confuse():
#ask the player for a target to confuse
message('Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan)
monster = target_monster(CONFUSE_RANGE)
if monster is None: return 'cancelled'
#replace the monster's AI with a "confused" one; after some turns it will restore the old AI
old_ai = monster.ai
monster.ai = ConfusedMonster(old_ai)
monster.ai.owner = monster #tell the new component who owns it
message('The eyes of the ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green)
def save_game():
#open a new empty shelve (possibly overwriting an old one) to write the game data
file = shelve.open('savegame', 'n')
file['map'] = map
file['objects'] = objects
file['player_index'] = objects.index(player) #index of player in objects list
file['inventory'] = inventory
file['game_msgs'] = game_msgs
file['game_state'] = game_state
file.close()
def load_game():
#open the previously saved shelve and load the game data
global map, objects, player, stairs, inventory, game_msgs, game_state
file = shelve.open('savegame', 'r')
map = file['map']
objects = file['objects']
player = objects[file['player_index']] #get index of player in objects list and access it
inventory = file['inventory']
game_msgs = file['game_msgs']
game_state = file['game_state']
file.close()
initialize_fov()
def new_game():
global player, inventory, game_msgs, game_state
#create object representing the player
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
#generate map (at this point it's not drawn to the screen)
make_map()
initialize_fov()
game_state = 'playing'
inventory = []
#create the list of game messages and their colors, starts empty
game_msgs = []
#a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
def initialize_fov():
global fov_recompute, fov_map
fov_recompute = True
#create the FOV map, according to the generated map
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)
libtcod.console_clear(con) #unexplored areas start black (which is the default background color)
def play_game():
global camera_x, camera_y, key, mouse
player_action = None
mouse = libtcod.Mouse()
key = libtcod.Key()
(camera_x, camera_y) = (0, 0)
while not libtcod.console_is_window_closed():
#render the screen
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
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
player_action = handle_keys()
if player_action == 'exit':
save_game()
break
#let monsters take their turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()
def main_menu():
img = libtcod.image_load('menu_background.png')
while not libtcod.console_is_window_closed():
#show the background image, at twice the regular console resolution
libtcod.image_blit_2x(img, 0, 0, 0)
#show the game's title, and some credits!
libtcod.console_set_default_foreground(0, libtcod.light_yellow)
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-4, libtcod.BKGND_NONE, libtcod.CENTER, 'TOMBS OF THE ANCIENT KINGS')
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.LEFT, 'By Jotaf')
#show options and wait for the player's choice
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
if choice == 0: #new game
new_game()
play_game()
if choice == 1: #load last game
try:
load_game()
except:
msgbox('\n No saved game to load.\n', 24)
continue
play_game()
elif choice == 2: #quit
break
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(MAP_WIDTH, MAP_HEIGHT)
panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
main_menu()