Roguelike Tutorial, using python3+tdl, part 4 code
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This is part of a series of tutorials; the main page can be found here. The tutorial uses tdl version 3.1.0 and Python 3.5 |
Field of View (FOV)
#!/usr/bin/env python3
import tdl
from random import randint
#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
FOV_ALGO = 'BASIC'
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
REALTIME = False
LIMIT_FPS = 20 #20 frames-per-second maximum
color_dark_wall = (0, 0, 100)
color_light_wall = (130, 110, 50)
color_dark_ground = (50, 50, 150)
color_light_ground = (200, 180, 50)
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 GameObject:
#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 my_map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def draw(self):
global visible_tiles
#only show if it's visible to the player
if (self.x, self.y) in visible_tiles:
#draw the character that represents this object at its position
con.draw_char(self.x, self.y, self.char, self.color, bg=None)
def clear(self):
#erase the character that represents this object
con.draw_char(self.x, self.y, ' ', self.color, bg=None)
def create_room(room):
global my_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):
my_map[x][y].blocked = False
my_map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global my_map
for x in range(min(x1, x2), max(x1, x2) + 1):
my_map[x][y].blocked = False
my_map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global my_map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
my_map[x][y].blocked = False
my_map[x][y].block_sight = False
def is_visible_tile(x, y):
global my_map
if x >= MAP_WIDTH or x < 0:
return False
elif y >= MAP_HEIGHT or y < 0:
return False
elif my_map[x][y].blocked == True:
return False
elif my_map[x][y].block_sight == True:
return False
else:
return True
def make_map():
global my_map
#fill map with "blocked" tiles
my_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 = randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = randint(0, MAP_WIDTH-w-1)
y = randint(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 randint(0, 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 fov_recompute
global visible_tiles
if fov_recompute:
fov_recompute = False
visible_tiles = tdl.map.quickFOV(player.x, player.y,
is_visible_tile,
fov=FOV_ALGO,
radius=TORCH_RADIUS,
lightWalls=FOV_LIGHT_WALLS)
#go through all tiles, and set their background color according to the FOV
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = (x, y) in visible_tiles
wall = my_map[x][y].block_sight
if not visible:
#it's out of the player's FOV
if wall:
con.draw_char(x, y, None, fg=None, bg=color_dark_wall)
else:
con.draw_char(x, y, None, fg=None, bg=color_dark_ground)
else:
#it's visible
if wall:
con.draw_char(x, y, None, fg=None, bg=color_light_wall)
else:
con.draw_char(x, y, None, fg=None, bg=color_light_ground)
#draw all objects in the list
for obj in objects:
obj.draw()
#blit the contents of "con" to the root console and present it
root.blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0)
def handle_keys():
global playerx, playery
global fov_recompute
if REALTIME:
keypress = False
for event in tdl.event.get():
if event.type == 'KEYDOWN':
user_input = event
keypress = True
if not keypress:
return
else: #turn-based
user_input = tdl.event.key_wait()
if user_input.key == 'ENTER' and user_input.alt:
#Alt+Enter: toggle fullscreen
tdl.set_fullscreen(not tdl.get_fullscreen())
elif user_input.key == 'ESCAPE':
return True #exit game
#movement keys
if user_input.key == 'UP':
player.move(0, -1)
fov_recompute = True
elif user_input.key == 'DOWN':
player.move(0, 1)
fov_recompute = True
elif user_input.key == 'LEFT':
player.move(-1, 0)
fov_recompute = True
elif user_input.key == 'RIGHT':
player.move(1, 0)
fov_recompute = True
#############################################
# Initialization & Main Loop #
#############################################
tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)
root = tdl.init(SCREEN_WIDTH, SCREEN_HEIGHT, title="Roguelike", fullscreen=False)
tdl.setFPS(LIMIT_FPS)
con = tdl.Console(SCREEN_WIDTH, SCREEN_HEIGHT)
#create object representing the player
player = GameObject(SCREEN_WIDTH//2, SCREEN_HEIGHT//2, '@', (255,255,255))
#create an NPC
npc = GameObject(SCREEN_WIDTH//2 - 5, SCREEN_HEIGHT//2, '@', (255,255,0))
#the list of objects with those two
objects = [npc, player]
#generate map (at this point it's not drawn to the screen)
make_map()
fov_recompute = True
while not tdl.event.is_window_closed():
#draw all objects in the list
render_all()
tdl.flush()
#erase all objects at their old locations, before they move
for obj in objects:
obj.clear()
#handle keys and exit game if needed
exit_game = handle_keys()
if exit_game:
break
Exploration
#!/usr/bin/env python3
import tdl
from random import randint
#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
FOV_ALGO = 'BASIC'
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
REALTIME = False
LIMIT_FPS = 20 #20 frames-per-second maximum
color_dark_wall = (0, 0, 100)
color_light_wall = (130, 110, 50)
color_dark_ground = (50, 50, 150)
color_light_ground = (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 GameObject:
#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 my_map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def draw(self):
global visible_tiles
#only show if it's visible to the player
if (self.x, self.y) in visible_tiles:
#draw the character that represents this object at its position
con.draw_char(self.x, self.y, self.char, self.color, bg=None)
def clear(self):
#erase the character that represents this object
con.draw_char(self.x, self.y, ' ', self.color, bg=None)
def create_room(room):
global my_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):
my_map[x][y].blocked = False
my_map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global my_map
for x in range(min(x1, x2), max(x1, x2) + 1):
my_map[x][y].blocked = False
my_map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global my_map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
my_map[x][y].blocked = False
my_map[x][y].block_sight = False
def is_visible_tile(x, y):
global my_map
if x >= MAP_WIDTH or x < 0:
return False
elif y >= MAP_HEIGHT or y < 0:
return False
elif my_map[x][y].blocked == True:
return False
elif my_map[x][y].block_sight == True:
return False
else:
return True
def make_map():
global my_map
#fill map with "blocked" tiles
my_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 = randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = randint(0, MAP_WIDTH-w-1)
y = randint(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 randint(0, 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 fov_recompute
global visible_tiles
if fov_recompute:
fov_recompute = False
visible_tiles = tdl.map.quickFOV(player.x, player.y,
is_visible_tile,
fov=FOV_ALGO,
radius=TORCH_RADIUS,
lightWalls=FOV_LIGHT_WALLS)
#go through all tiles, and set their background color according to the FOV
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = (x, y) in visible_tiles
wall = my_map[x][y].block_sight
if not visible:
#if it's not visible right now, the player can only see it if it's explored
if my_map[x][y].explored:
if wall:
con.draw_char(x, y, None, fg=None, bg=color_dark_wall)
else:
con.draw_char(x, y, None, fg=None, bg=color_dark_ground)
else:
if wall:
con.draw_char(x, y, None, fg=None, bg=color_light_wall)
else:
con.draw_char(x, y, None, fg=None, bg=color_light_ground)
#since it's visible, explore it
my_map[x][y].explored = True
#draw all objects in the list
for obj in objects:
obj.draw()
#blit the contents of "con" to the root console and present it
root.blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0)
def handle_keys():
global playerx, playery
global fov_recompute
if REALTIME:
keypress = False
for event in tdl.event.get():
if event.type == 'KEYDOWN':
user_input = event
keypress = True
if not keypress:
return
else: #turn-based
user_input = tdl.event.key_wait()
if user_input.key == 'ENTER' and user_input.alt:
#Alt+Enter: toggle fullscreen
tdl.set_fullscreen(True)
elif user_input.key == 'ESCAPE':
return True #exit game
#movement keys
if user_input.key == 'UP':
player.move(0, -1)
fov_recompute = True
elif user_input.key == 'DOWN':
player.move(0, 1)
fov_recompute = True
elif user_input.key == 'LEFT':
player.move(-1, 0)
fov_recompute = True
elif user_input.key == 'RIGHT':
player.move(1, 0)
fov_recompute = True
#############################################
# Initialization & Main Loop #
#############################################
tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)
root = tdl.init(SCREEN_WIDTH, SCREEN_HEIGHT, title="Roguelike", fullscreen=False)
tdl.setFPS(LIMIT_FPS)
con = tdl.Console(SCREEN_WIDTH, SCREEN_HEIGHT)
#create object representing the player
player = GameObject(SCREEN_WIDTH//2, SCREEN_HEIGHT//2, '@', (255,255,255))
#create an NPC
npc = GameObject(SCREEN_WIDTH//2 - 5, SCREEN_HEIGHT//2, '@', (255,255,0))
#the list of objects with those two
objects = [npc, player]
#generate map (at this point it's not drawn to the screen)
make_map()
fov_recompute = True
while not tdl.event.is_window_closed():
#draw all objects in the list
render_all()
tdl.flush()
#erase all objects at their old locations, before they move
for obj in objects:
obj.clear()
#handle keys and exit game if needed
exit_game = handle_keys()
if exit_game:
break