Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod, part 2 code"
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<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center> | <center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center> | ||
This is part of | This is part of a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python+libtcod|here]]. | ||
The tutorial uses libtcod version 1.6.0 and above. | |||
If you choose to use 1.5.1, you can find the old version [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_2_code&oldid=30246 here].<br/> | |||
If you choose to use 1.5.0, you can find the old version [http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_2_code&oldid=29860 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 | import libtcodpy as libtcod | ||
Line 10: | Line 17: | ||
SCREEN_WIDTH = 80 | SCREEN_WIDTH = 80 | ||
SCREEN_HEIGHT = 50 | SCREEN_HEIGHT = 50 | ||
LIMIT_FPS = 20 #20 frames-per-second maximum | LIMIT_FPS = 20 #20 frames-per-second maximum | ||
class Object: | class Object: | ||
Line 41: | Line 31: | ||
def move(self, dx, dy): | def move(self, dx, dy): | ||
#move by the given amount | #move by the given amount | ||
self.x += dx | |||
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. | libtcod.console_set_default_foreground(con, self.color) | ||
libtcod.console_put_char( | 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( | libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE) | ||
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 | |||
if key.vk == libtcod.KEY_ENTER and key.lalt: | if key.vk == libtcod.KEY_ENTER and key.lalt: | ||
Line 121: | Line 77: | ||
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) | libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) | ||
libtcod.sys_set_fps(LIMIT_FPS) | libtcod.sys_set_fps(LIMIT_FPS) | ||
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT) | |||
#create object representing the player | #create object representing the player | ||
Line 131: | Line 88: | ||
objects = [npc, player] | objects = [npc, player] | ||
while not libtcod.console_is_window_closed(): | 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 | #erase all objects at their old locations, before they move | ||
Line 144: | Line 104: | ||
#handle keys and exit game if needed | #handle keys and exit game if needed | ||
exit = handle_keys() | exit = handle_keys() | ||
if exit: | if exit: | ||
break | break | ||
</syntaxhighlight></div> | |||
</ | |||
== The Map == | |||
== | <div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | ||
import libtcodpy as libtcod | import libtcodpy as libtcod | ||
Line 168: | Line 122: | ||
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 178: | Line 127: | ||
color_dark_wall = libtcod.Color(0, 0, 100) | color_dark_wall = libtcod.Color(0, 0, 100) | ||
color_dark_ground = libtcod.Color(50, 50, 150) | color_dark_ground = libtcod.Color(50, 50, 150) | ||
Line 208: | Line 155: | ||
def draw(self): | 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): | def clear(self): | ||
#erase the character that represents this object | #erase the character that represents this object | ||
libtcod.console_put_char( | libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE) | ||
Line 236: | Line 181: | ||
def render_all(): | def render_all(): | ||
global | global color_light_wall | ||
global | 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 | #draw all objects in the list | ||
Line 473: | Line 197: | ||
object.draw() | 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(): | 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: | if key.vk == libtcod.KEY_ENTER and key.lalt: | ||
Line 510: | Line 212: | ||
#movement keys | #movement keys | ||
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 534: | Line 232: | ||
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) | libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) | ||
libtcod.sys_set_fps(LIMIT_FPS) | libtcod.sys_set_fps(LIMIT_FPS) | ||
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT) | |||
#create object representing the player | #create object representing the player | ||
Line 547: | Line 246: | ||
make_map() | make_map() | ||
while not libtcod.console_is_window_closed(): | while not libtcod.console_is_window_closed(): | ||
#render the screen | #render the screen | ||
Line 574: | Line 253: | ||
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 | ||
Line 850: | Line 259: | ||
#handle keys and exit game if needed | #handle keys and exit game if needed | ||
exit = handle_keys() | exit = handle_keys() | ||
if exit: | if exit: | ||
break | break | ||
</syntaxhighlight></div> | |||
</ | |||
< | |||
[[Category:Developing]] | |||
Latest revision as of 02:49, 23 September 2016
This is part of a series of tutorials; the main page can be found here. The tutorial uses libtcod version 1.6.0 and above. If you choose to use 1.5.1, you can find the old version 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