Difference between revisions of "Complete Roguelike Tutorial, using python3+libtcod, part 3 code"
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(4 intermediate revisions by the same user not shown) | |||
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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 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 | |||
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(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 = [[ Tile(True) | map = [ | ||
[Tile(True) for y in range(MAP_HEIGHT)] | |||
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 115: | 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 165: | 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: | ||
break | break | ||
</syntaxhighlight></div> | </syntaxhighlight></div> | ||
== Dungeon generator == | == Dungeon generator == | ||
Line 200: | Line 205: | ||
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 | ||
#parameters for dungeon generator | # parameters for dungeon generator | ||
ROOM_MAX_SIZE = 10 | ROOM_MAX_SIZE = 10 | ||
ROOM_MIN_SIZE = 6 | ROOM_MIN_SIZE = 6 | ||
MAX_ROOMS = 30 | MAX_ROOMS = 30 | ||
LIMIT_FPS = 20 #20 frames-per-second maximum | LIMIT_FPS = 20 # 20 frames-per-second maximum | ||
Line 221: | Line 226: | ||
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 | if block_sight is None: | ||
block_sight = blocked | |||
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 236: | Line 245: | ||
self.x2 = x + w | self.x2 = x + w | ||
self.y2 = y + h | self.y2 = y + h | ||
def center(self): | def center(self): | ||
center_x = (self.x1 + self.x2) / 2 | center_x = (self.x1 + self.x2) // 2 | ||
center_y = (self.y1 + self.y2) / 2 | center_y = (self.y1 + self.y2) // 2 | ||
return (center_x, center_y) | return (center_x, center_y) | ||
def intersect(self, other): | def intersect(self, other): | ||
#returns true if this rectangle intersects with another one | # returns true if this rectangle intersects with another one | ||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and | return (self.x1 <= other.x2 and self.x2 >= other.x1 and | ||
self.y1 <= other.y2 and self.y2 >= other.y1) | self.y1 <= other.y2 and self.y2 >= other.y1) | ||
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 255: | Line 266: | ||
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_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, player | global map, player | ||
#fill map with "blocked" tiles | # fill map with "blocked" tiles | ||
map = [[ Tile(True) | map = [ | ||
[Tile(True) for y in range(MAP_HEIGHT)] | |||
for x in range(MAP_WIDTH) | |||
] | |||
rooms = [] | rooms = [] | ||
num_rooms = 0 | num_rooms = 0 | ||
for r in range(MAX_ROOMS): | for r in range(MAX_ROOMS): | ||
#random width and height | # random width and height | ||
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE) | w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE) | ||
h = 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 | # random position without going out of the boundaries of the map | ||
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) | x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) | ||
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) | y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) | ||
#"Rect" class makes rectangles easier to work with | # "Rect" class makes rectangles easier to work with | ||
new_room = Rect(x, y, w, h) | new_room = Rect(x, y, w, h) | ||
#run through the other rooms and see if they intersect with this one | # run through the other rooms and see if they intersect with this one | ||
failed = False | failed = False | ||
for other_room in rooms: | for other_room in rooms: | ||
Line 323: | Line 338: | ||
failed = True | failed = True | ||
break | break | ||
if not failed: | if not failed: | ||
#this means there are no intersections, so this room is valid | # this means there are no intersections, so this room is valid | ||
# "paint" it to the map's tiles | |||
#"paint" it to the map's tiles | |||
create_room(new_room) | create_room(new_room) | ||
#center coordinates of new room, will be useful later | # center coordinates of new room, will be useful later | ||
(new_x, new_y) = new_room.center() | (new_x, new_y) = new_room.center() | ||
if num_rooms == 0: | if num_rooms == 0: | ||
#this is the first room, where the player starts at | # this is the first room, where the player starts at | ||
player.x = new_x | player.x = new_x | ||
player.y = new_y | player.y = new_y | ||
else: | else: | ||
#all rooms after the first: | # all rooms after the first: | ||
#connect it to the previous room with a tunnel | # connect it to the previous room with a tunnel | ||
#center coordinates of previous room | # center coordinates of previous room | ||
(prev_x, prev_y) = rooms[num_rooms-1].center() | (prev_x, prev_y) = rooms[num_rooms - 1].center() | ||
#draw a coin (random number that is either 0 or 1) | # draw a coin (random number that is either 0 or 1) | ||
if libtcod.random_get_int(0, 0, 1) == 1: | if libtcod.random_get_int(0, 0, 1) == 1: | ||
#first move horizontally, then vertically | # first move horizontally, then vertically | ||
create_h_tunnel(prev_x, new_x, prev_y) | create_h_tunnel(prev_x, new_x, prev_y) | ||
create_v_tunnel(prev_y, new_y, new_x) | create_v_tunnel(prev_y, new_y, new_x) | ||
else: | else: | ||
#first move vertically, then horizontally | # first move vertically, then horizontally | ||
create_v_tunnel(prev_y, new_y, prev_x) | create_v_tunnel(prev_y, new_y, prev_x) | ||
create_h_tunnel(prev_x, new_x, new_y) | create_h_tunnel(prev_x, new_x, new_y) | ||
#finally, append the new room to the list | # finally, append the new room to the list | ||
rooms.append(new_room) | rooms.append(new_room) | ||
num_rooms += 1 | num_rooms += 1 | ||
Line 362: | Line 376: | ||
global color_dark_wall, color_light_wall | global color_dark_wall, color_light_wall | ||
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 408: | Line 423: | ||
############################################# | ############################################# | ||
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) | # 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.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) | 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