Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod"
(Created page with '<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center> Hi there! This is a '''work-in-progress collab effort''' by a small group…') |
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Following is the code I (Jotaf) came up with, for the above first two parts. Since the first part shouldn't know anything about map generation, it could be replaced by a fixed map, like in the libtcod demo. | Following is the code I (Jotaf) came up with, for the above first two parts. Since the first part shouldn't know anything about map generation, it could be replaced by a fixed map, like in the libtcod demo. It's ready to run, give it a try! Put libtcod in the same folder if it's not added to your python installation, and place the font 'celtic_garamond_10x10_gs_tc.png' there. (Or change the code to use another one.) | ||
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Revision as of 02:09, 14 November 2009
Hi there!
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Title: My First RL!
A general framework / guideline for the tutorial follows. It's already broken out into a few sections, with a small description for each, but it's by no means set in stone.
Some code for the first parts is available at the end.
Graphics
Single torch, fog-of-war (so it feels like you're actually exploring)
Levels
BSP generated dungeons so we can just use what libtcod already has. Town level and shop a bit too much?
The code includes a simple algorithm, it's just a sequence of rooms, each one connected to the next through a tunnel. The overlaps make it look more complex than may be apparent at first though.
Stats
HP/Attack/Defense, for both the player and every monster. (I'm sure this is one of those areas where a beginner would love to tinker and it's pretty easy to add other stats.)
Items
Additive HP/Attack/Defense modifiers when worn. A string determines its class. Can equip one item of every class (weapon, armor, helmet...). Item screen with drop and use options (use equips/dequips stuff). (Should be relatively easy in python at least, where list support is awesome.)
Combat
Damage = Attack - Defense, or something. Would be cool to have a special graphical effect tied to wands and staffs (which would just be weapons with different names).
AI
Cast ray to player, if unblocked move towards, if near it, attack.
Following is the code I (Jotaf) came up with, for the above first two parts. Since the first part shouldn't know anything about map generation, it could be replaced by a fixed map, like in the libtcod demo. It's ready to run, give it a try! Put libtcod in the same folder if it's not added to your python installation, and place the font 'celtic_garamond_10x10_gs_tc.png' there. (Or change the code to use another one.)
#!/usr/bin/python # # libtcod python tutorial # import libtcodpy as libtcod # Import Psyco if available try: import psyco psyco.full() except ImportError: pass #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 TORCH_RADIUS = 10 SQUARED_TORCH_RADIUS = TORCH_RADIUS * TORCH_RADIUS FOV_ALGO = 0 #default FOV algorithm FOV_LIGHT_WALLS = True #light walls or not LIMIT_FPS = 20 #20 frames-per-second maximum fov_dark_wall = libtcod.Color(0, 0, 100) fov_light_wall = libtcod.Color(130, 110, 50) fov_dark_ground = libtcod.Color(50, 50, 150) fov_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, 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.y + dy][self.x + dx].blocked: self.x += dx self.y += dy def draw(self): #only show if it's visible to the player if libtcod.map_is_in_fov(fov_map, self.x, self.y): #set the color and then draw the character that represents this object at its position libtcod.console_set_foreground_color(console, self.color) libtcod.console_put_char(console, self.x, self.y, self.char, libtcod.BKGND_NONE) def clear(self): #erase the character that represents this object libtcod.console_put_char(console, 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[y][x].blocked = False map[y][x].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[y][x].blocked = False map[y][x].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[y][x].blocked = False map[y][x].block_sight = False def make_map(): global map, player, stairs #fill map with "blocked" tiles map = [[ Tile(True) for x in range(MAP_WIDTH) ] for y in range(MAP_HEIGHT) ] 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 continue 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 #after that, place the stairs at the last room stairs.x = new_x stairs.y = new_y def render_all(key): global fov_map, fov_dark_wall, fov_light_wall global fov_dark_ground, fov_light_ground global fov_recompute #draw all objects in the list for object in objects: object.draw() 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) #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 = libtcod.map_is_in_fov(fov_map, x, y) wall = map[y][x].block_sight if not visible: #if it's not visible right now, the player can only see it if it's explored if map[y][x].explored: if wall: libtcod.console_set_back(console, x, y, fov_dark_wall, libtcod.BKGND_SET) else: libtcod.console_set_back(console, x, y, fov_dark_ground, libtcod.BKGND_SET) else: #it's visible if wall: libtcod.console_set_back(console, x, y, fov_light_wall, libtcod.BKGND_SET ) else: libtcod.console_set_back(console, x, y, fov_light_ground, libtcod.BKGND_SET ) #since it's visible, explore it map[y][x].explored = True def handle_key(key): global fov_recompute 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 elif libtcod.console_is_key_pressed(libtcod.KEY_UP): player.move(0, -1) fov_recompute = True elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN): player.move(0, 1) fov_recompute = True elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT): player.move(-1, 0) fov_recompute = True elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT): player.move(1, 0) fov_recompute = True ############################################# # Initialization & Main Loop ############################################# libtcod.console_set_custom_font('celtic_garamond_10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) console = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT) libtcod.sys_set_fps(LIMIT_FPS) #create object representing the player (location doesn't matter, make_map will set it appropriately) player = Object(0, 0, '@', libtcod.black) #create object representing the stairs stairs = Object(0, 0, '<', libtcod.white) #the list of objects with those two objects = [player, stairs] #generate map (at this point it's not drawn to the screen) make_map() #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[y][x].blocked, not map[y][x].block_sight) #start with a blank console libtcod.console_clear(console) fov_recompute = True credits_end = False while not libtcod.console_is_window_closed(): #erase all objects at their old locations, before they move for object in objects: object.clear() #handle keys and exit game if needed key = libtcod.console_check_for_keypress() exit = handle_key(key) if exit: break #render the screen render_all(key) libtcod.console_blit(console, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0, 255) # render credits at the bottom if not credits_end: credits_end = libtcod.console_credits_render(0, MAP_HEIGHT, 0) # render stats libtcod.console_set_foreground_color(None, libtcod.grey) libtcod.console_print_right(None, 79, 46, libtcod.BKGND_NONE, 'last frame : %3d ms (%3d fps)' % (int(libtcod.sys_get_last_frame_length() * 1000.0), libtcod.sys_get_fps())) libtcod.console_print_right(None, 79, 47, libtcod.BKGND_NONE, 'elapsed : %8d ms %4.2fs' % (libtcod.sys_elapsed_milli(), libtcod.sys_elapsed_seconds())) #victory screen! if player.x == stairs.x and player.y == stairs.y: libtcod.console_clear(0) libtcod.console_set_foreground_color(None, libtcod.white) libtcod.console_print_center(None, SCREEN_WIDTH/2, SCREEN_HEIGHT/2, libtcod.BKGND_NONE, 'Victory is Yours!!') libtcod.console_flush()