Difference between revisions of "Complete Roguelike Tutorial, using python3+libtcod, part 3 code"
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first | <center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center> | ||
This is part of a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python3+libtcod|here]]. | |||
</center></td></tr></table></center> | |||
== Dungeon building blocks == | |||
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | |||
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 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 | |||
</syntaxhighlight></div> | |||
== Dungeon generator == | |||
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | |||
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_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 | |||
</syntaxhighlight></div> | |||
[[Category:Developing]] |
Revision as of 17:32, 16 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
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
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_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