Complete Roguelike Tutorial, using python+libtcod, part 2 code

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(Created page with '<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center> This is part of the '''code''' for a series of tutorials; the main page can…')
 
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     libtcod.console_flush()
 
     libtcod.console_flush()
 
</pre>
 
</pre>
 +
 +
 +
== Field of View (FOV) ==
 +
 +
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
 +
 +
 +
FOV_ALGO = 0  #default FOV algorithm
 +
FOV_LIGHT_WALLS = True  #light walls or not
 +
TORCH_RADIUS = 10
 +
 +
LIMIT_FPS = 20  #20 frames-per-second maximum
 +
 +
 +
color_dark_wall = libtcod.Color(0, 0, 100)
 +
color_light_wall = libtcod.Color(130, 110, 50)
 +
color_dark_ground = libtcod.Color(50, 50, 150)
 +
color_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
 +
       
 +
        #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):
 +
        #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(0, self.color)
 +
            libtcod.console_put_char(0, self.x, self.y, self.char, libtcod.BKGND_NONE)
 +
   
 +
    def clear(self):
 +
        #erase the character that represents this object
 +
        libtcod.console_put_char(0, 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 fov_map, color_dark_wall, color_light_wall
 +
    global color_dark_ground, color_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[x][y].block_sight
 +
                if not visible:
 +
                    #it's out of the player's FOV
 +
                    if wall:
 +
                        libtcod.console_set_back(0, x, y, color_dark_wall, libtcod.BKGND_SET)
 +
                    else:
 +
                        libtcod.console_set_back(0, x, y, color_dark_ground, libtcod.BKGND_SET)
 +
                else:
 +
                    #it's visible
 +
                    if wall:
 +
                        libtcod.console_set_back(0, x, y, color_light_wall, libtcod.BKGND_SET )
 +
                    else:
 +
                        libtcod.console_set_back(0, x, y, color_light_ground, libtcod.BKGND_SET )
 +
   
 +
def handle_keys():
 +
    global fov_recompute
 +
   
 +
    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
 +
    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('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)
 +
 +
#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()
 +
 +
#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[x][y].blocked, not map[x][y].block_sight)
 +
 +
 +
fov_recompute = True
 +
#first_time = True  #for turn-based games
 +
 +
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
 +
    #if not first_time:  #for turn-based games
 +
    exit = handle_keys()
 +
    if exit:
 +
        break
 +
    #first_time = False  #for turn-based games
 +
   
 +
    #render the screen
 +
    render_all()
 +
   
 +
    libtcod.console_flush()

Revision as of 01:44, 27 December 2009

This is part of the code for a series of tutorials; the main page can be found here.

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_foreground_color(0, self.color)
        libtcod.console_put_char(0, self.x, self.y, self.char, libtcod.BKGND_NONE)
    
    def clear(self):
        #erase the character that represents this object
        libtcod.console_put_char(0, 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

    #draw all objects in the list
    for object in objects:
        object.draw()
    
    #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_back(0, x, y, color_dark_wall, libtcod.BKGND_SET )
            else:
                libtcod.console_set_back(0, x, y, color_dark_ground, libtcod.BKGND_SET )
    
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)

#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()


#first_time = True  #for turn-based games

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
    #if not first_time:  #for turn-based games
    exit = handle_keys()
    if exit:
        break
    #first_time = False  #for turn-based games
    
    #render the screen
    render_all()
    
    libtcod.console_flush()


Field of View (FOV)

import libtcodpy as libtcod

  1. actual size of the window

SCREEN_WIDTH = 80 SCREEN_HEIGHT = 50

  1. size of the map

MAP_WIDTH = 80 MAP_HEIGHT = 45


FOV_ALGO = 0 #default FOV algorithm FOV_LIGHT_WALLS = True #light walls or not TORCH_RADIUS = 10

LIMIT_FPS = 20 #20 frames-per-second maximum


color_dark_wall = libtcod.Color(0, 0, 100) color_light_wall = libtcod.Color(130, 110, 50) color_dark_ground = libtcod.Color(50, 50, 150) color_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
       
       #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):
       #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(0, self.color)
           libtcod.console_put_char(0, self.x, self.y, self.char, libtcod.BKGND_NONE)
   
   def clear(self):
       #erase the character that represents this object
       libtcod.console_put_char(0, 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 fov_map, color_dark_wall, color_light_wall
   global color_dark_ground, color_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[x][y].block_sight
               if not visible:
                   #it's out of the player's FOV
                   if wall:
                       libtcod.console_set_back(0, x, y, color_dark_wall, libtcod.BKGND_SET)
                   else:
                       libtcod.console_set_back(0, x, y, color_dark_ground, libtcod.BKGND_SET)
               else:
                   #it's visible
                   if wall:
                       libtcod.console_set_back(0, x, y, color_light_wall, libtcod.BKGND_SET )
                   else:
                       libtcod.console_set_back(0, x, y, color_light_ground, libtcod.BKGND_SET )
   

def handle_keys():

   global fov_recompute
   
   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
   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


  1. 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)

  1. create object representing the player

player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)

  1. create an NPC

npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)

  1. the list of objects with those two

objects = [npc, player]

  1. generate map (at this point it's not drawn to the screen)

make_map()

  1. 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[x][y].blocked, not map[x][y].block_sight)


fov_recompute = True

  1. first_time = True #for turn-based games

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
   #if not first_time:  #for turn-based games
   exit = handle_keys()
   if exit:
       break
   #first_time = False  #for turn-based games
   
   #render the screen
   render_all()
   
   libtcod.console_flush()
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