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

From RogueBasin
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(removed the "num_rooms" variable and replaced with some more Pythonic constructs.)
(updated to have only "generalizing" and "the map", also added code highlighting)
Line 3: Line 3:
 
</center></td></tr></table></center>
 
</center></td></tr></table></center>
  
== The Map ==
+
 
<pre>
+
== Generalizing ==
 +
 
 +
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python">
 
import libtcodpy as libtcod
 
import libtcodpy as libtcod
  
Line 10: Line 12:
 
SCREEN_WIDTH = 80
 
SCREEN_WIDTH = 80
 
SCREEN_HEIGHT = 50
 
SCREEN_HEIGHT = 50
 
#size of the map
 
MAP_WIDTH = 80
 
MAP_HEIGHT = 45
 
  
 
LIMIT_FPS = 20  #20 frames-per-second maximum
 
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:
 
class Object:
Line 41: Line 26:
 
      
 
      
 
     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 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_foreground_color(0, self.color)
+
         libtcod.console_set_foreground_color(con, self.color)
         libtcod.console_put_char(0, self.x, self.y, self.char, libtcod.BKGND_NONE)
+
         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(0, self.x, self.y, ' ', libtcod.BKGND_NONE)
+
         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
 
 
    #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():
 
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:
Line 121: Line 72:
 
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 83:
 
objects = [npc, player]
 
objects = [npc, player]
  
#generate map (at this point it's not drawn to the screen)
 
make_map()
 
  
 
+
first_time = True  #for turn-based games
#first_time = True  #for turn-based games
+
  
 
while not libtcod.console_is_window_closed():
 
while not libtcod.console_is_window_closed():
Line 144: Line 93:
 
      
 
      
 
     #handle keys and exit game if needed
 
     #handle keys and exit game if needed
     #if not first_time:  #for turn-based games
+
     if not first_time:  #for turn-based games
    exit = handle_keys()
+
        exit = handle_keys()
    if exit:
+
        if exit:
        break
+
            break
     #first_time = False  #for turn-based games
+
     first_time = False  #for turn-based games
 
      
 
      
     #render the screen
+
     #draw all objects in the list
     render_all()
+
     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()
 
     libtcod.console_flush()
</pre>
+
</syntaxhighlight></div>
  
  
== Field of View (FOV) ==
+
== The Map ==
<pre>
+
 
 +
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python">
 +
#!/usr/bin/python
 +
#
 +
# libtcod python tutorial
 +
#
 +
 
 
import libtcodpy as libtcod
 
import libtcodpy as libtcod
  
Line 168: Line 126:
 
MAP_WIDTH = 80
 
MAP_WIDTH = 80
 
MAP_HEIGHT = 45
 
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
 
LIMIT_FPS = 20  #20 frames-per-second maximum
Line 178: Line 131:
  
 
color_dark_wall = libtcod.Color(0, 0, 100)
 
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_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
 
  
  
Line 208: Line 159:
 
      
 
      
 
     def draw(self):
 
     def draw(self):
         #only show if it's visible to the player
+
         #set the color and then draw the character that represents this object at its position
        if libtcod.map_is_in_fov(fov_map, self.x, self.y):
+
        libtcod.console_set_foreground_color(con, self.color)
            #set the color and then draw the character that represents this object at its position
+
        libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
            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):
 
     def clear(self):
 
         #erase the character that represents this object
 
         #erase the character that represents this object
         libtcod.console_put_char(0, self.x, self.y, ' ', libtcod.BKGND_NONE)
+
         libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
  
  
Line 236: Line 185:
  
 
def render_all():
 
def render_all():
     global fov_map, color_dark_wall, color_light_wall
+
     global color_light_wall
     global color_dark_ground, color_light_ground
+
     global color_light_ground
    global fov_recompute
+
 
+
    #draw all objects in the list
+
    for object in objects:
+
        object.draw()
+
 
      
 
      
     if fov_recompute:
+
     #go through all tiles, and set their background color
        #recompute FOV if needed (the player moved or something)
+
    for y in range(MAP_HEIGHT):
        fov_recompute = False
+
        for x in range(MAP_WIDTH):
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
+
            wall = map[x][y].block_sight
 
+
            if wall:
        #go through all tiles, and set their background color according to the FOV
+
                libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET )
        for y in range(MAP_HEIGHT):
+
            else:
            for x in range(MAP_WIDTH):
+
                libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET )
                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()
+
</pre>
+
 
+
 
+
== Dungeon building blocks ==
+
<pre>
+
 
+
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 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):
+
        #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 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 fov_map, color_dark_wall, color_light_wall
+
    global color_dark_ground, color_light_ground
+
    global fov_recompute
+
  
 
     #draw all objects in the list
 
     #draw all objects in the list
Line 473: Line 201:
 
         object.draw()
 
         object.draw()
 
      
 
      
     if fov_recompute:
+
     #blit the contents of "con" to the root console
        #recompute FOV if needed (the player moved or something)
+
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
        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():
 
def handle_keys():
     global fov_recompute
+
     #key = libtcod.console_check_for_keypress()  #real-time
   
+
     key = libtcod.console_wait_for_keypress(True)  #turn-based
    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 216:
 
      
 
      
 
     #movement keys
 
     #movement keys
     elif 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)
        fov_recompute = True
 
 
          
 
          
 
     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)
        fov_recompute = True
 
 
          
 
          
 
     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)
        fov_recompute = True
 
 
          
 
          
 
     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)
        fov_recompute = True
 
  
  
Line 534: Line 236:
 
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 250:
 
make_map()
 
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)
 
  
 
+
first_time = True  #for turn-based games
fov_recompute = True
+
#first_time = True  #for turn-based games
+
  
 
while not libtcod.console_is_window_closed():
 
while not libtcod.console_is_window_closed():
Line 564: Line 260:
 
      
 
      
 
     #handle keys and exit game if needed
 
     #handle keys and exit game if needed
     #if not first_time:  #for turn-based games
+
     if not first_time:  #for turn-based games
    exit = handle_keys()
+
        exit = handle_keys()
    if exit:
+
        if exit:
        break
+
            break
     #first_time = False  #for turn-based games
+
     first_time = False  #for turn-based games
 
      
 
      
 
     #render the screen
 
     #render the screen
Line 574: Line 270:
 
      
 
      
 
     libtcod.console_flush()
 
     libtcod.console_flush()
</pre>
+
</syntaxhighlight></div>
 
+
 
+
== Dungeon generator ==
+
<pre>
+
 
+
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
+
 
+
 
+
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 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):
+
        #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 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 = []
+

Revision as of 03:14, 2 June 2010

This is part of the code for a series of tutorials; the main page can be found 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_foreground_color(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]
 
 
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
 
    #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()


The Map

#!/usr/bin/python
#
# libtcod python tutorial
#
 
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(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_back(con, x, y, color_dark_wall, libtcod.BKGND_SET )
            else:
                libtcod.console_set_back(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()
 
 
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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