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

From RogueBasin
(Difference between revisions)
Jump to: navigation, search
m (Field of View (FOV))
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center>
 
<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 be found [[Complete Roguelike Tutorial, using python+libtcod|here]].
+
This is part of a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python+libtcod|here]].
 +
 
 +
The tutorial uses libtcod version 1.6.0 and above.
 +
 
 +
If you choose to use 1.5.1, you can find the old version [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_2_code&oldid=30246 here].<br/>
 +
If you choose to use 1.5.0, you can find the old version [http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_2_code&oldid=29860 here].
 
</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 11: Line 17:
 
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 42: Line 31:
 
      
 
      
 
     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_default_foreground(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 122: Line 77:
 
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 132: Line 88:
 
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
 
  
 
while not libtcod.console_is_window_closed():
 
while not libtcod.console_is_window_closed():
 +
   
 +
    #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()
  
 
     #erase all objects at their old locations, before they move
 
     #erase all objects at their old locations, before they move
Line 145: Line 104:
 
      
 
      
 
     #handle keys and exit game if needed
 
     #handle keys and exit game if needed
    #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
+
</syntaxhighlight></div>
   
+
    #render the screen
+
    render_all()
+
   
+
    libtcod.console_flush()
+
</pre>
+
  
  
== Field of View (FOV) ==
+
== The Map ==
  
<pre>
+
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python">
 
import libtcodpy as libtcod
 
import libtcodpy as libtcod
  
Line 170: Line 122:
 
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 180: Line 127:
  
 
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 210: Line 155:
 
      
 
      
 
     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_default_foreground(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 238: Line 181:
  
 
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
+
      
 +
    #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
 
     #draw all objects in the list
Line 246: Line 197:
 
         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 283: Line 212:
 
      
 
      
 
     #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 307: Line 232:
 
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 320: Line 246:
 
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)
 
 
 
fov_recompute = True
 
#first_time = True  #for turn-based games
 
  
 
while not libtcod.console_is_window_closed():
 
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
 
     #erase all objects at their old locations, before they move
Line 337: Line 259:
 
      
 
      
 
     #handle keys and exit game if needed
 
     #handle keys and exit game if needed
    #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
+
</syntaxhighlight></div>
   
+
 
    #render the screen
+
[[Category:Developing]]
    render_all()
+
   
+
    libtcod.console_flush()
+
</pre>
+

Latest revision as of 04:49, 23 September 2016

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

The tutorial uses libtcod version 1.6.0 and above.

If you choose to use 1.5.1, you can find the old version here.
If you choose to use 1.5.0, you can find the old version here.


[edit] 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_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 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]
 
 
while not libtcod.console_is_window_closed():
 
    #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()
 
    #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


[edit] 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_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 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_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
Personal tools