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

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Revision as of 05:56, 2 November 2012 by Muscles (Talk | contribs)

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

This part of the tutorial has been converted to use libctod version 1.5.1, but later parts still use 1.5.0. If you wish to follow the complete tutorial, you probably want the old version 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_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


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
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