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beforefirstrl.py
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beforefirstrl.py
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import libtcodpy as libtcod
import math
import textwrap
# These variables shouldnt be changed and represent the settings
# for the console window which will appear
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
MAP_WIDTH = 80
MAP_HEIGHT = 43
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT -PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 3
FOV_ALGO = 2 #what algorythom to use
FOV_LIGHT_WALLS = True #should we light walls
TORCH_RADIUS = 10
LIMIT_FPS = 20
color_dark_wall = libtcod.Color(0, 0, 0)
color_light_wall = libtcod.Color(94, 75, 47)
color_dark_ground = libtcod.Color(31, 31, 31)
color_light_ground = libtcod.Color(158, 134, 100)
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
#tiles start off unexplored
self.explored = False
#by defult if a tile is blocked it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Rect:
#draws a rectangle for 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):
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 on the screen, an item,
# stairs, its always represented by a character on screen.
# this is an example of composition - these components are stored by classes,
# and then passed as parameters when creating the object. The advntange of
# this methodology over inherretence is that you can choose to not inherret properties
# on initialization
def __init__(self, x, y, char, name, color, blocks = False, fighter = None, ai = None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
#so in the fighter class is a variable called owner- which is set to whoever calls
# that object so we can say 'owner.name even though we dont know what specific instance
# the method will call/
if self.fighter :
self.fighter.owner = self
self.ai = ai
if self.ai :
self.ai.owner = self
def move(self, dx, dy):
# move by a given amount
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y):
dx = target_x - self.x
dy = target_y - self.y
distance = math.hypot(dx, dy)
#
# dist = math.hypot(dx, dy)
# dx, dy = dx / dist, dy / dist
# # move along this normalized vector towards the player at current speed
# self.rect.x += dx * self.speed
# self.rect.y += dy * self.speed
# original
# distance = math.sqrt(dx ** 2 + dy ** 2)
#normalize it to length l (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
dx = other.x - self.x
dy = other.x - self.y
return math.hypot(dx, dy)
def send_to_back(self):
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
if libtcod.map_is_in_fov(fov_map, self.x, self.y,):
# set the color and draw the object at the 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 for this object
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
class Fighter:
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
def attack(self, target):
damage = self.power - target.fighter.defense
if damage > 0:
print self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points. '
target.fighter.take_damage(damage)
else:
print self.owner.name.capitalize() + ' attacks ' + target.name + ' but it had no effect!'
def take_damage(self, damage):
if damage > 0:
self.hp -= damage
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
class BasicMonster:
def take_turn(self):
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
print monster.distance_to(player)
if monster.distance_to(player) >= 6:
monster.move_towards(player.x, player.y)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
def is_blocked(x, y):
#first test the map tile
if map[x][y].blocked:
return True
#now check for blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
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
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
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 unblocked tiles
#this function works by storing the results of a for loop in
#two seporate lists. The for loop uses the map hieght as an
#iterator, which is the size of pixles the console is.
#because the results are stored in a list, we can refer
#to any individual tile, map[3][3] or all the tiles map[x][y]
map = [[ Tile(True)
for y in range(MAP_HEIGHT)]
for x in range(MAP_WIDTH)]
#the rooms generated are saved in a list called rooms.
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
#random widths and heights
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 postion within the map
x = libtcod.random_get_int(0,0,MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0,0, MAP_HEIGHT - h - 1)
new_room = Rect(x, y, w, h)
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed =True
break
if not failed:
#this means their is no intersections so the room is valid
#'paint it' to the new maps tiles
create_room(new_room)
#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
# uncomment to show the order the rooms are created in letters - not numbers
# room_no = Object(new_x, new_y, chr(65+num_rooms), libtcod.white)
# objects.insert(0, room_no)
if num_rooms == 0:
#this is the first room where the player starts
player.x = new_x
player.y = new_y
else:
#all rooms after the first
#conect it to the previous room with a tunnel
#center coodinates of previous room
(prev_x, prev_y) =rooms[num_rooms-1].center()
if libtcod.random_get_int(0, 0, 1) == 1:
#first move horizontally then vertiacally
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
#first move vertically then horzontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
#fill room with stuff and monsters
place_objects(new_room)
#finally append new room to list
rooms.append(new_room)
num_rooms += 1
def place_objects(room):
#choose random number of monsters
num_monsters = libtcod.random_get_int(0,0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
x = libtcod.random_get_int(0, room.x1, room.x2)
y = libtcod.random_get_int(0, room.y1, room.y2)
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80:
fighter_component= Fighter(hp=10, defense=0, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc' , libtcod.desaturated_green,
blocks=True, fighter= fighter_component, ai=ai_component)
else:
#create troll
fighter_component= Fighter(hp= 16, defense=1, power=5, death_function=monster_death)
ai_component=BasicMonster()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value)/ maximum * total_width)
#render background first
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
#then the bar on top
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
#lastly text for clarity
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_print_ex(panel, x + total_width /2, y, libtcod.BKGND_NONE, libtcod.CENTER,
name + ': ' + str(value) + '/' + str(maximum))
def get_name_under_mouse():
global mouse
(x,y) = (mouse.cx, mouse.cy)
#create list with all names under mouse
names = [obj.name for obj in objects
if obj.x ==x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj_x, obj_y)]
names = ', '.join(names)
return names.capitalize()
def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute
#go through all the tiles and set their background color
if fov_recompute:
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
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: #its waiting to be explored
if map[x][y].explored:
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)
else: #its visiable
if wall:
libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(con, x, y, color_light_ground, libtcod.BKGND_SET)
map[x][y].explored = True
#draw all objects in the list
for object in objects:
if object != player:
object.draw()
player.draw()
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
y = 1
for (line, color) in game_msgs:
libtcod.console_set_default_foreground(panel, color)
libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
y += 1
render_bar(1,1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
libtcod.light_red, libtcod.darker_red)
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
libtcod.console_set_default_foreground(con, libtcod.white)
libtcod.console_print_ex(0,1, SCREEN_HEIGHT -2, libtcod.BKGND_NONE,libtcod.LEFT,
'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp))
libtcod.console_set_default_foreground(panel, libtcod.light_gray)
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_name_under_mouse())
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def message(new_msg, colcr = libtcod.white ):
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
game_msgs.append((line, colcr))
def player_move_or_attack(dx, dy):
global fov_recompute
x = player.x + dx
y = player.y + dy
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def handle_keys():
global key
global fov_recompute
# here we set the globals for the players position plus handle movement
#use check for keypress for realtime
if key.vk == libtcod.KEY_ENTER and key.lalt:
#alt enter for fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return 'exit' #exit game
if game_state == 'playing':
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player_move_or_attack(0, -1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player_move_or_attack(0, 1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player_move_or_attack(-1, 0)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player_move_or_attack(1, 0)
fov_recompute = True
else:
return 'didnt-take-turn'
def player_death(player):
global game_state
print "your dead"
game_state = 'dead'
player.char = '%'
player.colour = libtcod.dark_red
def monster_death(monster):
print monster.name.capitalize() + " is dead"
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
# INT stuff here which dictates the console window.
libtcod.console_set_custom_font('arial10x10.png',libtcod.FONT_TYPE_GRAYSCALE | 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)#
panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
fighter_component = Fighter(hp = 30, defense=1, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', libtcod.white, blocks= True, fighter=fighter_component)
objects = [player]
make_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].block_sight, not map[x][y].blocked)
fov_recompute = True
game_state = 'playing'
player_action = None
# THIS is the main loop for the game.
game_msgs = []
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings', libtcod.red)
mouse = libtcod.Mouse()
key = libtcod.Key()
while not libtcod.console_is_window_closed():
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS| libtcod.EVENT_MOUSE, key, mouse)
render_all()
libtcod.console_flush()
for object in objects:
object.clear()
exit = handle_keys()
player_action = handle_keys()
if player_action == 'exit':
break
if game_state == 'playing':
for object in objects:
if object.ai:
object.ai.take_turn()