Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod, part 1 code"

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m ("Showing the @ on screen": corrected coords to (1,1) like in the tutorial)
 
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<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_1_code&oldid=30244 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_1_code&oldid=29862 here].
</center></td></tr></table></center>
</center></td></tr></table></center>


== Showing the @ on screen ==
== Showing the @ on screen ==
 
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python">
<pre>import libtcodpy as libtcod
import libtcodpy as libtcod


#actual size of the window
#actual size of the window
Line 22: Line 27:
while not libtcod.console_is_window_closed():
while not libtcod.console_is_window_closed():
      
      
     libtcod.console_set_foreground_color(0, libtcod.white)
     libtcod.console_set_default_foreground(0, libtcod.white)
      
      
     libtcod.console_print_left(0, 1, 1, libtcod.BKGND_NONE, '@')
     libtcod.console_put_char(0, 1, 1, '@', libtcod.BKGND_NONE)
      
      
     libtcod.console_flush()
     libtcod.console_flush()
</pre>
</syntaxhighlight></div>
 


== Moving around ==
== Moving around ==


<pre>
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python">
import libtcodpy as libtcod
import libtcodpy as libtcod


Line 44: Line 50:
     global playerx, playery
     global playerx, playery
      
      
     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 78: Line 84:
playerx = SCREEN_WIDTH/2
playerx = SCREEN_WIDTH/2
playery = SCREEN_HEIGHT/2
playery = SCREEN_HEIGHT/2
#first_time = True  #for turn-based games


while not libtcod.console_is_window_closed():
while not libtcod.console_is_window_closed():
      
      
     libtcod.console_print_left(0, playerx, playery, libtcod.BKGND_NONE, ' ')
     libtcod.console_set_default_foreground(0, libtcod.white)
   
     libtcod.console_put_char(0, playerx, playery, '@', libtcod.BKGND_NONE)
    #handle keys and exit game if needed
    #if not first_time:  #for turn-based games, remember to indent after!
    exit = handle_keys()
    if exit:
        break
   
    #first_time = False  #for turn-based games
   
    libtcod.console_set_foreground_color(0, libtcod.white)
     libtcod.console_print_left(0, playerx, playery, libtcod.BKGND_NONE, '@')
      
      
     libtcod.console_flush()
     libtcod.console_flush()
</pre>
== Generalizing ==
<pre>
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):
     libtcod.console_put_char(0, playerx, playery, ' ', libtcod.BKGND_NONE)
        #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(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 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]
 
 
#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
     #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>
   
 
    #draw all objects in the list
[[Category:Developing]]
    for object in objects:
        object.draw()
   
    libtcod.console_flush()
</pre>

Latest revision as of 16:28, 16 September 2017

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.

Showing the @ on screen

import libtcodpy as libtcod

#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50

LIMIT_FPS = 20  #20 frames-per-second maximum


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)

while not libtcod.console_is_window_closed():
    
    libtcod.console_set_default_foreground(0, libtcod.white)
    
    libtcod.console_put_char(0, 1, 1, '@', libtcod.BKGND_NONE)
    
    libtcod.console_flush()


Moving around

import libtcodpy as libtcod

#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50

LIMIT_FPS = 20  #20 frames-per-second maximum


def handle_keys():
    global playerx, playery
    
    #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):
        playery -= 1
        
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        playery += 1
        
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        playerx -= 1
        
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        playerx += 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)

playerx = SCREEN_WIDTH/2
playery = SCREEN_HEIGHT/2

while not libtcod.console_is_window_closed():
    
    libtcod.console_set_default_foreground(0, libtcod.white)
    libtcod.console_put_char(0, playerx, playery, '@', libtcod.BKGND_NONE)
    
    libtcod.console_flush()
    
    libtcod.console_put_char(0, playerx, playery, ' ', libtcod.BKGND_NONE)
    
    #handle keys and exit game if needed
    exit = handle_keys()
    if exit:
        break