Difference between revisions of "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)
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</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 01:14, 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()