Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod, part 2 code"

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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_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 10: 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 41: 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 121: 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 131: 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 144: 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 168: 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 178: 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 208: 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 236: 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 244: 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 281: 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 305: 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 318: 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():
    #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 the screen
Line 345: Line 253:
      
      
     libtcod.console_flush()
     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
    for object in objects:
        object.draw()
   
    if fov_recompute:
        #recompute FOV if needed (the player moved or something)
        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():
    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
     #erase all objects at their old locations, before they move
Line 564: 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 02:49, 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.


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