Complete Roguelike Tutorial, using python+libtcod, part 6 code
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#create object representing the player | #create object representing the player | ||
fighter_component = Fighter(hp=30, defense=2, power=5) | fighter_component = Fighter(hp=30, defense=2, power=5) | ||
+ | player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component) | ||
+ | |||
+ | #the list of objects with just the player | ||
+ | objects = [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 | ||
+ | game_state = 'playing' | ||
+ | player_action = None | ||
+ | |||
+ | 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 | ||
+ | player_action = handle_keys() | ||
+ | if player_action == 'exit': | ||
+ | break | ||
+ | first_time = False #for turn-based games | ||
+ | |||
+ | #let monsters take their turn | ||
+ | if game_state == 'playing' and player_action != 'didnt-take-turn': | ||
+ | for object in objects: | ||
+ | if object.ai: | ||
+ | object.ai.take_turn() | ||
+ | |||
+ | #render the screen | ||
+ | render_all() | ||
+ | |||
+ | libtcod.console_flush() | ||
+ | </syntaxhighlight></div> | ||
+ | |||
+ | |||
+ | == Untimely deaths == | ||
+ | |||
+ | <div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | ||
+ | import libtcodpy as libtcod | ||
+ | import math | ||
+ | |||
+ | #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 | ||
+ | MAX_ROOM_MONSTERS = 3 | ||
+ | |||
+ | |||
+ | 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 | ||
+ | |||
+ | #all tiles start unexplored | ||
+ | self.explored = False | ||
+ | |||
+ | #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, 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 | ||
+ | if self.fighter: #let the fighter component know who owns it | ||
+ | self.fighter.owner = self | ||
+ | |||
+ | self.ai = ai | ||
+ | if self.ai: #let the AI component know who owns it | ||
+ | self.ai.owner = self | ||
+ | |||
+ | def move(self, dx, dy): | ||
+ | #move by the given amount, if the destination is not blocked | ||
+ | if not is_blocked(self.x + dx, self.y + dy): | ||
+ | self.x += dx | ||
+ | self.y += dy | ||
+ | |||
+ | def move_towards(self, target_x, target_y): | ||
+ | #vector from this object to the target, and distance | ||
+ | dx = target_x - self.x | ||
+ | dy = target_y - self.y | ||
+ | distance = math.sqrt(dx ** 2 + dy ** 2) | ||
+ | |||
+ | #normalize it to length 1 (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): | ||
+ | #return the distance to another object | ||
+ | dx = other.x - self.x | ||
+ | dy = other.y - self.y | ||
+ | return math.sqrt(dx ** 2 + dy ** 2) | ||
+ | |||
+ | 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(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) | ||
+ | |||
+ | |||
+ | class Fighter: | ||
+ | #combat-related properties and methods (monster, player, NPC). | ||
+ | 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): | ||
+ | #a simple formula for attack damage | ||
+ | damage = self.power - target.fighter.defense | ||
+ | |||
+ | if damage > 0: | ||
+ | #make the target take some damage | ||
+ | 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 has no effect!' | ||
+ | |||
+ | def take_damage(self, damage): | ||
+ | #apply damage if possible | ||
+ | if damage > 0: | ||
+ | self.hp -= damage | ||
+ | |||
+ | #check for death. if there's a death function, call it | ||
+ | if self.hp <= 0: | ||
+ | function = self.death_function | ||
+ | if function is not None: | ||
+ | function(self.owner) | ||
+ | |||
+ | class BasicMonster: | ||
+ | #AI for a basic monster. | ||
+ | def take_turn(self): | ||
+ | #a basic monster takes its turn. if you can see it, it can see you | ||
+ | monster = self.owner | ||
+ | if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): | ||
+ | |||
+ | #move towards player if far away | ||
+ | if monster.distance_to(player) >= 2: | ||
+ | monster.move_towards(player.x, player.y) | ||
+ | |||
+ | #close enough, attack! (if the player is still alive.) | ||
+ | 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 any 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 | ||
+ | #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 = [] | ||
+ | num_rooms = 0 | ||
+ | |||
+ | for r in range(MAX_ROOMS): | ||
+ | #random width and height | ||
+ | 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 position without going out of the boundaries of the map | ||
+ | x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) | ||
+ | y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) | ||
+ | |||
+ | #"Rect" class makes rectangles easier to work with | ||
+ | new_room = Rect(x, y, w, h) | ||
+ | |||
+ | #run through the other rooms and see if they intersect with this one | ||
+ | failed = False | ||
+ | for other_room in rooms: | ||
+ | if new_room.intersect(other_room): | ||
+ | failed = True | ||
+ | break | ||
+ | |||
+ | if not failed: | ||
+ | #this means there are no intersections, so this room is valid | ||
+ | |||
+ | #"paint" it to the map's tiles | ||
+ | create_room(new_room) | ||
+ | |||
+ | #add some contents to this room, such as monsters | ||
+ | place_objects(new_room) | ||
+ | |||
+ | #center coordinates of new room, will be useful later | ||
+ | (new_x, new_y) = new_room.center() | ||
+ | |||
+ | if num_rooms == 0: | ||
+ | #this is the first room, where the player starts at | ||
+ | player.x = new_x | ||
+ | player.y = new_y | ||
+ | else: | ||
+ | #all rooms after the first: | ||
+ | #connect it to the previous room with a tunnel | ||
+ | |||
+ | #center coordinates of previous room | ||
+ | (prev_x, prev_y) = rooms[num_rooms-1].center() | ||
+ | |||
+ | #draw a coin (random number that is either 0 or 1) | ||
+ | if libtcod.random_get_int(0, 0, 1) == 1: | ||
+ | #first move horizontally, then vertically | ||
+ | create_h_tunnel(prev_x, new_x, prev_y) | ||
+ | create_v_tunnel(prev_y, new_y, new_x) | ||
+ | else: | ||
+ | #first move vertically, then horizontally | ||
+ | create_v_tunnel(prev_y, new_y, prev_x) | ||
+ | create_h_tunnel(prev_x, new_x, new_y) | ||
+ | |||
+ | #finally, append the new room to the 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): | ||
+ | #choose random spot for this monster | ||
+ | x = libtcod.random_get_int(0, room.x1, room.x2) | ||
+ | y = libtcod.random_get_int(0, room.y1, room.y2) | ||
+ | |||
+ | #only place it if the tile is not blocked | ||
+ | if not is_blocked(x, y): | ||
+ | if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting an orc | ||
+ | #create an orc | ||
+ | fighter_component = Fighter(hp=10, defense=0, power=3, 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 a troll | ||
+ | fighter_component = Fighter(hp=16, defense=1, power=4, 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_all(): | ||
+ | global fov_map, color_dark_wall, color_light_wall | ||
+ | global color_dark_ground, color_light_ground | ||
+ | global fov_recompute | ||
+ | |||
+ | 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: | ||
+ | #if it's not visible right now, the player can only see it if it's explored | ||
+ | if map[x][y].explored: | ||
+ | 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) | ||
+ | else: | ||
+ | #it's visible | ||
+ | if wall: | ||
+ | libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET ) | ||
+ | else: | ||
+ | libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET ) | ||
+ | #since it's visible, explore it | ||
+ | map[x][y].explored = True | ||
+ | |||
+ | #draw all objects in the list, except the player. we want it to | ||
+ | #always appear over all other objects! so it's drawn later. | ||
+ | for object in objects: | ||
+ | if object != player: | ||
+ | object.draw() | ||
+ | player.draw() | ||
+ | |||
+ | #blit the contents of "con" to the root console | ||
+ | libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) | ||
+ | |||
+ | #show the player's stats | ||
+ | libtcod.console_set_foreground_color(con, libtcod.white) | ||
+ | libtcod.console_print_left(0, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE, | ||
+ | 'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp)) | ||
+ | |||
+ | |||
+ | def player_move_or_attack(dx, dy): | ||
+ | global fov_recompute | ||
+ | |||
+ | #the coordinates the player is moving to/attacking | ||
+ | x = player.x + dx | ||
+ | y = player.y + dy | ||
+ | |||
+ | #try to find an attackable object there | ||
+ | target = None | ||
+ | for object in objects: | ||
+ | if object.fighter and object.x == x and object.y == y: | ||
+ | target = object | ||
+ | break | ||
+ | |||
+ | #attack if target found, move otherwise | ||
+ | if target is not None: | ||
+ | player.fighter.attack(target) | ||
+ | else: | ||
+ | player.move(dx, dy) | ||
+ | fov_recompute = True | ||
+ | |||
+ | |||
+ | 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 'exit' #exit game | ||
+ | |||
+ | if game_state == 'playing': | ||
+ | #movement keys | ||
+ | if libtcod.console_is_key_pressed(libtcod.KEY_UP): | ||
+ | player_move_or_attack(0, -1) | ||
+ | |||
+ | elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN): | ||
+ | player_move_or_attack(0, 1) | ||
+ | |||
+ | elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT): | ||
+ | player_move_or_attack(-1, 0) | ||
+ | |||
+ | elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT): | ||
+ | player_move_or_attack(1, 0) | ||
+ | else: | ||
+ | return 'didnt-take-turn' | ||
+ | |||
+ | def player_death(player): | ||
+ | #the game ended! | ||
+ | global game_state | ||
+ | print 'You died!' | ||
+ | game_state = 'dead' | ||
+ | |||
+ | #for added effect, transform the player into a corpse! | ||
+ | player.char = '%' | ||
+ | player.color = libtcod.dark_red | ||
+ | |||
+ | def monster_death(monster): | ||
+ | #transform it into a nasty corpse! it doesn't block, can't be | ||
+ | #attacked and doesn't move | ||
+ | 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 | ||
+ | |||
+ | |||
+ | ############################################# | ||
+ | # 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 | ||
+ | fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death) | ||
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component) | player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component) | ||
Revision as of 23:52, 18 August 2010
This is part of the code for a series of tutorials; the main page can be found here. |
AI
import libtcodpy as libtcod import math #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 MAX_ROOM_MONSTERS = 3 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 #all tiles start unexplored self.explored = False #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, 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 if self.fighter: #let the fighter component know who owns it self.fighter.owner = self self.ai = ai if self.ai: #let the AI component know who owns it self.ai.owner = self def move(self, dx, dy): #move by the given amount, if the destination is not blocked if not is_blocked(self.x + dx, self.y + dy): self.x += dx self.y += dy def move_towards(self, target_x, target_y): #vector from this object to the target, and distance dx = target_x - self.x dy = target_y - self.y distance = math.sqrt(dx ** 2 + dy ** 2) #normalize it to length 1 (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): #return the distance to another object dx = other.x - self.x dy = other.y - self.y return math.sqrt(dx ** 2 + dy ** 2) 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(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) class Fighter: #combat-related properties and methods (monster, player, NPC). def __init__(self, hp, defense, power): self.max_hp = hp self.hp = hp self.defense = defense self.power = power class BasicMonster: #AI for a basic monster. def take_turn(self): #a basic monster takes its turn. if you can see it, it can see you monster = self.owner if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): #move towards player if far away if monster.distance_to(player) >= 2: monster.move_towards(player.x, player.y) #close enough, attack! (if the player is still alive.) elif player.fighter.hp > 0: print 'The attack of the ' + monster.name + ' bounces off your shiny metal armor!' def is_blocked(x, y): #first test the map tile if map[x][y].blocked: return True #now check for any 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 #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 = [] num_rooms = 0 for r in range(MAX_ROOMS): #random width and height 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 position without going out of the boundaries of the map x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) #"Rect" class makes rectangles easier to work with new_room = Rect(x, y, w, h) #run through the other rooms and see if they intersect with this one failed = False for other_room in rooms: if new_room.intersect(other_room): failed = True break if not failed: #this means there are no intersections, so this room is valid #"paint" it to the map's tiles create_room(new_room) #add some contents to this room, such as monsters place_objects(new_room) #center coordinates of new room, will be useful later (new_x, new_y) = new_room.center() if num_rooms == 0: #this is the first room, where the player starts at player.x = new_x player.y = new_y else: #all rooms after the first: #connect it to the previous room with a tunnel #center coordinates of previous room (prev_x, prev_y) = rooms[num_rooms-1].center() #draw a coin (random number that is either 0 or 1) if libtcod.random_get_int(0, 0, 1) == 1: #first move horizontally, then vertically create_h_tunnel(prev_x, new_x, prev_y) create_v_tunnel(prev_y, new_y, new_x) else: #first move vertically, then horizontally create_v_tunnel(prev_y, new_y, prev_x) create_h_tunnel(prev_x, new_x, new_y) #finally, append the new room to the 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): #choose random spot for this monster x = libtcod.random_get_int(0, room.x1, room.x2) y = libtcod.random_get_int(0, room.y1, room.y2) #only place it if the tile is not blocked if not is_blocked(x, y): if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting an orc #create an orc fighter_component = Fighter(hp=10, defense=0, power=3) ai_component = BasicMonster() monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green, blocks=True, fighter=fighter_component, ai=ai_component) else: #create a troll fighter_component = Fighter(hp=16, defense=1, power=4) 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_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute 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: #if it's not visible right now, the player can only see it if it's explored if map[x][y].explored: 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) else: #it's visible if wall: libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET ) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET ) #since it's visible, explore it map[x][y].explored = True #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 player_move_or_attack(dx, dy): global fov_recompute #the coordinates the player is moving to/attacking x = player.x + dx y = player.y + dy #try to find an attackable object there target = None for object in objects: if object.x == x and object.y == y: target = object break #attack if target found, move otherwise if target is not None: print 'The ' + target.name + ' laughs at your puny efforts to attack him!' else: player.move(dx, dy) fov_recompute = True 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 'exit' #exit game if game_state == 'playing': #movement keys if libtcod.console_is_key_pressed(libtcod.KEY_UP): player_move_or_attack(0, -1) elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN): player_move_or_attack(0, 1) elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT): player_move_or_attack(-1, 0) elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT): player_move_or_attack(1, 0) else: return 'didnt-take-turn' ############################################# # 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 fighter_component = Fighter(hp=30, defense=2, power=5) player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component) #the list of objects with just the player objects = [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 game_state = 'playing' player_action = None 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 player_action = handle_keys() if player_action == 'exit': break first_time = False #for turn-based games #let monsters take their turn if game_state == 'playing' and player_action != 'didnt-take-turn': for object in objects: if object.ai: object.ai.take_turn() #render the screen render_all() libtcod.console_flush()
Untimely deaths
import libtcodpy as libtcod import math #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 MAX_ROOM_MONSTERS = 3 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 #all tiles start unexplored self.explored = False #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, 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 if self.fighter: #let the fighter component know who owns it self.fighter.owner = self self.ai = ai if self.ai: #let the AI component know who owns it self.ai.owner = self def move(self, dx, dy): #move by the given amount, if the destination is not blocked if not is_blocked(self.x + dx, self.y + dy): self.x += dx self.y += dy def move_towards(self, target_x, target_y): #vector from this object to the target, and distance dx = target_x - self.x dy = target_y - self.y distance = math.sqrt(dx ** 2 + dy ** 2) #normalize it to length 1 (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): #return the distance to another object dx = other.x - self.x dy = other.y - self.y return math.sqrt(dx ** 2 + dy ** 2) 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(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) class Fighter: #combat-related properties and methods (monster, player, NPC). 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): #a simple formula for attack damage damage = self.power - target.fighter.defense if damage > 0: #make the target take some damage 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 has no effect!' def take_damage(self, damage): #apply damage if possible if damage > 0: self.hp -= damage #check for death. if there's a death function, call it if self.hp <= 0: function = self.death_function if function is not None: function(self.owner) class BasicMonster: #AI for a basic monster. def take_turn(self): #a basic monster takes its turn. if you can see it, it can see you monster = self.owner if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): #move towards player if far away if monster.distance_to(player) >= 2: monster.move_towards(player.x, player.y) #close enough, attack! (if the player is still alive.) 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 any 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 #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 = [] num_rooms = 0 for r in range(MAX_ROOMS): #random width and height 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 position without going out of the boundaries of the map x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) #"Rect" class makes rectangles easier to work with new_room = Rect(x, y, w, h) #run through the other rooms and see if they intersect with this one failed = False for other_room in rooms: if new_room.intersect(other_room): failed = True break if not failed: #this means there are no intersections, so this room is valid #"paint" it to the map's tiles create_room(new_room) #add some contents to this room, such as monsters place_objects(new_room) #center coordinates of new room, will be useful later (new_x, new_y) = new_room.center() if num_rooms == 0: #this is the first room, where the player starts at player.x = new_x player.y = new_y else: #all rooms after the first: #connect it to the previous room with a tunnel #center coordinates of previous room (prev_x, prev_y) = rooms[num_rooms-1].center() #draw a coin (random number that is either 0 or 1) if libtcod.random_get_int(0, 0, 1) == 1: #first move horizontally, then vertically create_h_tunnel(prev_x, new_x, prev_y) create_v_tunnel(prev_y, new_y, new_x) else: #first move vertically, then horizontally create_v_tunnel(prev_y, new_y, prev_x) create_h_tunnel(prev_x, new_x, new_y) #finally, append the new room to the 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): #choose random spot for this monster x = libtcod.random_get_int(0, room.x1, room.x2) y = libtcod.random_get_int(0, room.y1, room.y2) #only place it if the tile is not blocked if not is_blocked(x, y): if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting an orc #create an orc fighter_component = Fighter(hp=10, defense=0, power=3, 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 a troll fighter_component = Fighter(hp=16, defense=1, power=4, 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_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute 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: #if it's not visible right now, the player can only see it if it's explored if map[x][y].explored: 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) else: #it's visible if wall: libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET ) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET ) #since it's visible, explore it map[x][y].explored = True #draw all objects in the list, except the player. we want it to #always appear over all other objects! so it's drawn later. for object in objects: if object != player: object.draw() player.draw() #blit the contents of "con" to the root console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) #show the player's stats libtcod.console_set_foreground_color(con, libtcod.white) libtcod.console_print_left(0, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE, 'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp)) def player_move_or_attack(dx, dy): global fov_recompute #the coordinates the player is moving to/attacking x = player.x + dx y = player.y + dy #try to find an attackable object there target = None for object in objects: if object.fighter and object.x == x and object.y == y: target = object break #attack if target found, move otherwise if target is not None: player.fighter.attack(target) else: player.move(dx, dy) fov_recompute = True 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 'exit' #exit game if game_state == 'playing': #movement keys if libtcod.console_is_key_pressed(libtcod.KEY_UP): player_move_or_attack(0, -1) elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN): player_move_or_attack(0, 1) elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT): player_move_or_attack(-1, 0) elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT): player_move_or_attack(1, 0) else: return 'didnt-take-turn' def player_death(player): #the game ended! global game_state print 'You died!' game_state = 'dead' #for added effect, transform the player into a corpse! player.char = '%' player.color = libtcod.dark_red def monster_death(monster): #transform it into a nasty corpse! it doesn't block, can't be #attacked and doesn't move 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 ############################################# # 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 fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death) player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component) #the list of objects with just the player objects = [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 game_state = 'playing' player_action = None 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 player_action = handle_keys() if player_action == 'exit': break first_time = False #for turn-based games #let monsters take their turn if game_state == 'playing' and player_action != 'didnt-take-turn': for object in objects: if object.ai: object.ai.take_turn() #render the screen render_all() libtcod.console_flush()