Complete Roguelike Tutorial, using python3+libtcod, part 3 code

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This is part of a series of tutorials; the main page can be found here.


Dungeon building blocks

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
        block_sight = blocked if block_sight is None else None
        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):
        # 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 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 color_dark_wall, color_light_wall
    global color_dark_ground, 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

Dungeon generator

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
 
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 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):
            # 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 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)
 
            # 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 render_all():
    global color_dark_wall, color_light_wall
    global color_dark_ground, 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_set_custom_font('terminal.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INCOL)
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
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