Roguelike Tutorial, using python3+tdl, part 2 code
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This is part of a series of tutorials; the main page can be found here. The tutorial uses tdl version 3.1.0 and Python 3.5 |
Generalizing
#!/usr/bin/env python3
import tdl
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
REALTIME = False
LIMIT_FPS = 20 #20 frames-per-second maximum
class GameObject:
#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):
#draw the character that represents this object at its position
con.draw_char(self.x, self.y, self.char, self.color, bg=None)
def clear(self):
#erase the character that represents this object
con.draw_char(self.x, self.y, ' ', self.color, bg=None)
def handle_keys(realtime):
global playerx, playery
if realtime:
keypress = False
for event in tdl.event.get():
if event.type == 'KEYDOWN':
user_input = event
keypress = True
if not keypress:
return
else: #turn-based
user_input = tdl.event.key_wait()
if user_input.key == 'ENTER' and user_input.alt:
#Alt+Enter: toggle fullscreen
tdl.set_fullscreen(not tdl.get_fullscreen())
elif user_input.key == 'ESCAPE':
return True #exit game
#movement keys
if user_input.key == 'UP':
player.move(0, -1)
elif user_input.key == 'DOWN':
player.move(0, 1)
elif user_input.key == 'LEFT':
player.move(-1, 0)
elif user_input.key == 'RIGHT':
player.move(1, 0)
#############################################
# Initialization & Main Loop #
#############################################
tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)
root = tdl.init(SCREEN_WIDTH, SCREEN_HEIGHT, title="Roguelike", fullscreen=False)
con = tdl.Console(SCREEN_WIDTH, SCREEN_HEIGHT)
tdl.setFPS(LIMIT_FPS)
player = GameObject(SCREEN_WIDTH//2, SCREEN_HEIGHT//2, '@', (255,255,255))
npc = GameObject(SCREEN_WIDTH//2 - 5, SCREEN_HEIGHT//2, '@', (255,255,0))
objects = [npc, player]
while not tdl.event.is_window_closed():
print('go')
#draw all objects in the list
for obj in objects:
obj.draw()
#blit the contents of "con" to the root console and present it
root.blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0)
tdl.flush()
#erase all objects at their old locations, before they move
for obj in objects:
obj.clear()
#handle keys and exit game if needed
exit_game = handle_keys(REALTIME)
if exit_game:
break
The Map
#!/usr/bin/env python3
import tdl
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 45
REALTIME = False
LIMIT_FPS = 20 #20 frames-per-second maximum
color_dark_wall = (0, 0, 100)
color_dark_ground = (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 GameObject:
#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 my_map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def draw(self):
#draw the character that represents this object at its position
con.draw_char(self.x, self.y, self.char, self.color, bg=None)
def clear(self):
#erase the character that represents this object
con.draw_char(self.x, self.y, ' ', self.color, bg=None)
def make_map():
global my_map
#fill map with "unblocked" tiles
my_map = [[Tile(False) for y in range(MAP_HEIGHT)] for x in range(MAP_WIDTH)]
#place two pillars to test the map
my_map[30][22].blocked = True
my_map[30][22].block_sight = True
my_map[50][22].blocked = True
my_map[50][22].block_sight = True
def render_all():
#go through all tiles, and set their background color
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
wall = my_map[x][y].block_sight
if wall:
con.draw_char(x, y, None, fg=None, bg=color_dark_wall)
else:
con.draw_char(x, y, None, fg=None, bg=color_dark_ground)
#draw all objects in the list
for obj in objects:
obj.draw()
#blit the contents of "con" to the root console and present it
root.blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0)
def handle_keys(realtime):
global playerx, playery
if realtime:
keypress = False
for event in tdl.event.get():
if event.type == 'KEYDOWN':
user_input = event
keypress = True
if not keypress:
return
else: #turn-based
user_input = tdl.event.key_wait()
if user_input.key == 'ENTER' and user_input.alt:
#Alt+Enter: toggle fullscreen
tdl.set_fullscreen(True)
elif user_input.key == 'ESCAPE':
return True #exit game
#movement keys
if user_input.key == 'UP':
player.move(0, -1)
elif user_input.key == 'DOWN':
player.move(0, 1)
elif user_input.key == 'LEFT':
player.move(-1, 0)
elif user_input.key == 'RIGHT':
player.move(1, 0)
#############################################
# Initialization & Main Loop #
#############################################
tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)
root = tdl.init(SCREEN_WIDTH, SCREEN_HEIGHT, title="Roguelike", fullscreen=False)
tdl.setFPS(LIMIT_FPS)
con = tdl.Console(SCREEN_WIDTH, SCREEN_HEIGHT)
#create object representing the player
player = GameObject(SCREEN_WIDTH//2, SCREEN_HEIGHT//2, '@', (255,255,255))
#create an NPC
npc = GameObject(SCREEN_WIDTH//2 - 5, SCREEN_HEIGHT//2, '@', (255,255,0))
#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 tdl.event.is_window_closed():
#draw all objects in the list
render_all()
tdl.flush()
#erase all objects at their old locations, before they move
for obj in objects:
obj.clear()
#handle keys and exit game if needed
exit_game = handle_keys(REALTIME)
if exit_game:
break