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