Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod, part 13 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 | 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_13_code&oldid=42402 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_13_code&oldid=31343 here]. | |||
</center></td></tr></table></center> | </center></td></tr></table></center> | ||
== Adventure gear == | == Adventure gear == | ||
Line 73: | Line 77: | ||
def __init__(self, blocked, block_sight = None): | def __init__(self, blocked, block_sight = None): | ||
self.blocked = blocked | self.blocked = blocked | ||
#all tiles start unexplored | #all tiles start unexplored | ||
self.explored = False | self.explored = False | ||
#by default, if a tile is blocked, it also blocks sight | #by default, if a tile is blocked, it also blocks sight | ||
if block_sight is None: block_sight = blocked | if block_sight is None: block_sight = blocked | ||
Line 88: | Line 92: | ||
self.x2 = x + w | self.x2 = x + w | ||
self.y2 = y + h | self.y2 = y + h | ||
def center(self): | def center(self): | ||
center_x = (self.x1 + self.x2) / 2 | center_x = (self.x1 + self.x2) / 2 | ||
center_y = (self.y1 + self.y2) / 2 | center_y = (self.y1 + self.y2) / 2 | ||
return (center_x, center_y) | return (center_x, center_y) | ||
def intersect(self, other): | def intersect(self, other): | ||
#returns true if this rectangle intersects with another one | #returns true if this rectangle intersects with another one | ||
Line 113: | Line 117: | ||
if self.fighter: #let the fighter component know who owns it | if self.fighter: #let the fighter component know who owns it | ||
self.fighter.owner = self | self.fighter.owner = self | ||
self.ai = ai | self.ai = ai | ||
if self.ai: #let the AI component know who owns it | if self.ai: #let the AI component know who owns it | ||
self.ai.owner = self | self.ai.owner = self | ||
self.item = item | self.item = item | ||
if self.item: #let the Item component know who owns it | if self.item: #let the Item component know who owns it | ||
self.item.owner = self | self.item.owner = self | ||
self.equipment = equipment | self.equipment = equipment | ||
if self.equipment: #let the Equipment component know who owns it | if self.equipment: #let the Equipment component know who owns it | ||
Line 129: | Line 133: | ||
self.item = Item() | self.item = Item() | ||
self.item.owner = self | self.item.owner = self | ||
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 the destination is not blocked | ||
Line 135: | Line 139: | ||
self.x += dx | self.x += dx | ||
self.y += dy | self.y += dy | ||
def move_towards(self, target_x, target_y): | def move_towards(self, target_x, target_y): | ||
#vector from this object to the target, and distance | #vector from this object to the target, and distance | ||
Line 141: | Line 145: | ||
dy = target_y - self.y | dy = target_y - self.y | ||
distance = math.sqrt(dx ** 2 + dy ** 2) | distance = math.sqrt(dx ** 2 + dy ** 2) | ||
#normalize it to length 1 (preserving direction), then round it and | #normalize it to length 1 (preserving direction), then round it and | ||
#convert to integer so the movement is restricted to the map grid | #convert to integer so the movement is restricted to the map grid | ||
Line 147: | Line 151: | ||
dy = int(round(dy / distance)) | dy = int(round(dy / distance)) | ||
self.move(dx, dy) | self.move(dx, dy) | ||
def distance_to(self, other): | def distance_to(self, other): | ||
#return the distance to another object | #return the distance to another object | ||
Line 153: | Line 157: | ||
dy = other.y - self.y | dy = other.y - self.y | ||
return math.sqrt(dx ** 2 + dy ** 2) | return math.sqrt(dx ** 2 + dy ** 2) | ||
def distance(self, x, y): | def distance(self, x, y): | ||
#return the distance to some coordinates | #return the distance to some coordinates | ||
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2) | return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2) | ||
def send_to_back(self): | def send_to_back(self): | ||
#make this object be drawn first, so all others appear above it if they're in the same tile. | #make this object be drawn first, so all others appear above it if they're in the same tile. | ||
Line 163: | Line 167: | ||
objects.remove(self) | objects.remove(self) | ||
objects.insert(0, self) | objects.insert(0, self) | ||
def draw(self): | def draw(self): | ||
#only show if it's visible to the player; or it's set to "always visible" and on an explored tile | #only show if it's visible to the player; or it's set to "always visible" and on an explored tile | ||
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or | if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or | ||
(self.always_visible and map[self.x][self.y].explored)): | |||
#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. | libtcod.console_set_default_foreground(con, self.color) | ||
libtcod.console_put_char(con, 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 | ||
Line 186: | Line 190: | ||
self.xp = xp | self.xp = xp | ||
self.death_function = death_function | self.death_function = death_function | ||
@property | @property | ||
def power(self): #return actual power, by summing up the bonuses from all equipped items | def power(self): #return actual power, by summing up the bonuses from all equipped items | ||
Line 205: | Line 209: | ||
#a simple formula for attack damage | #a simple formula for attack damage | ||
damage = self.power - target.fighter.defense | damage = self.power - target.fighter.defense | ||
if damage > 0: | if damage > 0: | ||
#make the target take some damage | #make the target take some damage | ||
Line 212: | Line 216: | ||
else: | else: | ||
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!') | message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!') | ||
def take_damage(self, damage): | def take_damage(self, damage): | ||
#apply damage if possible | #apply damage if possible | ||
if damage > 0: | if damage > 0: | ||
self.hp -= damage | self.hp -= damage | ||
#check for death. if there's a death function, call it | #check for death. if there's a death function, call it | ||
if self.hp <= 0: | if self.hp <= 0: | ||
Line 223: | Line 227: | ||
if function is not None: | if function is not None: | ||
function(self.owner) | function(self.owner) | ||
if self.owner != player: #yield experience to the player | if self.owner != player: #yield experience to the player | ||
player.fighter.xp += self.xp | player.fighter.xp += self.xp | ||
def heal(self, amount): | def heal(self, amount): | ||
#heal by the given amount, without going over the maximum | #heal by the given amount, without going over the maximum | ||
Line 239: | Line 243: | ||
monster = self.owner | monster = self.owner | ||
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): | if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): | ||
#move towards player if far away | #move towards player if far away | ||
if monster.distance_to(player) >= 2: | if monster.distance_to(player) >= 2: | ||
monster.move_towards(player.x, player.y) | monster.move_towards(player.x, player.y) | ||
#close enough, attack! (if the player is still alive.) | #close enough, attack! (if the player is still alive.) | ||
elif player.fighter.hp > 0: | elif player.fighter.hp > 0: | ||
Line 253: | Line 257: | ||
self.old_ai = old_ai | self.old_ai = old_ai | ||
self.num_turns = num_turns | self.num_turns = num_turns | ||
def take_turn(self): | def take_turn(self): | ||
if self.num_turns > 0: #still confused... | if self.num_turns > 0: #still confused... | ||
Line 259: | Line 263: | ||
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1)) | self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1)) | ||
self.num_turns -= 1 | self.num_turns -= 1 | ||
else: #restore the previous AI (this one will be deleted because it's not referenced anymore) | else: #restore the previous AI (this one will be deleted because it's not referenced anymore) | ||
self.owner.ai = self.old_ai | self.owner.ai = self.old_ai | ||
Line 268: | Line 272: | ||
def __init__(self, use_function=None): | def __init__(self, use_function=None): | ||
self.use_function = use_function | self.use_function = use_function | ||
def pick_up(self): | def pick_up(self): | ||
#add to the player's inventory and remove from the map | #add to the player's inventory and remove from the map | ||
Line 282: | Line 286: | ||
if equipment and get_equipped_in_slot(equipment.slot) is None: | if equipment and get_equipped_in_slot(equipment.slot) is None: | ||
equipment.equip() | equipment.equip() | ||
def drop(self): | def drop(self): | ||
#special case: if the object has the Equipment component, dequip it before dropping | #special case: if the object has the Equipment component, dequip it before dropping | ||
Line 294: | Line 298: | ||
self.owner.y = player.y | self.owner.y = player.y | ||
message('You dropped a ' + self.owner.name + '.', libtcod.yellow) | message('You dropped a ' + self.owner.name + '.', libtcod.yellow) | ||
def use(self): | def use(self): | ||
#special case: if the object has the Equipment component, the "use" action is to equip/dequip | #special case: if the object has the Equipment component, the "use" action is to equip/dequip | ||
Line 333: | Line 337: | ||
self.is_equipped = True | self.is_equipped = True | ||
message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green) | message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green) | ||
def dequip(self): | def dequip(self): | ||
#dequip object and show a message about it | #dequip object and show a message about it | ||
Line 362: | Line 366: | ||
if map[x][y].blocked: | if map[x][y].blocked: | ||
return True | return True | ||
#now check for any blocking objects | #now check for any blocking objects | ||
for object in objects: | for object in objects: | ||
if object.blocks and object.x == x and object.y == y: | if object.blocks and object.x == x and object.y == y: | ||
return True | return True | ||
return False | return False | ||
Line 394: | Line 398: | ||
def make_map(): | def make_map(): | ||
global map, objects, stairs | global map, objects, stairs | ||
#the list of objects with just the player | #the list of objects with just the player | ||
objects = [player] | objects = [player] | ||
#fill map with "blocked" tiles | #fill map with "blocked" tiles | ||
map = [[ Tile(True) | map = [[ Tile(True) | ||
for y in range(MAP_HEIGHT) ] | |||
for x in range(MAP_WIDTH) ] | |||
rooms = [] | rooms = [] | ||
num_rooms = 0 | num_rooms = 0 | ||
for r in range(MAX_ROOMS): | for r in range(MAX_ROOMS): | ||
#random width and height | #random width and height | ||
Line 413: | Line 417: | ||
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) | x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1) | ||
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) | y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1) | ||
#"Rect" class makes rectangles easier to work with | #"Rect" class makes rectangles easier to work with | ||
new_room = Rect(x, y, w, h) | new_room = Rect(x, y, w, h) | ||
#run through the other rooms and see if they intersect with this one | #run through the other rooms and see if they intersect with this one | ||
failed = False | failed = False | ||
Line 423: | Line 427: | ||
failed = True | failed = True | ||
break | break | ||
if not failed: | if not failed: | ||
#this means there are no intersections, so this room is valid | #this means there are no intersections, so this room is valid | ||
#"paint" it to the map's tiles | #"paint" it to the map's tiles | ||
create_room(new_room) | create_room(new_room) | ||
#center coordinates of new room, will be useful later | #center coordinates of new room, will be useful later | ||
(new_x, new_y) = new_room.center() | (new_x, new_y) = new_room.center() | ||
if num_rooms == 0: | if num_rooms == 0: | ||
#this is the first room, where the player starts at | #this is the first room, where the player starts at | ||
Line 443: | Line 444: | ||
#all rooms after the first: | #all rooms after the first: | ||
#connect it to the previous room with a tunnel | #connect it to the previous room with a tunnel | ||
#center coordinates of previous room | #center coordinates of previous room | ||
(prev_x, prev_y) = rooms[num_rooms-1].center() | (prev_x, prev_y) = rooms[num_rooms-1].center() | ||
#draw a coin (random number that is either 0 or 1) | #draw a coin (random number that is either 0 or 1) | ||
if libtcod.random_get_int(0, 0, 1) == 1: | if libtcod.random_get_int(0, 0, 1) == 1: | ||
Line 456: | Line 457: | ||
create_v_tunnel(prev_y, new_y, prev_x) | create_v_tunnel(prev_y, new_y, prev_x) | ||
create_h_tunnel(prev_x, new_x, new_y) | create_h_tunnel(prev_x, new_x, new_y) | ||
#add some contents to this room, such as monsters | |||
place_objects(new_room) | |||
#finally, append the new room to the list | #finally, append the new room to the list | ||
rooms.append(new_room) | rooms.append(new_room) | ||
num_rooms += 1 | num_rooms += 1 | ||
#create stairs at the center of the last room | #create stairs at the center of the last room | ||
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True) | stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True) | ||
objects.append(stairs) | objects.append(stairs) | ||
stairs.send_to_back() #so it's drawn below the monsters | |||
def random_choice_index(chances): #choose one option from list of chances, returning its index | def random_choice_index(chances): #choose one option from list of chances, returning its index | ||
#the dice will land on some number between 1 and the sum of the chances | #the dice will land on some number between 1 and the sum of the chances | ||
dice = libtcod.random_get_int(0, 1, sum(chances)) | dice = libtcod.random_get_int(0, 1, sum(chances)) | ||
#go through all chances, keeping the sum so far | #go through all chances, keeping the sum so far | ||
running_sum = 0 | running_sum = 0 | ||
Line 474: | Line 479: | ||
for w in chances: | for w in chances: | ||
running_sum += w | running_sum += w | ||
#see if the dice landed in the part that corresponds to this choice | #see if the dice landed in the part that corresponds to this choice | ||
if dice <= running_sum: | if dice <= running_sum: | ||
Line 507: | Line 512: | ||
#maximum number of items per room | #maximum number of items per room | ||
max_items = from_dungeon_level([[1, 1], [2, 4]]) | max_items = from_dungeon_level([[1, 1], [2, 4]]) | ||
#chance of each item (by default they have a chance of 0 at level 1, which then goes up) | #chance of each item (by default they have a chance of 0 at level 1, which then goes up) | ||
item_chances = {} | item_chances = {} | ||
Line 520: | Line 525: | ||
#choose random number of monsters | #choose random number of monsters | ||
num_monsters = libtcod.random_get_int(0, 0, max_monsters) | num_monsters = libtcod.random_get_int(0, 0, max_monsters) | ||
for i in range(num_monsters): | for i in range(num_monsters): | ||
#choose random spot for this monster | #choose random spot for this monster | ||
x = libtcod.random_get_int(0, room.x1+1, room.x2-1) | x = libtcod.random_get_int(0, room.x1+1, room.x2-1) | ||
y = libtcod.random_get_int(0, room.y1+1, room.y2-1) | y = libtcod.random_get_int(0, room.y1+1, room.y2-1) | ||
#only place it if the tile is not blocked | #only place it if the tile is not blocked | ||
if not is_blocked(x, y): | if not is_blocked(x, y): | ||
Line 533: | Line 538: | ||
fighter_component = Fighter(hp=20, defense=0, power=4, xp=35, death_function=monster_death) | fighter_component = Fighter(hp=20, defense=0, power=4, xp=35, death_function=monster_death) | ||
ai_component = BasicMonster() | ai_component = BasicMonster() | ||
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green, | monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green, | ||
blocks=True, fighter=fighter_component, ai=ai_component) | |||
elif choice == 'troll': | elif choice == 'troll': | ||
#create a troll | #create a troll | ||
fighter_component = Fighter(hp=30, defense=2, power=8, xp=100, death_function=monster_death) | fighter_component = Fighter(hp=30, defense=2, power=8, xp=100, death_function=monster_death) | ||
ai_component = BasicMonster() | ai_component = BasicMonster() | ||
monster = Object(x, y, 'T', 'troll', libtcod.darker_green, | monster = Object(x, y, 'T', 'troll', libtcod.darker_green, | ||
blocks=True, fighter=fighter_component, ai=ai_component) | |||
objects.append(monster) | objects.append(monster) | ||
#choose random number of items | #choose random number of items | ||
num_items = libtcod.random_get_int(0, 0, max_items) | num_items = libtcod.random_get_int(0, 0, max_items) | ||
for i in range(num_items): | for i in range(num_items): | ||
#choose random spot for this item | #choose random spot for this item | ||
x = libtcod.random_get_int(0, room.x1+1, room.x2-1) | x = libtcod.random_get_int(0, room.x1+1, room.x2-1) | ||
y = libtcod.random_get_int(0, room.y1+1, room.y2-1) | y = libtcod.random_get_int(0, room.y1+1, room.y2-1) | ||
#only place it if the tile is not blocked | #only place it if the tile is not blocked | ||
if not is_blocked(x, y): | if not is_blocked(x, y): | ||
Line 562: | Line 567: | ||
item_component = Item(use_function=cast_heal) | item_component = Item(use_function=cast_heal) | ||
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component) | item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component) | ||
elif choice == 'lightning': | elif choice == 'lightning': | ||
#create a lightning bolt scroll | #create a lightning bolt scroll | ||
item_component = Item(use_function=cast_lightning) | item_component = Item(use_function=cast_lightning) | ||
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component) | item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component) | ||
elif choice == 'fireball': | elif choice == 'fireball': | ||
#create a fireball scroll | #create a fireball scroll | ||
item_component = Item(use_function=cast_fireball) | item_component = Item(use_function=cast_fireball) | ||
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component) | item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component) | ||
elif choice == 'confuse': | elif choice == 'confuse': | ||
#create a confuse scroll | #create a confuse scroll | ||
item_component = Item(use_function=cast_confuse) | item_component = Item(use_function=cast_confuse) | ||
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component) | item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component) | ||
elif choice == 'sword': | elif choice == 'sword': | ||
#create a sword | #create a sword | ||
equipment_component = Equipment(slot='right hand', power_bonus=3) | equipment_component = Equipment(slot='right hand', power_bonus=3) | ||
item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component) | item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component) | ||
elif choice == 'shield': | elif choice == 'shield': | ||
#create a shield | #create a shield | ||
equipment_component = Equipment(slot='left hand', defense_bonus=1) | equipment_component = Equipment(slot='left hand', defense_bonus=1) | ||
item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_component) | item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_component) | ||
objects.append(item) | objects.append(item) | ||
item.send_to_back() #items appear below other objects | item.send_to_back() #items appear below other objects | ||
Line 596: | Line 601: | ||
#render a bar (HP, experience, etc). first calculate the width of the bar | #render a bar (HP, experience, etc). first calculate the width of the bar | ||
bar_width = int(float(value) / maximum * total_width) | bar_width = int(float(value) / maximum * total_width) | ||
#render the background first | #render the background first | ||
libtcod. | libtcod.console_set_default_background(panel, back_color) | ||
libtcod.console_rect(panel, x, y, total_width, 1, False) | libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN) | ||
#now render the bar on top | #now render the bar on top | ||
libtcod. | libtcod.console_set_default_background(panel, bar_color) | ||
if bar_width > 0: | if bar_width > 0: | ||
libtcod.console_rect(panel, x, y, bar_width, 1, False) | libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN) | ||
#finally, some centered text with the values | #finally, some centered text with the values | ||
libtcod. | libtcod.console_set_default_foreground(panel, libtcod.white) | ||
libtcod. | libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER, | ||
name + ': ' + str(value) + '/' + str(maximum)) | |||
def get_names_under_mouse(): | def get_names_under_mouse(): | ||
global mouse | |||
#return a string with the names of all objects under the mouse | #return a string with the names of all objects under the mouse | ||
(x, y) = (mouse.cx, mouse.cy) | (x, y) = (mouse.cx, mouse.cy) | ||
#create a list with the names of all objects at the mouse's coordinates and in FOV | #create a list with the names of all objects at the mouse's coordinates and in FOV | ||
names = [obj.name for obj in objects | names = [obj.name for obj in objects | ||
if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)] | |||
names = ', '.join(names) #join the names, separated by commas | names = ', '.join(names) #join the names, separated by commas | ||
return names.capitalize() | return names.capitalize() | ||
Line 627: | Line 633: | ||
global color_dark_ground, color_light_ground | global color_dark_ground, color_light_ground | ||
global fov_recompute | global fov_recompute | ||
if fov_recompute: | if fov_recompute: | ||
#recompute FOV if needed (the player moved or something) | #recompute FOV if needed (the player moved or something) | ||
Line 642: | Line 648: | ||
if map[x][y].explored: | if map[x][y].explored: | ||
if wall: | if wall: | ||
libtcod. | libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET) | ||
else: | else: | ||
libtcod. | libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET) | ||
else: | else: | ||
#it's visible | #it's visible | ||
if wall: | if wall: | ||
libtcod. | libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET ) | ||
else: | else: | ||
libtcod. | libtcod.console_set_char_background(con, x, y, color_light_ground, libtcod.BKGND_SET ) | ||
#since it's visible, explore it | |||
map[x][y].explored = True | map[x][y].explored = True | ||
Line 660: | Line 666: | ||
object.draw() | object.draw() | ||
player.draw() | player.draw() | ||
#blit the contents of "con" to the root console | #blit the contents of "con" to the root console | ||
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) | libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) | ||
#prepare to render the GUI panel | #prepare to render the GUI panel | ||
libtcod. | libtcod.console_set_default_background(panel, libtcod.black) | ||
libtcod.console_clear(panel) | libtcod.console_clear(panel) | ||
#print the game messages, one line at a time | #print the game messages, one line at a time | ||
y = 1 | y = 1 | ||
for (line, color) in game_msgs: | for (line, color) in game_msgs: | ||
libtcod. | libtcod.console_set_default_foreground(panel, color) | ||
libtcod. | libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT,line) | ||
y += 1 | y += 1 | ||
#show the player's stats | #show the player's stats | ||
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, | render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, | ||
libtcod.light_red, libtcod.darker_red) | |||
libtcod. | libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level)) | ||
#display names of objects under the mouse | #display names of objects under the mouse | ||
libtcod. | libtcod.console_set_default_foreground(panel, libtcod.light_gray) | ||
libtcod. | libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse()) | ||
#blit the contents of "panel" to the root console | #blit the contents of "panel" to the root console | ||
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y) | libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y) | ||
def message(new_msg, color = libtcod.white): | def message(new_msg, color = libtcod.white): | ||
#split the message if necessary, among multiple lines | #split the message if necessary, among multiple lines | ||
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH) | new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH) | ||
for line in new_msg_lines: | for line in new_msg_lines: | ||
#if the buffer is full, remove the first line to make room for the new one | #if the buffer is full, remove the first line to make room for the new one | ||
if len(game_msgs) == MSG_HEIGHT: | if len(game_msgs) == MSG_HEIGHT: | ||
del game_msgs[0] | del game_msgs[0] | ||
#add the new line as a tuple, with the text and the color | #add the new line as a tuple, with the text and the color | ||
game_msgs.append( (line, color) ) | game_msgs.append( (line, color) ) | ||
def player_move_or_attack(dx, dy): | def player_move_or_attack(dx, dy): | ||
global fov_recompute | global fov_recompute | ||
#the coordinates the player is moving to/attacking | #the coordinates the player is moving to/attacking | ||
x = player.x + dx | x = player.x + dx | ||
y = player.y + dy | y = player.y + dy | ||
#try to find an attackable object there | #try to find an attackable object there | ||
target = None | target = None | ||
Line 715: | Line 721: | ||
target = object | target = object | ||
break | break | ||
#attack if target found, move otherwise | #attack if target found, move otherwise | ||
if target is not None: | if target is not None: | ||
Line 726: | Line 732: | ||
def menu(header, options, width): | def menu(header, options, width): | ||
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.') | if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.') | ||
#calculate total height for the header (after auto-wrap) and one line per option | #calculate total height for the header (after auto-wrap) and one line per option | ||
header_height = libtcod. | header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header) | ||
if header == '': | if header == '': | ||
header_height = 0 | header_height = 0 | ||
height = len(options) + header_height | height = len(options) + header_height | ||
#create an off-screen console that represents the menu's window | #create an off-screen console that represents the menu's window | ||
window = libtcod.console_new(width, height) | window = libtcod.console_new(width, height) | ||
#print the header, with auto-wrap | #print the header, with auto-wrap | ||
libtcod. | libtcod.console_set_default_foreground(window, libtcod.white) | ||
libtcod. | libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header) | ||
#print all the options | #print all the options | ||
y = header_height | y = header_height | ||
Line 745: | Line 751: | ||
for option_text in options: | for option_text in options: | ||
text = '(' + chr(letter_index) + ') ' + option_text | text = '(' + chr(letter_index) + ') ' + option_text | ||
libtcod. | libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text) | ||
y += 1 | y += 1 | ||
letter_index += 1 | letter_index += 1 | ||
#blit the contents of "window" to the root console | #blit the contents of "window" to the root console | ||
x = SCREEN_WIDTH/2 - width/2 | x = SCREEN_WIDTH/2 - width/2 | ||
y = SCREEN_HEIGHT/2 - height/2 | y = SCREEN_HEIGHT/2 - height/2 | ||
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) | libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) | ||
#present the root console to the player and wait for a key-press | #present the root console to the player and wait for a key-press | ||
libtcod.console_flush() | libtcod.console_flush() | ||
key = libtcod.console_wait_for_keypress(True) | key = libtcod.console_wait_for_keypress(True) | ||
if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen | if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen | ||
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen | libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen) | ||
#convert the ASCII code to an index; if it corresponds to an option, return it | #convert the ASCII code to an index; if it corresponds to an option, return it | ||
index = key.c - ord('a') | index = key.c - ord('a') | ||
Line 778: | Line 784: | ||
text = text + ' (on ' + item.equipment.slot + ')' | text = text + ' (on ' + item.equipment.slot + ')' | ||
options.append(text) | options.append(text) | ||
index = menu(header, options, INVENTORY_WIDTH) | index = menu(header, options, INVENTORY_WIDTH) | ||
#if an item was chosen, return it | #if an item was chosen, return it | ||
if index is None or len(inventory) == 0: return None | if index is None or len(inventory) == 0: return None | ||
Line 789: | Line 795: | ||
def handle_keys(): | def handle_keys(): | ||
key | global key | ||
if key.vk == libtcod.KEY_ENTER and key.lalt: | if key.vk == libtcod.KEY_ENTER and key.lalt: | ||
#Alt+Enter: toggle fullscreen | #Alt+Enter: toggle fullscreen | ||
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) | libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) | ||
elif key.vk == libtcod.KEY_ESCAPE: | elif key.vk == libtcod.KEY_ESCAPE: | ||
return 'exit' #exit game | return 'exit' #exit game | ||
if game_state == 'playing': | if game_state == 'playing': | ||
#movement keys | #movement keys | ||
if key.vk | if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8: | ||
player_move_or_attack(0, -1) | player_move_or_attack(0, -1) | ||
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2: | |||
elif key.vk | |||
player_move_or_attack(0, 1) | player_move_or_attack(0, 1) | ||
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4: | |||
elif key.vk | |||
player_move_or_attack(-1, 0) | player_move_or_attack(-1, 0) | ||
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6: | |||
elif key.vk | |||
player_move_or_attack(1, 0) | player_move_or_attack(1, 0) | ||
elif key.vk == libtcod.KEY_HOME or key.vk == libtcod.KEY_KP7: | |||
elif key.vk == libtcod.KEY_KP7: | |||
player_move_or_attack(-1, -1) | player_move_or_attack(-1, -1) | ||
elif key.vk == libtcod.KEY_PAGEUP or key.vk == libtcod.KEY_KP9: | |||
elif key.vk == libtcod.KEY_KP9: | |||
player_move_or_attack(1, -1) | player_move_or_attack(1, -1) | ||
elif key.vk == libtcod.KEY_END or key.vk == libtcod.KEY_KP1: | |||
elif key.vk == libtcod.KEY_KP1: | |||
player_move_or_attack(-1, 1) | player_move_or_attack(-1, 1) | ||
elif key.vk == libtcod.KEY_PAGEDOWN or key.vk == libtcod.KEY_KP3: | |||
elif key.vk == libtcod.KEY_KP3: | |||
player_move_or_attack(1, 1) | player_move_or_attack(1, 1) | ||
elif key.vk == libtcod.KEY_KP5: | |||
pass #do nothing ie wait for the monster to come to you | |||
else: | else: | ||
#test for other keys | #test for other keys | ||
key_char = chr(key.c) | key_char = chr(key.c) | ||
if key_char == 'g': | if key_char == 'g': | ||
#pick up an item | #pick up an item | ||
Line 834: | Line 834: | ||
object.item.pick_up() | object.item.pick_up() | ||
break | break | ||
if key_char == 'i': | if key_char == 'i': | ||
#show the inventory; if an item is selected, use it | #show the inventory; if an item is selected, use it | ||
Line 840: | Line 840: | ||
if chosen_item is not None: | if chosen_item is not None: | ||
chosen_item.use() | chosen_item.use() | ||
if key_char == 'd': | if key_char == 'd': | ||
#show the inventory; if an item is selected, drop it | #show the inventory; if an item is selected, drop it | ||
Line 846: | Line 846: | ||
if chosen_item is not None: | if chosen_item is not None: | ||
chosen_item.drop() | chosen_item.drop() | ||
if key_char == 'c': | if key_char == 'c': | ||
#show character information | #show character information | ||
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR | level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR | ||
msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) + | msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) + | ||
'\nExperience to level up: ' + str(level_up_xp) + '\n\nMaximum HP: ' + str(player.fighter.max_hp) + | |||
'\nAttack: ' + str(player.fighter.power) + '\nDefense: ' + str(player.fighter.defense), CHARACTER_SCREEN_WIDTH) | |||
if key_char == '<': | if key_char == '<': | ||
#go down stairs, if the player is on them | #go down stairs, if the player is on them | ||
if stairs.x == player.x and stairs.y == player.y: | if stairs.x == player.x and stairs.y == player.y: | ||
next_level() | next_level() | ||
return 'didnt-take-turn' | return 'didnt-take-turn' | ||
Line 869: | Line 869: | ||
player.fighter.xp -= level_up_xp | player.fighter.xp -= level_up_xp | ||
message('Your battle skills grow stronger! You reached level ' + str(player.level) + '!', libtcod.yellow) | message('Your battle skills grow stronger! You reached level ' + str(player.level) + '!', libtcod.yellow) | ||
choice = None | choice = None | ||
while choice == None: #keep asking until a choice is made | while choice == None: #keep asking until a choice is made | ||
choice = menu('Level up! Choose a stat to raise:\n', | choice = menu('Level up! Choose a stat to raise:\n', | ||
['Constitution (+20 HP, from ' + str(player.fighter.max_hp) + ')', | |||
'Strength (+1 attack, from ' + str(player.fighter.power) + ')', | |||
'Agility (+1 defense, from ' + str(player.fighter.defense) + ')'], LEVEL_SCREEN_WIDTH) | |||
if choice == 0: | if choice == 0: | ||
player.fighter.base_max_hp += 20 | player.fighter.base_max_hp += 20 | ||
Line 890: | Line 890: | ||
message('You died!', libtcod.red) | message('You died!', libtcod.red) | ||
game_state = 'dead' | game_state = 'dead' | ||
#for added effect, transform the player into a corpse! | #for added effect, transform the player into a corpse! | ||
player.char = '%' | player.char = '%' | ||
Line 908: | Line 908: | ||
def target_tile(max_range=None): | def target_tile(max_range=None): | ||
global key, mouse | |||
#return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked. | #return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked. | ||
while True: | while True: | ||
#render the screen. this erases the inventory and shows the names of objects under the mouse. | #render the screen. this erases the inventory and shows the names of objects under the mouse. | ||
libtcod.console_flush() | |||
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) | |||
render_all() | render_all() | ||
(x, y) = (mouse.cx, mouse.cy) | (x, y) = (mouse.cx, mouse.cy) | ||
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE: | if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE: | ||
return (None, None) #cancel if the player right-clicked or pressed Escape | return (None, None) #cancel if the player right-clicked or pressed Escape | ||
#accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range | #accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range | ||
if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and | if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and | ||
(max_range is None or player.distance(x, y) <= max_range)): | |||
return (x, y) | return (x, y) | ||
Line 932: | Line 932: | ||
if x is None: #player cancelled | if x is None: #player cancelled | ||
return None | return None | ||
#return the first clicked monster, otherwise continue looping | #return the first clicked monster, otherwise continue looping | ||
for obj in objects: | for obj in objects: | ||
Line 942: | Line 942: | ||
closest_enemy = None | closest_enemy = None | ||
closest_dist = max_range + 1 #start with (slightly more than) maximum range | closest_dist = max_range + 1 #start with (slightly more than) maximum range | ||
for object in objects: | for object in objects: | ||
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y): | if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y): | ||
Line 957: | Line 957: | ||
message('You are already at full health.', libtcod.red) | message('You are already at full health.', libtcod.red) | ||
return 'cancelled' | return 'cancelled' | ||
message('Your wounds start to feel better!', libtcod.light_violet) | message('Your wounds start to feel better!', libtcod.light_violet) | ||
player.fighter.heal(HEAL_AMOUNT) | player.fighter.heal(HEAL_AMOUNT) | ||
Line 967: | Line 967: | ||
message('No enemy is close enough to strike.', libtcod.red) | message('No enemy is close enough to strike.', libtcod.red) | ||
return 'cancelled' | return 'cancelled' | ||
#zap it! | #zap it! | ||
message('A lighting bolt strikes the ' + monster.name + ' with a loud thunder! The damage is ' | message('A lighting bolt strikes the ' + monster.name + ' with a loud thunder! The damage is ' | ||
+ str(LIGHTNING_DAMAGE) + ' hit points.', libtcod.light_blue) | |||
monster.fighter.take_damage(LIGHTNING_DAMAGE) | monster.fighter.take_damage(LIGHTNING_DAMAGE) | ||
def cast_fireball(): | def cast_fireball(): | ||
#ask the player for a target tile to throw a fireball at | #ask the player for a target tile to throw a fireball at | ||
Line 979: | Line 979: | ||
if x is None: return 'cancelled' | if x is None: return 'cancelled' | ||
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange) | message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange) | ||
for obj in objects: #damage every fighter in range, including the player | for obj in objects: #damage every fighter in range, including the player | ||
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter: | if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter: | ||
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange) | message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange) | ||
obj.fighter.take_damage(FIREBALL_DAMAGE) | obj.fighter.take_damage(FIREBALL_DAMAGE) | ||
def cast_confuse(): | def cast_confuse(): | ||
#ask the player for a target to confuse | #ask the player for a target to confuse | ||
Line 990: | Line 990: | ||
monster = target_monster(CONFUSE_RANGE) | monster = target_monster(CONFUSE_RANGE) | ||
if monster is None: return 'cancelled' | if monster is None: return 'cancelled' | ||
#replace the monster's AI with a "confused" one; after some turns it will restore the old AI | #replace the monster's AI with a "confused" one; after some turns it will restore the old AI | ||
old_ai = monster.ai | old_ai = monster.ai | ||
Line 1,014: | Line 1,014: | ||
#open the previously saved shelve and load the game data | #open the previously saved shelve and load the game data | ||
global map, objects, player, stairs, inventory, game_msgs, game_state, dungeon_level | global map, objects, player, stairs, inventory, game_msgs, game_state, dungeon_level | ||
file = shelve.open('savegame', 'r') | file = shelve.open('savegame', 'r') | ||
map = file['map'] | map = file['map'] | ||
Line 1,025: | Line 1,025: | ||
dungeon_level = file['dungeon_level'] | dungeon_level = file['dungeon_level'] | ||
file.close() | file.close() | ||
initialize_fov() | initialize_fov() | ||
def new_game(): | def new_game(): | ||
global player, inventory, game_msgs, game_state, dungeon_level | global player, inventory, game_msgs, game_state, dungeon_level | ||
#create object representing the player | #create object representing the player | ||
fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, death_function=player_death) | fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, 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) | ||
player.level = 1 | player.level = 1 | ||
#generate map (at this point it's not drawn to the screen) | #generate map (at this point it's not drawn to the screen) | ||
dungeon_level = 1 | dungeon_level = 1 | ||
Line 1,063: | Line 1,063: | ||
message('You take a moment to rest, and recover your strength.', libtcod.light_violet) | message('You take a moment to rest, and recover your strength.', libtcod.light_violet) | ||
player.fighter.heal(player.fighter.max_hp / 2) #heal the player by 50% | player.fighter.heal(player.fighter.max_hp / 2) #heal the player by 50% | ||
dungeon_level += 1 | dungeon_level += 1 | ||
message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red) | message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red) | ||
Line 1,072: | Line 1,072: | ||
global fov_recompute, fov_map | global fov_recompute, fov_map | ||
fov_recompute = True | fov_recompute = True | ||
#create the FOV map, according to the generated map | #create the FOV map, according to the generated map | ||
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT) | fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT) | ||
Line 1,078: | Line 1,078: | ||
for x in range(MAP_WIDTH): | for x in range(MAP_WIDTH): | ||
libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked) | libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked) | ||
libtcod.console_clear(con) #unexplored areas start black (which is the default background color) | libtcod.console_clear(con) #unexplored areas start black (which is the default background color) | ||
def play_game(): | def play_game(): | ||
global key, mouse | |||
player_action = None | player_action = None | ||
mouse = libtcod.Mouse() | |||
key = libtcod.Key() | |||
#main loop | |||
while not libtcod.console_is_window_closed(): | while not libtcod.console_is_window_closed(): | ||
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) | |||
#render the screen | #render the screen | ||
render_all() | render_all() | ||
libtcod.console_flush() | libtcod.console_flush() | ||
#level up if needed | #level up if needed | ||
check_level_up() | check_level_up() | ||
Line 1,096: | Line 1,102: | ||
for object in objects: | for object in objects: | ||
object.clear() | object.clear() | ||
#handle keys and exit game if needed | #handle keys and exit game if needed | ||
player_action = handle_keys() | player_action = handle_keys() | ||
Line 1,102: | Line 1,108: | ||
save_game() | save_game() | ||
break | break | ||
#let monsters take their turn | #let monsters take their turn | ||
if game_state == 'playing' and player_action != 'didnt-take-turn': | if game_state == 'playing' and player_action != 'didnt-take-turn': | ||
Line 1,111: | Line 1,117: | ||
def main_menu(): | def main_menu(): | ||
img = libtcod.image_load('menu_background.png') | img = libtcod.image_load('menu_background.png') | ||
while not libtcod.console_is_window_closed(): | while not libtcod.console_is_window_closed(): | ||
#show the background image, at twice the regular console resolution | #show the background image, at twice the regular console resolution | ||
libtcod.image_blit_2x(img, 0, 0, 0) | libtcod.image_blit_2x(img, 0, 0, 0) | ||
#show the game's title, and some credits! | #show the game's title, and some credits! | ||
libtcod. | libtcod.console_set_default_foreground(0, libtcod.light_yellow) | ||
libtcod. | libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-4, libtcod.BKGND_NONE, libtcod.CENTER, | ||
libtcod. | 'TOMBS OF THE ANCIENT KINGS') | ||
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.CENTER, 'By Jotaf') | |||
#show options and wait for the player's choice | #show options and wait for the player's choice | ||
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24) | choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24) | ||
if choice == 0: #new game | if choice == 0: #new game | ||
new_game() | new_game() |
Latest revision as of 03:00, 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. |
Adventure gear
#!/usr/bin/python
#
# libtcod python tutorial
#
import libtcodpy as libtcod
import math
import textwrap
import shelve
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 43
#sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
INVENTORY_WIDTH = 50
CHARACTER_SCREEN_WIDTH = 30
LEVEL_SCREEN_WIDTH = 40
#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
#spell values
HEAL_AMOUNT = 40
LIGHTNING_DAMAGE = 40
LIGHTNING_RANGE = 5
CONFUSE_RANGE = 8
CONFUSE_NUM_TURNS = 10
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 25
#experience and level-ups
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
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, always_visible=False, fighter=None, ai=None, item=None, equipment=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.always_visible = always_visible
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
self.item = item
if self.item: #let the Item component know who owns it
self.item.owner = self
self.equipment = equipment
if self.equipment: #let the Equipment component know who owns it
self.equipment.owner = self
#there must be an Item component for the Equipment component to work properly
self.item = Item()
self.item.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 distance(self, x, y):
#return the distance to some coordinates
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def send_to_back(self):
#make this object be drawn first, so all others appear above it if they're in the same tile.
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
#only show if it's visible to the player; or it's set to "always visible" and on an explored tile
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
(self.always_visible and map[self.x][self.y].explored)):
#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)
class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, defense, power, xp, death_function=None):
self.base_max_hp = hp
self.hp = hp
self.base_defense = defense
self.base_power = power
self.xp = xp
self.death_function = death_function
@property
def power(self): #return actual power, by summing up the bonuses from all equipped items
bonus = sum(equipment.power_bonus for equipment in get_all_equipped(self.owner))
return self.base_power + bonus
@property
def defense(self): #return actual defense, by summing up the bonuses from all equipped items
bonus = sum(equipment.defense_bonus for equipment in get_all_equipped(self.owner))
return self.base_defense + bonus
@property
def max_hp(self): #return actual max_hp, by summing up the bonuses from all equipped items
bonus = sum(equipment.max_hp_bonus for equipment in get_all_equipped(self.owner))
return self.base_max_hp + bonus
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
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
message(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)
if self.owner != player: #yield experience to the player
player.fighter.xp += self.xp
def heal(self, amount):
#heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
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)
class ConfusedMonster:
#AI for a temporarily confused monster (reverts to previous AI after a while).
def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS):
self.old_ai = old_ai
self.num_turns = num_turns
def take_turn(self):
if self.num_turns > 0: #still confused...
#move in a random direction, and decrease the number of turns confused
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
self.num_turns -= 1
else: #restore the previous AI (this one will be deleted because it's not referenced anymore)
self.owner.ai = self.old_ai
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
class Item:
#an item that can be picked up and used.
def __init__(self, use_function=None):
self.use_function = use_function
def pick_up(self):
#add to the player's inventory and remove from the map
if len(inventory) >= 26:
message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
#special case: automatically equip, if the corresponding equipment slot is unused
equipment = self.owner.equipment
if equipment and get_equipped_in_slot(equipment.slot) is None:
equipment.equip()
def drop(self):
#special case: if the object has the Equipment component, dequip it before dropping
if self.owner.equipment:
self.owner.equipment.dequip()
#add to the map and remove from the player's inventory. also, place it at the player's coordinates
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
def use(self):
#special case: if the object has the Equipment component, the "use" action is to equip/dequip
if self.owner.equipment:
self.owner.equipment.toggle_equip()
return
#just call the "use_function" if it is defined
if self.use_function is None:
message('The ' + self.owner.name + ' cannot be used.')
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner) #destroy after use, unless it was cancelled for some reason
class Equipment:
#an object that can be equipped, yielding bonuses. automatically adds the Item component.
def __init__(self, slot, power_bonus=0, defense_bonus=0, max_hp_bonus=0):
self.power_bonus = power_bonus
self.defense_bonus = defense_bonus
self.max_hp_bonus = max_hp_bonus
self.slot = slot
self.is_equipped = False
def toggle_equip(self): #toggle equip/dequip status
if self.is_equipped:
self.dequip()
else:
self.equip()
def equip(self):
#if the slot is already being used, dequip whatever is there first
old_equipment = get_equipped_in_slot(self.slot)
if old_equipment is not None:
old_equipment.dequip()
#equip object and show a message about it
self.is_equipped = True
message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green)
def dequip(self):
#dequip object and show a message about it
if not self.is_equipped: return
self.is_equipped = False
message('Dequipped ' + self.owner.name + ' from ' + self.slot + '.', libtcod.light_yellow)
def get_equipped_in_slot(slot): #returns the equipment in a slot, or None if it's empty
for obj in inventory:
if obj.equipment and obj.equipment.slot == slot and obj.equipment.is_equipped:
return obj.equipment
return None
def get_all_equipped(obj): #returns a list of equipped items
if obj == player:
equipped_list = []
for item in inventory:
if item.equipment and item.equipment.is_equipped:
equipped_list.append(item.equipment)
return equipped_list
else:
return [] #other objects have no equipment
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, objects, stairs
#the list of objects with just the player
objects = [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)
#add some contents to this room, such as monsters
place_objects(new_room)
#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
#create stairs at the center of the last room
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True)
objects.append(stairs)
stairs.send_to_back() #so it's drawn below the monsters
def random_choice_index(chances): #choose one option from list of chances, returning its index
#the dice will land on some number between 1 and the sum of the chances
dice = libtcod.random_get_int(0, 1, sum(chances))
#go through all chances, keeping the sum so far
running_sum = 0
choice = 0
for w in chances:
running_sum += w
#see if the dice landed in the part that corresponds to this choice
if dice <= running_sum:
return choice
choice += 1
def random_choice(chances_dict):
#choose one option from dictionary of chances, returning its key
chances = chances_dict.values()
strings = chances_dict.keys()
return strings[random_choice_index(chances)]
def from_dungeon_level(table):
#returns a value that depends on level. the table specifies what value occurs after each level, default is 0.
for (value, level) in reversed(table):
if dungeon_level >= level:
return value
return 0
def place_objects(room):
#this is where we decide the chance of each monster or item appearing.
#maximum number of monsters per room
max_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]])
#chance of each monster
monster_chances = {}
monster_chances['orc'] = 80 #orc always shows up, even if all other monsters have 0 chance
monster_chances['troll'] = from_dungeon_level([[15, 3], [30, 5], [60, 7]])
#maximum number of items per room
max_items = from_dungeon_level([[1, 1], [2, 4]])
#chance of each item (by default they have a chance of 0 at level 1, which then goes up)
item_chances = {}
item_chances['heal'] = 35 #healing potion always shows up, even if all other items have 0 chance
item_chances['lightning'] = from_dungeon_level([[25, 4]])
item_chances['fireball'] = from_dungeon_level([[25, 6]])
item_chances['confuse'] = from_dungeon_level([[10, 2]])
item_chances['sword'] = from_dungeon_level([[5, 4]])
item_chances['shield'] = from_dungeon_level([[15, 8]])
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, max_monsters)
for i in range(num_monsters):
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
choice = random_choice(monster_chances)
if choice == 'orc':
#create an orc
fighter_component = Fighter(hp=20, defense=0, power=4, xp=35, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
elif choice == 'troll':
#create a troll
fighter_component = Fighter(hp=30, defense=2, power=8, xp=100, 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)
#choose random number of items
num_items = libtcod.random_get_int(0, 0, max_items)
for i in range(num_items):
#choose random spot for this item
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
choice = random_choice(item_chances)
if choice == 'heal':
#create a healing potion
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component)
elif choice == 'lightning':
#create a lightning bolt scroll
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component)
elif choice == 'fireball':
#create a fireball scroll
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
elif choice == 'confuse':
#create a confuse scroll
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component)
elif choice == 'sword':
#create a sword
equipment_component = Equipment(slot='right hand', power_bonus=3)
item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component)
elif choice == 'shield':
#create a shield
equipment_component = Equipment(slot='left hand', defense_bonus=1)
item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_component)
objects.append(item)
item.send_to_back() #items appear below other objects
item.always_visible = True #items are visible even out-of-FOV, if in an explored area
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
#render a bar (HP, experience, etc). first calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
#render the background first
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
#now render the bar on top
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
#finally, some centered text with the values
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER,
name + ': ' + str(value) + '/' + str(maximum))
def get_names_under_mouse():
global mouse
#return a string with the names of all objects under the mouse
(x, y) = (mouse.cx, mouse.cy)
#create a list with the names of all objects at the mouse's coordinates and in FOV
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ', '.join(names) #join the names, separated by commas
return names.capitalize()
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_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)
else:
#it's visible
if wall:
libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_char_background(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, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
#prepare to render the GUI panel
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
#print the game messages, one line at a time
y = 1
for (line, color) in game_msgs:
libtcod.console_set_default_foreground(panel, color)
libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT,line)
y += 1
#show the player's stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
libtcod.light_red, libtcod.darker_red)
libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level))
#display names of objects under the mouse
libtcod.console_set_default_foreground(panel, libtcod.light_gray)
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())
#blit the contents of "panel" to the root console
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def message(new_msg, color = libtcod.white):
#split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
#if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
#add the new line as a tuple, with the text and the color
game_msgs.append( (line, color) )
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 menu(header, options, width):
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
#calculate total height for the header (after auto-wrap) and one line per option
header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
#create an off-screen console that represents the menu's window
window = libtcod.console_new(width, height)
#print the header, with auto-wrap
libtcod.console_set_default_foreground(window, libtcod.white)
libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
#print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
y += 1
letter_index += 1
#blit the contents of "window" to the root console
x = SCREEN_WIDTH/2 - width/2
y = SCREEN_HEIGHT/2 - height/2
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
#present the root console to the player and wait for a key-press
libtcod.console_flush()
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen)
#convert the ASCII code to an index; if it corresponds to an option, return it
index = key.c - ord('a')
if index >= 0 and index < len(options): return index
return None
def inventory_menu(header):
#show a menu with each item of the inventory as an option
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = []
for item in inventory:
text = item.name
#show additional information, in case it's equipped
if item.equipment and item.equipment.is_equipped:
text = text + ' (on ' + item.equipment.slot + ')'
options.append(text)
index = menu(header, options, INVENTORY_WIDTH)
#if an item was chosen, return it
if index is None or len(inventory) == 0: return None
return inventory[index].item
def msgbox(text, width=50):
menu(text, [], width) #use menu() as a sort of "message box"
def handle_keys():
global key
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 key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
player_move_or_attack(1, 0)
elif key.vk == libtcod.KEY_HOME or key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1, -1)
elif key.vk == libtcod.KEY_PAGEUP or key.vk == libtcod.KEY_KP9:
player_move_or_attack(1, -1)
elif key.vk == libtcod.KEY_END or key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif key.vk == libtcod.KEY_PAGEDOWN or key.vk == libtcod.KEY_KP3:
player_move_or_attack(1, 1)
elif key.vk == libtcod.KEY_KP5:
pass #do nothing ie wait for the monster to come to you
else:
#test for other keys
key_char = chr(key.c)
if key_char == 'g':
#pick up an item
for object in objects: #look for an item in the player's tile
if object.x == player.x and object.y == player.y and object.item:
object.item.pick_up()
break
if key_char == 'i':
#show the inventory; if an item is selected, use it
chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.use()
if key_char == 'd':
#show the inventory; if an item is selected, drop it
chosen_item = inventory_menu('Press the key next to an item to drop it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
if key_char == 'c':
#show character information
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) +
'\nExperience to level up: ' + str(level_up_xp) + '\n\nMaximum HP: ' + str(player.fighter.max_hp) +
'\nAttack: ' + str(player.fighter.power) + '\nDefense: ' + str(player.fighter.defense), CHARACTER_SCREEN_WIDTH)
if key_char == '<':
#go down stairs, if the player is on them
if stairs.x == player.x and stairs.y == player.y:
next_level()
return 'didnt-take-turn'
def check_level_up():
#see if the player's experience is enough to level-up
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
if player.fighter.xp >= level_up_xp:
#it is! level up and ask to raise some stats
player.level += 1
player.fighter.xp -= level_up_xp
message('Your battle skills grow stronger! You reached level ' + str(player.level) + '!', libtcod.yellow)
choice = None
while choice == None: #keep asking until a choice is made
choice = menu('Level up! Choose a stat to raise:\n',
['Constitution (+20 HP, from ' + str(player.fighter.max_hp) + ')',
'Strength (+1 attack, from ' + str(player.fighter.power) + ')',
'Agility (+1 defense, from ' + str(player.fighter.defense) + ')'], LEVEL_SCREEN_WIDTH)
if choice == 0:
player.fighter.base_max_hp += 20
player.fighter.hp += 20
elif choice == 1:
player.fighter.base_power += 1
elif choice == 2:
player.fighter.base_defense += 1
def player_death(player):
#the game ended!
global game_state
message('You died!', libtcod.red)
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
message('The ' + monster.name + ' is dead! You gain ' + str(monster.fighter.xp) + ' experience points.', libtcod.orange)
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def target_tile(max_range=None):
global key, mouse
#return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
while True:
#render the screen. this erases the inventory and shows the names of objects under the mouse.
libtcod.console_flush()
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
render_all()
(x, y) = (mouse.cx, mouse.cy)
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
return (None, None) #cancel if the player right-clicked or pressed Escape
#accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
(max_range is None or player.distance(x, y) <= max_range)):
return (x, y)
def target_monster(max_range=None):
#returns a clicked monster inside FOV up to a range, or None if right-clicked
while True:
(x, y) = target_tile(max_range)
if x is None: #player cancelled
return None
#return the first clicked monster, otherwise continue looping
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
def closest_monster(max_range):
#find closest enemy, up to a maximum range, and in the player's FOV
closest_enemy = None
closest_dist = max_range + 1 #start with (slightly more than) maximum range
for object in objects:
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
#calculate distance between this object and the player
dist = player.distance_to(object)
if dist < closest_dist: #it's closer, so remember it
closest_enemy = object
closest_dist = dist
return closest_enemy
def cast_heal():
#heal the player
if player.fighter.hp == player.fighter.max_hp:
message('You are already at full health.', libtcod.red)
return 'cancelled'
message('Your wounds start to feel better!', libtcod.light_violet)
player.fighter.heal(HEAL_AMOUNT)
def cast_lightning():
#find closest enemy (inside a maximum range) and damage it
monster = closest_monster(LIGHTNING_RANGE)
if monster is None: #no enemy found within maximum range
message('No enemy is close enough to strike.', libtcod.red)
return 'cancelled'
#zap it!
message('A lighting bolt strikes the ' + monster.name + ' with a loud thunder! The damage is '
+ str(LIGHTNING_DAMAGE) + ' hit points.', libtcod.light_blue)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
def cast_fireball():
#ask the player for a target tile to throw a fireball at
message('Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan)
(x, y) = target_tile()
if x is None: return 'cancelled'
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
for obj in objects: #damage every fighter in range, including the player
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
obj.fighter.take_damage(FIREBALL_DAMAGE)
def cast_confuse():
#ask the player for a target to confuse
message('Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan)
monster = target_monster(CONFUSE_RANGE)
if monster is None: return 'cancelled'
#replace the monster's AI with a "confused" one; after some turns it will restore the old AI
old_ai = monster.ai
monster.ai = ConfusedMonster(old_ai)
monster.ai.owner = monster #tell the new component who owns it
message('The eyes of the ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green)
def save_game():
#open a new empty shelve (possibly overwriting an old one) to write the game data
file = shelve.open('savegame', 'n')
file['map'] = map
file['objects'] = objects
file['player_index'] = objects.index(player) #index of player in objects list
file['stairs_index'] = objects.index(stairs) #same for the stairs
file['inventory'] = inventory
file['game_msgs'] = game_msgs
file['game_state'] = game_state
file['dungeon_level'] = dungeon_level
file.close()
def load_game():
#open the previously saved shelve and load the game data
global map, objects, player, stairs, inventory, game_msgs, game_state, dungeon_level
file = shelve.open('savegame', 'r')
map = file['map']
objects = file['objects']
player = objects[file['player_index']] #get index of player in objects list and access it
stairs = objects[file['stairs_index']] #same for the stairs
inventory = file['inventory']
game_msgs = file['game_msgs']
game_state = file['game_state']
dungeon_level = file['dungeon_level']
file.close()
initialize_fov()
def new_game():
global player, inventory, game_msgs, game_state, dungeon_level
#create object representing the player
fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, death_function=player_death)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
player.level = 1
#generate map (at this point it's not drawn to the screen)
dungeon_level = 1
make_map()
initialize_fov()
game_state = 'playing'
inventory = []
#create the list of game messages and their colors, starts empty
game_msgs = []
#a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
#initial equipment: a dagger
equipment_component = Equipment(slot='right hand', power_bonus=2)
obj = Object(0, 0, '-', 'dagger', libtcod.sky, equipment=equipment_component)
inventory.append(obj)
equipment_component.equip()
obj.always_visible = True
def next_level():
#advance to the next level
global dungeon_level
message('You take a moment to rest, and recover your strength.', libtcod.light_violet)
player.fighter.heal(player.fighter.max_hp / 2) #heal the player by 50%
dungeon_level += 1
message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red)
make_map() #create a fresh new level!
initialize_fov()
def initialize_fov():
global fov_recompute, fov_map
fov_recompute = True
#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].block_sight, not map[x][y].blocked)
libtcod.console_clear(con) #unexplored areas start black (which is the default background color)
def play_game():
global key, mouse
player_action = None
mouse = libtcod.Mouse()
key = libtcod.Key()
#main loop
while not libtcod.console_is_window_closed():
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
#render the screen
render_all()
libtcod.console_flush()
#level up if needed
check_level_up()
#erase all objects at their old locations, before they move
for object in objects:
object.clear()
#handle keys and exit game if needed
player_action = handle_keys()
if player_action == 'exit':
save_game()
break
#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()
def main_menu():
img = libtcod.image_load('menu_background.png')
while not libtcod.console_is_window_closed():
#show the background image, at twice the regular console resolution
libtcod.image_blit_2x(img, 0, 0, 0)
#show the game's title, and some credits!
libtcod.console_set_default_foreground(0, libtcod.light_yellow)
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-4, libtcod.BKGND_NONE, libtcod.CENTER,
'TOMBS OF THE ANCIENT KINGS')
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.CENTER, 'By Jotaf')
#show options and wait for the player's choice
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
if choice == 0: #new game
new_game()
play_game()
if choice == 1: #load last game
try:
load_game()
except:
msgbox('\n No saved game to load.\n', 24)
continue
play_game()
elif choice == 2: #quit
break
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(MAP_WIDTH, MAP_HEIGHT)
panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
main_menu()