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- import libtcodpy as libtcod
- import math
- import textwrap
- #actual size of the window was 75/40
- SCREEN_WIDTH = 75
- SCREEN_HEIGHT = 40
- #size of the map 75/23
- MAP_WIDTH = 75
- MAP_HEIGHT = 23
- #sizes and coordinates relevant for the GUI
- BAR_WIDTH = 20
- MSG_X = BAR_WIDTH + 2
- MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
- PANEL_HEIGHT = 6
- PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
- #parameters for dungeon generator
- ROOM_MAX_SIZE = 8
- ROOM_MIN_SIZE = 6
- MAX_ROOMS = 30
- MAX_ROOM_MONSTERS = 3
- FOV_ALGO = 0 #default FOV algorithm
- FOV_LIGHT_WALLS = True #light walls or not
- TORCH_RADIUS = 10
- LIMIT_FPS = 20 #20 frames-per-second maximum
- color_dark_wall = libtcod.Color(0, 0, 100)
- color_light_wall = libtcod.Color(130, 110, 50)
- color_dark_ground = libtcod.Color(50, 50, 150)
- color_light_ground = libtcod.Color(200, 180, 50)
- class Tile:
- #a tile of the map and its properties
- def __init__(self, blocked, block_sight = None):
- self.blocked = blocked
- #all tiles start unexplored
- self.explored = False
- #by default, if a tile is blocked, it also blocks sight
- if block_sight is None: block_sight = blocked
- self.block_sight = block_sight
- class Rect:
- #a rectangle on the map. used to characterize a room.
- def __init__(self, x, y, w, h):
- self.x1 = x
- self.y1 = y
- self.x2 = x + w
- self.y2 = y + h
- def center(self):
- center_x = (self.x1 + self.x2) / 2
- center_y = (self.y1 + self.y2) / 2
- return (center_x, center_y)
- def intersect(self, other):
- #returns true if this rectangle intersects with another one
- return (self.x1 <= other.x2 and self.x2 >= other.x1 and
- self.y1 <= other.y2 and self.y2 >= other.y1)
- class Object:
- #this is a generic object: the player, a monster, an item, the stairs...
- #it's always represented by a character on screen.
- def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None):
- self.x = x
- self.y = y
- self.char = char
- self.name = name
- self.color = color
- self.blocks = blocks
- self.fighter = fighter
- if self.fighter: #let the fighter component know who owns it
- self.fighter.owner = self
- self.ai = ai
- if self.ai: #let the AI component know who owns it
- self.ai.owner = self
- def move(self, dx, dy):
- #move by the given amount, if the destination is not blocked
- if not is_blocked(self.x + dx, self.y + dy):
- self.x += dx
- self.y += dy
- def move_towards(self, target_x, target_y):
- #vector from this object to the target, and distance
- dx = target_x - self.x
- dy = target_y - self.y
- distance = math.sqrt(dx ** 2 + dy ** 2)
- #normalize it to length 1 (preserving direction), then round it and
- #convert to integer so the movement is restricted to the map grid
- dx = int(round(dx / distance))
- dy = int(round(dy / distance))
- self.move(dx, dy)
- def distance_to(self, other):
- #return the distance to another object
- dx = other.x - self.x
- dy = other.y - self.y
- return math.sqrt(dx ** 2 + dy ** 2)
- def 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
- if libtcod.map_is_in_fov(fov_map, self.x, self.y):
- #set the color and then draw the character that represents this object at its position
- libtcod.console_set_foreground_color(con, self.color)
- libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
- def clear(self):
- #erase the character that represents this object
- libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
- class Stairs:
- def __init__(char, stairsx, stairsy):
- char='>'
- stairsx=x
- stairsy=y
- class Fighter:
- #combat-related properties and methods (monster, player, NPC).
- def __init__(self, hp, defense, power, xp, death_function=None):
- self.max_hp = hp
- self.hp = hp
- self.defense = defense
- self.power = power
- self.death_function = death_function
- self.xp = xp
- 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)
- #xp=xp+1
- 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)
- class BasicMonster:
- #AI for a basic monster.
- def take_turn(self):
- #a basic monster takes its turn. if you can see it, it can see you
- monster = self.owner
- if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
- #move towards player if far away
- if monster.distance_to(player) >= 2:
- monster.move_towards(player.x, player.y)
- #close enough, attack! (if the player is still alive.)
- elif player.fighter.hp > 0:
- monster.fighter.attack(player)
- def is_blocked(x, y):
- #first test the map tile
- if map[x][y].blocked:
- return True
- #now check for any blocking objects
- for object in objects:
- if object.blocks and object.x == x and object.y == y:
- return True
- return False
- def create_room(room):
- global map
- #go through the tiles in the rectangle and make them passable
- for x in range(room.x1 + 1, room.x2):
- for y in range(room.y1 + 1, room.y2):
- map[x][y].blocked = False
- map[x][y].block_sight = False
- def create_h_tunnel(x1, x2, y):
- global map
- #horizontal tunnel. min() and max() are used in case x1>x2
- for x in range(min(x1, x2), max(x1, x2) + 1):
- map[x][y].blocked = False
- map[x][y].block_sight = False
- def create_v_tunnel(y1, y2, x):
- global map
- #vertical tunnel
- for y in range(min(y1, y2), max(y1, y2) + 1):
- map[x][y].blocked = False
- map[x][y].block_sight = False
- def make_map():
- global map, player, stairsx, stairsy
- #fill map with "blocked" tiles
- map = [[ Tile(True)
- for y in range(MAP_HEIGHT) ]
- for x in range(MAP_WIDTH) ]
- rooms = []
- num_rooms = 0
- for r in range(MAX_ROOMS):
- #random width and height
- w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
- h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
- #random position without going out of the boundaries of the map
- x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
- y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
- #"Rect" class makes rectangles easier to work with
- new_room = Rect(x, y, w, h)
- #run through the other rooms and see if they intersect with this one
- failed = False
- for other_room in rooms:
- if new_room.intersect(other_room):
- failed = True
- break
- if not failed:
- #this means there are no intersections, so this room is valid
- #"paint" it to the map's tiles
- create_room(new_room)
- #add some contents to this room, such as monsters
- place_objects(new_room)
- #center coordinates of new room, will be useful later
- (new_x, new_y) = new_room.center()
- if num_rooms == 0:
- #this is the first room, where the player starts at
- player.x = new_x
- player.y = new_y
- else:
- #all rooms after the first:
- #connect it to the previous room with a tunnel
- #center coordinates of previous room
- (prev_x, prev_y) = rooms[num_rooms-1].center()
- #draw a coin (random number that is either 0 or 1)
- if libtcod.random_get_int(0, 0, 1) == 1:
- #first move horizontally, then vertically
- create_h_tunnel(prev_x, new_x, prev_y)
- create_v_tunnel(prev_y, new_y, new_x)
- else:
- #first move vertically, then horizontally
- create_v_tunnel(prev_y, new_y, prev_x)
- create_h_tunnel(prev_x, new_x, new_y)
- #finally, append the new room to the list
- rooms.append(new_room)
- num_rooms += 1
- #after that, place the stairs at the last room
- stairsx = new_x
- stairsy = new_y
- def place_objects(room):
- #choose random number of monsters
- num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
- for i in range(num_monsters):
- #choose random spot for this monster
- x = libtcod.random_get_int(0, room.x1, room.x2)
- y = libtcod.random_get_int(0, room.y1, room.y2)
- #only place it if the tile is not blocked
- if not is_blocked(x, y):
- # create stairs
- if libtcod.random_get_int(0, 0, 100) < 100:
- stairs= Object(x,y, '>', 'stairs', libtcod.grey, blocks=False)
- if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting an orc
- #create an orc
- fighter_component = Fighter(hp=10, defense=0, power=3, xp=0, death_function=monster_death)
- ai_component = BasicMonster()
- monster = Object(x, y, '#', 'orc', libtcod.desaturated_green,
- blocks=True, fighter=fighter_component, ai=ai_component)
- else:
- #create a troll
- fighter_component = Fighter(hp=16, defense=1, power=4, xp=0, death_function=monster_death)
- ai_component = BasicMonster()
- monster = Object(x, y, '&', 'troll', libtcod.darker_green,
- blocks=True, fighter=fighter_component, ai=ai_component)
- objects.append(monster)
- objects.append(stairs)
- 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_background_color(panel, back_color)
- libtcod.console_rect(panel, x, y, total_width, 1, False)
- #now render the bar on top
- libtcod.console_set_background_color(panel, bar_color)
- if bar_width > 0:
- libtcod.console_rect(panel, x, y, bar_width, 1, False)
- #finally, some centered text with the values
- libtcod.console_set_foreground_color(panel, libtcod.black)
- libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE,
- name + ': ' + str(value) + '/' + str(maximum))
- #libtcod.console_print_left(0, 1, SCREEN_HEIGHT - 1, libtcod.BKGND_NONE,
- #'XP: ' + str(xp))
- def render_all():
- global fov_map, color_dark_wall, color_light_wall
- global color_dark_ground, color_light_ground
- global fov_recompute
- if fov_recompute:
- #recompute FOV if needed (the player moved or something)
- fov_recompute = False
- libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
- #go through all tiles, and set their background color according to the FOV
- for y in range(MAP_HEIGHT):
- for x in range(MAP_WIDTH):
- visible = libtcod.map_is_in_fov(fov_map, x, y)
- wall = map[x][y].block_sight
- if not visible:
- #if it's not visible right now, the player can only see it if it's explored
- if map[x][y].explored:
- if wall:
- libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET)
- else:
- libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET)
- else:
- #it's visible
- if wall:
- libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET )
- else:
- libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET )
- #since it's visible, explore it
- map[x][y].explored = True
- #draw all objects in the list, except the player. we want it to
- #always appear over all other objects! so it's drawn later.
- for object in objects:
- if object != player:
- object.draw()
- player.draw()
- #blit the contents of "con" to the root console
- libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
- #prepare to render the GUI panel
- libtcod.console_set_background_color(panel, libtcod.black)
- libtcod.console_clear(panel)
- #print the game messages, one line at a time
- y = 0
- for (line, color) in game_msgs:
- libtcod.console_set_foreground_color(panel, color)
- libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line)
- y += 1
- #show the player's stats
- render_bar(1, 0, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
- libtcod.light_red, libtcod.darker_red)
- #render_bar(2, 0, BAR_WIDTH, 'MP', player.fighter.mp, player.fighter.mp,
- # libtcod.light_blue, libtcod.darker_blue)
- #blit the contents of "panel" to the root console
- libtcod.console_blit(panel, 0, 0, MAP_WIDTH, PANEL_HEIGHT, 0, 0, SCREEN_HEIGHT-PANEL_HEIGHT)
- 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) == PANEL_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
- #stairs awareness check
- if object.color is libtcod.grey and object.x == x and object.y == y:
- message('you found stairs! Make a new map!')
- libtcod.console_clear(con)
- make_map()
- # put new map generation here!
- #attack if target found, move otherwise
- if target is not None:
- player.fighter.attack(target)
- else:
- player.move(dx, dy)
- fov_recompute = True
- def handle_keys():
- #key = libtcod.console_check_for_keypress() #real-time
- key = libtcod.console_wait_for_keypress(True) #turn-based
- if key.vk == libtcod.KEY_ENTER and key.lalt:
- #Alt+Enter: toggle fullscreen
- libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
- elif key.vk == libtcod.KEY_ESCAPE:
- return 'exit' #exit game
- if key.vk == libtcod.KEY_SPACE:
- if player.fighter.hp < 1:
- message('You are dead. Stop trying. Really.')
- return
- player.fighter.hp = player.fighter.hp + 1
- #print 'You Rested to gain Health!'
- message('You Rested to gain Health!', libtcod.white)
- if player.fighter.hp > player.fighter.max_hp:
- player.fighter.hp = player.fighter.max_hp
- #print 'But your HP was Full!'
- message('But your HP was full!', libtcod.white)
- return 'Rested'
- if key.vk == libtcod.KEY_TAB:
- message('Current XP '+str (player.fighter.xp), libtcod.white)
- message('Power '+str (player.fighter.power), libtcod.white)
- message('Defense '+str (player.fighter.defense), libtcod.white)
- if game_state == 'playing':
- #movement keys
- if libtcod.console_is_key_pressed(libtcod.KEY_UP):
- player_move_or_attack(0, -1)
- elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
- player_move_or_attack(0, 1)
- elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
- player_move_or_attack(-1, 0)
- elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
- player_move_or_attack(1, 0)
- else:
- return 'didnt-take-turn'
- def level_up(player):
- if player.fighter.xp > 2:
- player.fighter.max_hp=player.fighter.max_hp + 5
- player.fighter.power=player.fighter.power + 1
- #player.hp=player.hp + 1
- player.fighter.xp = 0
- 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):
- global xp
- #transform it into a nasty corpse! it doesn't block, can't be
- #attacked and doesn't move
- player.fighter.xp=player.fighter.xp + 1
- message(monster.name.capitalize() + ' is dead!')
- monster.char = '%'
- monster.color = libtcod.dark_red
- monster.blocks = False
- monster.fighter = None
- monster.ai = None
- monster.name = 'remains of ' + monster.name
- monster.send_to_back()
- #############################################
- # Initialization & Main Loop
- #############################################
- libtcod.console_set_custom_font('Ae.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW, 16,16)
- libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'Try not to Die!', False)
- libtcod.sys_set_fps(LIMIT_FPS)
- con = libtcod.console_new(MAP_WIDTH, MAP_HEIGHT)
- panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
- #create object representing the player
- fighter_component = Fighter(hp=30, defense=2, power=5, xp= 0, death_function=player_death)
- player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
- #the list of objects with just the player
- objects = [player]
- #generate map (at this point it's not drawn to the screen)
- make_map()
- #create the FOV map, according to the generated map
- fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
- for y in range(MAP_HEIGHT):
- for x in range(MAP_WIDTH):
- libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)
- fov_recompute = True
- first_time = True #for turn-based games
- game_state = 'playing'
- player_action = None
- #create the list of game messages and their colors, starts empty
- game_msgs = []
- #a warm welcoming message!
- message('Welcome stranger! Prepare to battle Glitches and Poor programming Skills!', libtcod.red)
- while not libtcod.console_is_window_closed():
- #erase all objects at their old locations, before they move
- for object in objects:
- object.clear()
- #handle keys and exit game if needed
- if not first_time: #for turn-based games
- player_action = handle_keys()
- xp=0
- if player_action == 'exit':
- break
- first_time = False #for turn-based games
- #let monsters take their turn
- if game_state == 'playing' and player_action != 'didnt-take-turn':
- for object in objects:
- if object.ai:
- object.ai.take_turn()
- #render the screen
- render_all()
- #level up if possible
- level_up(player)
- libtcod.console_flush()
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