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- import libtcodpy as libtcod
- import math
- #actual size of the window
- SCREEN_WIDTH = 80
- SCREEN_HEIGHT = 50
- #map size
- MAP_WIDTH = 80
- MAP_HEIGHT = 45
- LIMIT_FPS = 20 #20 frames-per-second maximum
- #dungeon generator params
- ROOM_MAX_SIZE = 10
- ROOM_MIN_SIZE = 6
- MAX_ROOMS = 30
- MAX_ROOM_MONSTERS = 3
- FOV_ALGO = 0 #default FOV algorithm
- FOV_LIGHT_WALLS = True
- TORCH_RADIUS = 5
- 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:
- #tile of the map & 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 blocks sight too
- if block_sight is None: block_sight = blocked
- self.block_sight = block_sight
- class Rect:
- #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):
- #is true if this rect intersects with another
- return (self.x1 <= other.x2 and self.x2 >= other.x1 and
- self.y1 <= other.y2 and self.y2 >= other.y1)
- class Object:
- #generic object: player, nme, item, stairs, etc. always an on-screen char
- 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:
- self.ai.owner = self
- def move(self, dx, dy):
- #move by the given amount
- 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 obj to 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 to preserve direction, then round and convert to interger
- 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 draw(self):
- if libtcod.map_is_in_fov(fov_map, self.x, self.y):
- #set color, draw char 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 char that represents this object
- libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
- class Fighter:
- #combat-related properties/methods (monster, player, npc)
- def __init__(self, hp, defense, power):
- self.max_hp = hp
- self.hp = hp
- self.defense = defense
- self.power = power
- class BasicMonster:
- #AI for basic nme
- def take_turn(self):
- #BasicMonster takes turn. if you see it, it sees you
- monster = self.owner
- if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
- #move twd player if far away
- if monster.distance_to(player) >= 2:
- monster.move_towards(player.x, player.y)
- #close enough, attack if player still alive
- elif player.fighter.hp > 0:
- print 'The ' + monster.name + '`s attack barely misses you.'
- 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 tiles in rect 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
- 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
- for y in range(min(y1, y2), max(y1, y2) + 1):
- map[x][y].blocked = False
- map[x][y].block_sight = False
- def make_map():
- global map, player
- #fill map with blocked tiles
- map = [[ Tile(True)
- for y in range(MAP_HEIGHT) ]
- for x in range(MAP_WIDTH) ]
- rooms = []
- num_rooms = 0
- for r in range(MAX_ROOMS):
- #rando 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)
- #rando position inside map boundaries
- x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
- y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
- new_room = Rect(x, y, w, h)
- #run through other rooms, see if they intersect
- failed = False
- for other_room in rooms:
- if new_room.intersect(other_room):
- failed = True
- break
- if not failed:
- #meaning no intersections, so room is valid
- #"paint" it to map tiles
- create_room(new_room)
- #center coords of new room
- (new_x, new_y) = new_room.center()
- if num_rooms == 0:
- #player start
- player.x = new_x
- player.y = new_y
- else:
- #all rooms after first: connect to prev room with tunnel
- (prev_x, prev_y) = rooms[num_rooms-1].center()
- if libtcod.random_get_int(0, 0, 1) == 1:
- create_h_tunnel(prev_x, new_x, prev_y)
- create_v_tunnel(prev_y, new_y, new_x)
- else:
- create_v_tunnel(prev_y, new_y, prev_x)
- create_h_tunnel(prev_x, new_x, new_y)
- #add content to this room
- place_objects(new_room)
- #append new room to list
- rooms.append(new_room)
- num_rooms += 1
- 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):
- #80% chance to spawn orc
- if libtcod.random_get_int(0, 0, 100) < 80:
- #create an eel
- fighter_component = Fighter(hp=10, defense=0, power=3)
- ai_component = BasicMonster()
- monster = Object(x, y, 'e', 'spiny eel', libtcod.light_green,
- blocks=True, fighter=fighter_component, ai=ai_component)
- else:
- #create a troll (siren)
- fighter_component = Fighter(hp=16, defense=1, power=4)
- ai_component = BasicMonster()
- monster = Object(x, y, 's', 'siren', libtcod.lighter_red,
- blocks=True, fighter=fighter_component, ai=ai_component)
- objects.append(monster)
- 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:
- #recomp fov if needed (player moved, etc)
- 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 bg color according to 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:
- #how it looks after it's been explored
- if map[x][y].explored:
- if wall:
- libtcod.console_put_char_ex(con, x, y, '#', libtcod.dark_han, libtcod.darkest_han)
- else:
- libtcod.console_put_char_ex(con, x, y, '.', libtcod.darker_blue, libtcod.darkest_blue)
- else:
- #it's visible right now
- if wall:
- libtcod.console_put_char_ex(con, x, y, '#', libtcod.light_azure, libtcod.dark_azure)
- else:
- libtcod.console_put_char_ex(con, x, y, '.', libtcod.dark_azure, libtcod.darker_azure)
- #since is visible, explore it
- map[x][y].explored = True
- #draw all objs in list
- for object in objects:
- object.draw()
- libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
- 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.x == x and object.y == y:
- target = object
- break
- #attack if target found, move otherwise
- if target is not None:
- print 'The ' + target.name + ' swims effortlessly around your blow.'
- else:
- player.move(dx, dy)
- fov_recompute = True
- def handle_keys():
- key = libtcod.console_wait_for_keypress(True)
- 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 libtcod.console_is_key_pressed(libtcod.KEY_KP8):
- player_move_or_attack(0, -1)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP2):
- player.move(0, 1)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP4):
- player_move_or_attack(-1, 0)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP6):
- player_move_or_attack(1, 0)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP9):
- player_move_or_attack(1,-1)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP1):
- player_move_or_attack(-1, 1)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP3):
- player_move_or_attack(1, 1)
- fov_recompute = True
- elif libtcod.console_is_key_pressed(libtcod.KEY_KP7):
- player_move_or_attack(-1, -1)
- fov_recompute = True
- else:
- return 'didnt-take-turn'
- #############################################
- # Initialization & Main Loop
- #############################################
- libtcod.console_set_custom_font('sin8x8.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW)
- libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
- con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
- libtcod.sys_set_fps(LIMIT_FPS)
- #create obj representing player
- fighter_component = Fighter(hp=30, defense=2, power=5)
- player = Object(0, 0, '@', 'player', libtcod.lightest_cyan, blocks=True, fighter=fighter_component)
- #list of objs with just player
- objects = [player]
- #gen map but not drawn to screen yet
- 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].block_sight, not map[x][y].blocked)
- fov_recompute = True
- game_state = 'playing'
- player_action = None
- while not libtcod.console_is_window_closed():
- render_all()
- libtcod.console_flush()
- #erase objs at old location, before they move
- for object in objects:
- object.clear()
- #handle keys and exit game if needed
- player_action = handle_keys()
- if player_action == 'exit':
- break
- #let nmes take their turn
- if game_state == 'playing' and player_action != 'didnt-take-turn':
- for object in objects:
- if object.ai:
- object.ai.take_turn()
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