def get_targeting_radius(con, panel, x, y, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state, camera, left_click, right_click, animation_console): #여기서부터 커서 libtcod.console_set_char_background(animation_console, x, y, libtcod.dark_yellow) libtcod.console_blit(animation_console, 0, 0, screen_width, screen_height, 0, 0, 0) libtcod.console_flush() #마우스 위치 변경 감지시 클리어 if mouse.dcx != 0 or mouse.dcy != 0 or mouse.dcx != 0 and mouse.dcy != 0: libtcod.console_clear(animation_console) #왼클릭 올 오른클릭 감지시 좌표 리턴 if handle_mouse(mouse).get('left_click'): left_click = (x, y) return left_click elif handle_mouse(mouse).get('right_click'): right_click = (x, y) return right_click #다음 좌표 변경까지 0.1초 대기(깜빡임 방지) sleep(0.1) libtcod.console_clear(animation_console)
def main(): # Sets font to file path, this specifies the chars we are able to use libtcod.console_set_custom_font('../font_custom.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW) # create the screen libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'Map Creator', False, vsync=False) # create a console con = libtcod.console.Console(SCREEN_WIDTH, SCREEN_HEIGHT) # limit fps so the game doesn't take up 100% cpu libtcod.sys_set_fps(60) # don't show mouse libtcod.mouse_show_cursor(False) # keyboard and mouse input variables key = libtcod.Key() mouse = libtcod.Mouse() # game loop while not libtcod.console_is_window_closed(): # update key and mouse variables for event libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse) # draws the JSON map that's defined already draw_all_map_objects(con) # also draws borders, handles JSON map drawing handle_mouse(con, mouse) libtcod.console_flush() # check for keyboard input action = handle_keys(con, key) exit_game = action.get('exit') fullscreen = action.get('fullscreen') if fullscreen: # toggle fullscreen libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) if exit_game: return True
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() if not game_state == GameStates.PLAYER_DEAD: game_state = GameStates.PLAYERS_TURN begin_player_turn = True previous_game_state = game_state targeting_item = None if not game_state == GameStates.PLAYER_DEAD: PLAYERDEADSTATE = False else: PLAYERDEADSTATE = True while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], constants['kill_count'], game_state, constants['wall_tile'], constants['floor_tile']) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') drop_equipment = action.get('drop_equipment') show_equipment_inventory = action.get('show_equipment_inventory') show_bag = action.get('show_bag') inventory_index = action.get('inventory_index') equipment_inventory_index = action.get('equipment_inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') show_help_menu = action.get('show_help_menu') exit = action.get('exit') exit_quit_menu = action.get('exit_quit_menu') fullscreen = action.get('fullscreen') cast_magic_wand = action.get('cast_magic_wand') shoot_bow = action.get('shoot_bow') drop_menu = action.get('drop_menu') sell_menu = action.get('sell_menu') sell_equipment_menu = action.get('sell_equipment_menu') buy_menu = action.get('buy_menu') buy_equipment_menu = action.get('buy_equipment_menu') shop_menu = action.get('shop_menu') shop_menu_index = action.get('shop_menu_index') shop_equipment_menu_index = action.get('shop_equipment_menu_index') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if begin_player_turn and game_state == GameStates.PLAYERS_TURN: begin_player_turn = False if player.fighter.status: player_turn_results.extend(player.fighter.status.update()) if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target, constants, entities=entities) #playsound('sounds/attack.m4a', block=False) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and ( not entity.equippable ) and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break elif entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.equipment_inventory.add_item( entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message("There is nothing here to pick up...", libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if show_equipment_inventory: previous_game_state = game_state game_state = GameStates.SHOW_EQUIPMENT_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if drop_equipment: previous_game_state = game_state game_state = GameStates.DROP_EQUIPMENT if show_bag: previous_game_state = game_state game_state = GameStates.SHOW_BAG if drop_menu: previous_game_state = game_state game_state = GameStates.DROP_MENU if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) elif game_state == GameStates.SELL_MENU: player_turn_results.extend( player.inventory.sell(item, game_state)) if equipment_inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and equipment_inventory_index < len( player.equipment_inventory.items): equip_item = player.equipment_inventory.items[ equipment_inventory_index] if game_state == GameStates.SHOW_EQUIPMENT_INVENTORY: player_turn_results.extend( player.equipment_inventory.use(equip_item)) elif game_state == GameStates.DROP_EQUIPMENT: player_turn_results.extend( player.equipment_inventory.drop_item(equip_item)) elif game_state == GameStates.SELL_EQUIPMENT_MENU: player_turn_results.extend( player.equipment_inventory.sell(equip_item, game_state)) if shop_menu_index is not None and previous_game_state != GameStates.PLAYER_DEAD: item = game_map.shop_items[shop_menu_index] if game_state == GameStates.BUY_MENU: player_turn_results.extend( player.inventory.buy(item, game_state)) if shop_equipment_menu_index is not None and previous_game_state != GameStates.PLAYER_DEAD: item = game_map.shop_equipment_items[shop_equipment_menu_index] if game_state == GameStates.BUY_EQUIPMENT_MENU: player_turn_results.extend( player.equipment_inventory.buy(item, game_state)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message( Message("There are no stairs here...", libtcod.yellow)) if cast_magic_wand and game_state == GameStates.PLAYERS_TURN: wand = player.inventory.search("Magic Wand") staff = player.inventory.search("Wizard Staff") if wand is None and staff is None: message_log.add_message( Message("You cannot cast magic without a magic item!", libtcod.orange)) else: player_turn_results.extend( player.inventory.use(wand, entities=entities, fov_map=fov_map)) game_state = GameStates.ENEMY_TURN if shoot_bow and game_state == GameStates.PLAYERS_TURN: bow = player.inventory.search("Long Bow") arrow = player.inventory.search("Arrow") if bow is None and arrow is None: message_log.add_message( Message( "You don't have anything to shoot with at this time!", libtcod.orange)) elif bow is None and arrow is not None: message_log.add_message( Message("You cannot shoot an arrow without a bow!", libtcod.orange)) elif bow is not None and arrow is None: message_log.add_message( Message("You need arrows to use your bow", libtcod.orange)) else: player_turn_results.extend( player.inventory.use(bow, entities=entities, fov_map=fov_map)) game_state = GameStates.ENEMY_TURN if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 message_log.add_message( Message("You leveled up your HP!", libtcod.light_cyan)) elif level_up == 'str': player.fighter.base_power += 1 message_log.add_message( Message("You leveled up your ATTACK!", libtcod.light_cyan)) elif level_up == 'def': player.fighter.base_defense += 1 message_log.add_message( Message("You leveled up your DEFENSE!", libtcod.light_cyan)) elif level_up == 'mgk': player.fighter.base_magic += 1 message_log.add_message( Message("You leveled up your MAGIC!", libtcod.light_cyan)) elif level_up == 'mgk_def': player.fighter.base_magic_defense += 1 message_log.add_message( Message("You leveled up your MAGIC RESISTANCE!", libtcod.light_cyan)) game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if show_help_menu: previous_game_state = game_state game_state = GameStates.HELP_MENU if sell_menu: previous_game_state = game_state game_state = GameStates.SELL_MENU if sell_equipment_menu: previous_game_state = game_state game_state = GameStates.SELL_EQUIPMENT_MENU if buy_menu: previous_game_state = game_state game_state = GameStates.BUY_MENU if buy_equipment_menu: previous_game_state = game_state game_state = GameStates.BUY_EQUIPMENT_MENU if shop_menu: previous_game_state = game_state game_state = GameStates.SHOP_MENU if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.DROP_EQUIPMENT, GameStates.CHARACTER_SCREEN, GameStates.HELP_MENU, GameStates.SHOW_EQUIPMENT_INVENTORY, GameStates.SELL_MENU, GameStates.BUY_MENU, GameStates.SELL_EQUIPMENT_MENU, GameStates.BUY_EQUIPMENT_MENU): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) elif game_state == GameStates.SHOW_BAG: if PLAYERDEADSTATE == True: game_state = GameStates.PLAYER_DEAD else: game_state = GameStates.PLAYERS_TURN elif game_state == GameStates.SHOP_MENU: if PLAYERDEADSTATE == True: game_state = GameStates.PLAYER_DEAD else: game_state = GameStates.PLAYERS_TURN elif game_state == GameStates.PLAYERS_TURN: game_state = GameStates.QUIT_MENU elif game_state == GameStates.DROP_MENU: game_state = GameStates.PLAYERS_TURN else: save_game(player, entities, game_map, message_log, game_state) return True if exit_quit_menu: if game_state == GameStates.QUIT_MENU: game_state = previous_game_state if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') equipment_item_added = player_turn_result.get( 'equipment_item_added') item_consumed = player_turn_result.get('consumed') equipment_consumed = player_turn_result.get('equipment_consumed') item_dropped = player_turn_result.get('item_dropped') loot_dropped = player_turn_result.get('loot_dropped') staff_used = player_turn_result.get('staff_used') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') item_bought = player_turn_result.get('item_bought') equipment_bought = player_turn_result.get('equipment_bought') end_turn = player_turn_result.get('end_turn') if message: message_log.add_message(message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message("You gain {0} experience points.".format(xp))) if leveled_up: message_log.add_message( Message( "Your battle prowess grows stronger! You reached level {0}!" .format(player.level.current_level), libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if dead_entity: if dead_entity == player: PLAYERDEADSTATE = True message, game_state = kill_player(dead_entity, constants) message_log.add_message(message) else: monster_name = '' monster_name = dead_entity.name message = kill_monster(dead_entity, player, constants) constants['kill_count'] += 1 message_log.add_message(message) while dead_entity.equipment_inventory.items: item = dead_entity.equipment_inventory.items[0] dead_entity.equipment_inventory.loot_item(item) entities.append(item) message_log.add_message( Message( "The {0} dropped the {1}.".format( monster_name, item.name), libtcod.yellow)) while dead_entity.inventory.items: item = dead_entity.inventory.items[0] dead_entity.inventory.loot_item(item) entities.append(item) message_log.add_message( Message( "The {0} dropped the {1}.".format( monster_name, item.name), libtcod.yellow)) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if equipment_item_added: entities.remove(equipment_item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_bought: game_map.shop_items.remove(item_bought) game_state = GameStates.ENEMY_TURN if equipment_bought: game_map.shop_equipment_items.remove(equipment_bought) game_state = GameStates.ENEMY_TURN if equipment_consumed: game_state = GameStates.ENEMY_TURN if staff_used: game_state = GameStates.ENEMY_TURN if end_turn: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if loot_dropped: entities.append(loot_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message( Message("You equipped the {0}".format( equipped.name))) if dequipped: message_log.add_message( Message("You dequipped the {0}".format( dequipped.name))) game_state = GameStates.ENEMY_TURN if game_state == GameStates.ENEMY_TURN: fov_recompute = True for entity in entities: if entity.ai: if entity.fighter.status: entity.fighter.status.update() enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities, constants) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: PLAYERDEADSTATE = True message, game_state = kill_player( dead_entity, constants) message_log.add_message(message) else: monster_name = '' monster_name = dead_entity.name message = kill_monster(dead_entity, player, constants) constants['kill_count'] += 1 message_log.add_message(message) while dead_entity.equipment_inventory.items: item = dead_entity.equipment_inventory.items[ 0] dead_entity.equipment_inventory.loot_item( item) entities.append(item) message_log.add_message( Message( "The {0} dropped the {1}.".format( monster_name, item.name), libtcod.yellow)) while dead_entity.inventory.items: item = dead_entity.inventory.items[0] dead_entity.inventory.loot_item(item) entities.append(item) message_log.add_message( Message( "The {0} dropped the {1}.".format( monster_name, item.name), libtcod.yellow)) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN begin_player_turn = True
def main(): screen_width = 80 screen_height = 50 bar_width = 20 panel_height = 7 panel_y = screen_height - panel_height message_x = bar_width + 2 message_width = screen_width - bar_width - 2 message_height = panel_height - 1 map_width = 80 map_height = 43 room_max_size = 10 room_min_size = 6 max_rooms = 50 fov_algorithm = 5 fov_light_walls = True fov_radius = 10 max_monster_per_room = 3 max_items_per_room = 2 colors = { 'dark_wall': tcod.Color(0, 0, 100), 'dark_ground': tcod.Color(50, 50, 150), 'light_wall': tcod.Color(130, 110, 50), 'light_ground': tcod.Color(200, 180, 50) } fighter_component = Fighter(hp=30, defense=2, power=5) inventory_component = Inventory(26) player = Entity(0, 0, "@", tcod.black, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component) entities = [player] tcod.console_set_custom_font( "BBT\\fonts\\arial12x12.png", tcod.FONT_TYPE_GRAYSCALE | tcod.FONT_LAYOUT_TCOD) tcod.console_init_root(screen_width, screen_height, 'Battle Theater', False) con = tcod.console_new(screen_width, screen_height) panel = tcod.console_new(screen_width, panel_height) game_map = GameMap(map_width, map_height) game_map.make_map(max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities, max_monster_per_room, max_items_per_room) fov_recompute = True fov_map = initialize_fov(game_map) message_log = MessageLog(message_x, message_width, message_height) key = tcod.Key() mouse = tcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None # 游戏主循环 while not tcod.console_is_window_closed(): tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state) fov_recompute = False tcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_clikc = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', tcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_result.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: return True if fullscreen: tcod.console_set_fullscreen(not tcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') if message: message_log.add_message(message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message( Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message( Message('You equipped the {0}'.format( equipped.name))) if dequipped: message_log.add_message( Message('You dequipped the {0}'.format( dequipped.name))) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp))) if leveled_up: previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, constants, con, panel): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants["fov_radius"], constants["fov_light_walls"], constants["fov_algorithm"]) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants["screen_width"], constants["screen_height"], constants["bar_width"], constants["panel_height"], constants["panel_y"], mouse, constants["colours"], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get("move") wait = action.get("wait") pickup = action.get("pickup") show_inventory = action.get("show_inventory") inventory_index = action.get("inventory_index") drop_inventory = action.get("drop_inventory") take_stairs = action.get("take_stairs") level_up = action.get("level_up") show_character_screen = action.get("show_character_screen") exit = action.get("exit") fullscreen = action.get("fullscreen") left_click = mouse_action.get("left_click") right_click = mouse_action.get("right_click") player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMIES_TURN elif wait: game_state = GameStates.ENEMIES_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message("There is nothing to pick up here!", libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOWING_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and \ inventory_index < len(player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOWING_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROPPING_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if drop_inventory: previous_game_state = game_state game_state = GameStates.DROPPING_INVENTORY if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message( Message("There are no stairs here.", libtcod.yellow)) if level_up: if level_up == "hp": player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == "str": player.fighter.base_power += 1 elif level_up == "def": player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({"targeting_cancelled": True}) if exit: if game_state in (GameStates.SHOWING_INVENTORY, GameStates.DROPPING_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({"targeting_cancelled": True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get("message") dead_entity = player_turn_result.get("dead") item_added = player_turn_result.get("item_added") item_consumed = player_turn_result.get("consumed") item_dropped = player_turn_result.get("item_dropped") equip = player_turn_result.get("equipped") targeting = player_turn_result.get("targeting") targeting_cancelled = player_turn_result.get("targeting_cancelled") xp = player_turn_result.get("xp") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMIES_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMIES_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get("equipped") dequipped = equip_result.get("dequipped") if equipped: message_log.add_message( Message("You equipped the {0}".format( equipped.name))) if dequipped: message_log.add_message( Message("You dequipped the {0}".format( dequipped.name))) game_state = GameStates.ENEMIES_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message("Targeting cancelled.")) if item_consumed: game_state = GameStates.ENEMIES_TURN if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message("You gain {0} experience points.".format(xp))) if leveled_up: message_log.add_message( Message( "You leveled up to level {0}".format( player.level.current_level) + "!", libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVELED_UP if game_state == GameStates.ENEMIES_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) if enemy_turn_results: for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get("message") dead_entity = enemy_turn_result.get("dead") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') aim_weapon = action.get('aim_weapon') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') show_character_screen = action.get('show_character_screen') exit = action.get('exit') level_up = action.get('level_up') fullscreen = action.get('fullscreen') exit_menu = action.get('exit_menu') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if dx == 0 and dy == 0: player.move(dx, dy) fov_recompute = True elif target: # ATTACK! if player.equipment.power_bonus == 4: attack_results = player.fighter.basic_bow_attack( target) player_turn_results.extend(attack_results) else: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif aim_weapon and game_state == GameStates.PLAYERS_TURN: # ALSO ATTACK! Working on this at the moment if player.equipment.power_bonus == 4 and game_state == GameStates.PLAYERS_TURN: message_log.add_message( Message( 'Left click a tile to fire at it or right click to cancel!', libtcod.yellow)) game_state = GameStates.AIMING else: message_log.add_message( Message('You do not have a ranged weapon equipped!', libtcod.yellow)) elif wait: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message( Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if game_state == GameStates.AIMING: if left_click: target_x, target_y = left_click coordinates = target_x, target_y # OKAY NOW WHAT THE F**K I DONT UNDESTAND WHY THIS WORKS OR HOW THE # VARIABLES GET FROM HERE TO THE FUNCTION I NEED THEM I MEAN JESUS CHRIST I JUST WOUND UP WITH THIS # ARRANGEMENT BY F*****G AROUND I MEAN IT WORKS BUT SERIOUSLY I DONT UNDERSTAND WHY THIS WORKS player_turn_results.append({'fire_weapon': True}) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit_menu: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) if exit: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') fire_weapon = player_turn_result.get('fire_weapon') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if fire_weapon: destination_x, destination_y = coordinates target = get_blocking_entities_at_location( entities, destination_x, destination_y) try: if target == player: message_log.add_message( Message( 'No hitting yourself. Targeting cancelled.', libtcod.yellow)) game_state = previous_game_state elif target.ai and libtcod.map_is_in_fov( fov_map, target.x, target.y): attack_results = player.fighter.basic_bow_attack( target) player_turn_results.extend(attack_results) game_state = GameStates.ENEMY_TURN elif target.ai and not libtcod.map_is_in_fov( fov_map, target.x, target.y): message_log.add_message( Message( 'That cannot be targeted. Targeting cancelled.', libtcod.yellow)) game_state = previous_game_state except: message_log.add_message( Message( 'That cannot be targeted. Targeting cancelled.', libtcod.yellow)) game_state = previous_game_state if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if config.win == True: game_state = GameStates.PLAYER_DEAD if game_state == GameStates.PLAYER_DEAD: break if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message( Message('You equipped the {0}'.format( equipped.name))) if dequipped: message_log.add_message( Message('You dequipped the {0}'.format( dequipped.name))) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message( Message( 'Your battle skills grow stronger! You reached level {0}' .format(player.level.current_level) + '!', libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants, root_con): tcod.console_set_custom_font( "arial10x10.png", tcod.FONT_LAYOUT_TCOD | tcod.FONT_TYPE_GREYSCALE) fov_recompute = True fov_map = initialize_fov(game_map) previous_game_state = game_state targeting_item = None while True: if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants["screen_width"], constants["screen_height"], constants["bar_width"], constants["panel_y"], constants["colors"], root_con, game_state) tcod.console_flush() clear_all(con, entities) for event in tcod.event.get(): move = None pickup = None look_enemy = None left_click = None right_click = None show_inventory = None drop_inventory = None inventory_index = None take_stairs = None leave = None fullscreen = None show_character_screen = None player_turn_results = [] if isinstance(event, tcod.event.KeyDown): action = handle_keys(event, game_state) move = action.get("move") pickup = action.get("pickup") look_enemy = action.get("look_enemy") show_inventory = action.get("show_inventory") drop_inventory = action.get("drop_inventory") inventory_index = action.get("inventory_index") take_stairs = action.get('take_stairs') leave = action.get("leave") fullscreen = action.get("fullscreen") show_character_screen = action.get('show_character_screen') if isinstance(event, tcod.event.MouseButtonDown): mouse_action = handle_mouse(event) left_click = mouse_action.get("left_click") right_click = mouse_action.get("right_click") if look_enemy and game_state == GameStates.PLAYER_TURN: game_state = GameStates.LOOK_ENEMY player_turn_results.extend([{ 'message': Message('You are in the looking mode', tcod.green) }]) elif look_enemy and game_state == GameStates.LOOK_ENEMY: game_state = GameStates.PLAYER_TURN player_turn_results.extend([{ 'message': Message('You left the looking mode', tcod.green) }]) elif left_click and game_state == GameStates.LOOK_ENEMY: entities_at_location = check_entity_at_location( entities, left_click[0], left_click[1]) player_turn_results.extend(entities_at_location) elif pickup and game_state == GameStates.PLAYER_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', tcod.yellow)) elif show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY MenuState.menu_state = 0 elif drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY elif inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend( player.inventory.drop_item(item)) elif game_state == GameStates.TARGETING: if left_click and targeting_item: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) elif move and game_state == GameStates.PLAYER_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.melee_attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif take_stairs and game_state == GameStates.PLAYER_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True con.clear(fg=(63, 127, 63)) break else: message_log.add_message( Message('There are no stairs here.', tcod.yellow)) elif game_state == GameStates.LEVEL_UP: player.fighter.max_hp += DiceRoll("1d8").roll_dice() game_state = previous_game_state elif show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if leave: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: tcod.console_set_fullscreen(not tcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') entity_identified = player_turn_result.get("entity_identified") item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get( 'targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if entity_identified: game_state = GameStates.PLAYER_TURN if targeting: previous_game_state = GameStates.PLAYER_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message( targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message( Message( 'Your battle skills grow stronger! You reached level {0}' .format(player.level.current_level) + '!', tcod.yellow)) player.fighter.cr = str(player.level.current_level / 4) previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYER_TURN
def main(): # Screen size screen_width = 80 screen_height = 50 # UI settings bar_width = 20 panel_height = 7 panel_y = screen_height - panel_height message_x = bar_width + 2 message_width = screen_width - bar_width - 2 message_height = panel_height - 1 # Map size map_width = 80 map_height = 43 # Room definitions max_rooms = 30 room_min_size = 6 room_max_size = 10 # FoV configurations fov_algorithm = 0 # use defualt algorithm fov_light_walls = True # light up walls we can see fov_radius = 10 # radius of view fov_recompute = True # flag to trigger FoV computations # Monster spawning settings max_monsters_per_room = 3 # Define colors to be used in FoV colors = { "dark_wall": libtcod.Color(0, 0, 100), "dark_ground": libtcod.Color(50, 50, 150), "light_wall": libtcod.Color(130, 110, 50), "light_ground": libtcod.Color(200, 180, 50), } # Font settings libtcod.console_set_custom_font( "arial10x10.png", libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) # Player initialization fighter_component = Fighter( hp=30, defense=2, power=5) # define a fighter component for the player inventory_component = Inventory(26) # Inventory component for the player player = Entity( 0, 0, "@", libtcod.white, "Player", blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, ) # World entity list entities = [player] # Map object game_map = GameMap(map_width, map_height) game_map.make_map( max_rooms, room_min_size, room_max_size, player, entities, max_monsters_per_room=max_monsters_per_room, ) # Fov map object fov_map = initialize_fov(game_map) # Game state game_state = GameStates.PLAYERS_TURN previous_game_state = game_state # For item targeting targeting_item = None # Creating screen libtcod.console_init_root(screen_width, screen_height, "Roguelike using libtcod", False) # Console object console = libtcod.console.Console(screen_width, screen_height) # Panel object panel = libtcod.console.Console(screen_width, panel_height) # Message Log object message_log = MessageLog(message_x, message_width, message_height) # input objects key = libtcod.Key() mouse = libtcod.Mouse() # Game loop while not libtcod.console_is_window_closed(): # Capture input events libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) # Trigger FoV calculation if fov_recompute == True: recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm) # Initial screen config render_all( con=console, panel=panel, entities=entities, player=player, game_map=game_map, fov_map=fov_map, fov_recompute=fov_recompute, message_log=message_log, screen_width=screen_width, screen_height=screen_height, bar_width=bar_width, panel_height=panel_height, panel_y=panel_y, mouse=mouse, colors=colors, gs=game_state, ) fov_recompute = False libtcod.console_flush() # Clear all entities clear_all(console, entities) # Capture action for given input action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) # Map values for each action move = action.get("move") pickup = action.get("pickup") show_inventory = action.get("show_inventory") drop_inventory = action.get("drop_inventory") inv_index = action.get("inventory_index") left_click = mouse_action.get("left_click") right_click = mouse_action.get("right_click") _exit = action.get("exit") fullscreen = action.get("fullscreen") player_turn_results = [] # Handle movement. Check if this is players turn if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move dest_x, dest_y = player.x + dx, player.y + dy if not game_map.is_blocked(dest_x, dest_y): target = get_blocking_entities_at_location( entities, dest_x, dest_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True # Now it is enemies turn game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message("There's nothing to pickup", color=libtcod.yellow)) # Show player inventory if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY # Drop item dialog if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if (inv_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inv_index < len(player.inventory.items)): item = player.inventory.items[inv_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if game_state == GameStates.TARGET_MODE: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use( targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y, ) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({"targeting_cancelled": True}) # Handle game exit if _exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGET_MODE: player_turn_results.append({"targeting_cancelled": True}) else: return True # toggle fullscreen if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) # Cycle through players action log for player_turn_result in player_turn_results: message = player_turn_result.get("message") dead_entity = player_turn_result.get("dead") item_added = player_turn_result.get("item_added") item_consumed = player_turn_result.get("consumed") item_dropped = player_turn_result.get("item_dropped") targeting = player_turn_result.get("targeting") cancelled_targeting = player_turn_result.get("targeting_cancelled") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(player) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGET_MODE targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if cancelled_targeting: game_state = previous_game_state player_turn_result.get("targeting") # After all input is handle, check if this is enemies turn if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) # Cycle through players action log for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get("message") dead_entity = enemy_turn_result.get("dead") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(player) else: message = kill_monster(dead_entity) message_log.add_message(message) # If player has died, no need to continue with enemies if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def get_player_tooltip(animation_console, x, y, mouse, screen_width, screen_height): libtcod.console_set_default_background(animation_console, (0, 0, 0)) if (x, y) in [(6, 10), (7, 10), (8, 10), (9, 10), (10, 10), (11, 10), (12, 10), (13, 10), (14, 10), (15, 10), (16, 10)]: libtcod.console_print_frame(animation_console, x + 1, y + 1, 30, 13, 5, False, 'SP는 인간성을 유지할 수 있게 하는 ') libtcod.console_print_frame(animation_console, x + 1, y + 2, 30, 13, 13, False, '정신적인 힘입니다. 0이 되면 죽습니다. ') libtcod.console_print_frame(animation_console, x + 1, y + 3, 30, 13, 13, False, '얻음:오락,음식,종교물,귀중품,선행,시체에서 흡수 ') libtcod.console_print_frame(animation_console, x + 1, y + 4, 30, 13, 13, False, '잃음:마법/전투기술 시전, 탐험하며 천천히 ') if (x, y) in [(6, 11), (7, 11), (8, 11), (9, 11), (10, 11), (11, 11), (12, 11), (13, 11), (14, 11), (15, 11), (16, 11)]: libtcod.console_print_frame(animation_console, x + 1, y + 1, 20, 13, 5, False, 'DT는 캐릭터에게 가해지는 피해량을') libtcod.console_print_frame(animation_console, x + 1, y + 2, 20, 13, 13, False, '고정된 수치만큼 감소시킵니다. ') elif (x, y) in [(6, 12), (7, 12), (8, 12), (9, 12), (10, 12), (11, 12), (12, 12), (13, 12), (14, 12), (15, 12), (16, 12)]: libtcod.console_print_frame(animation_console, x + 1, y + 1, 20, 13, 5, False, 'AC는 얼마나 적의 공격을 얼마나') libtcod.console_print_frame(animation_console, x + 1, y + 2, 20, 13, 13, False, '잘 피할 수 있는지를 말합니다. ') libtcod.console_print_frame(animation_console, x + 1, y + 3, 20, 13, 13, False, '기본 수치는 10+민첩입니다. ') elif (x, y) in [(6, 13), (7, 13), (8, 13), (9, 13), (10, 13), (11, 13), (12, 13), (13, 13), (14, 13), (15, 13), (16, 13)]: libtcod.console_print_frame(animation_console, x + 1, y + 1, 20, 13, 5, False, '인내 방어는 독,몸싸움,감염 등의') libtcod.console_print_frame(animation_console, x + 1, y + 2, 20, 13, 13, False, '난관들을 신체적인 강인함으로 ') libtcod.console_print_frame(animation_console, x + 1, y + 3, 20, 13, 13, False, '극복할 수 있는 정도를 말합니다. ') libtcod.console_print_frame(animation_console, x + 1, y + 4, 20, 13, 13, False, '기본 수치는 (힘+건강)/2입니다.') elif (x, y) in [(6, 14), (7, 14), (8, 14), (9, 14), (10, 14), (11, 14), (12, 14), (13, 14), (14, 14), (15, 14), (16, 14)]: libtcod.console_print_frame(animation_console, x + 1, y + 1, 21, 13, 5, False, '반사 신경은 폭발 등의 공격 ') libtcod.console_print_frame(animation_console, x + 1, y + 2, 21, 13, 13, False, '들을 빠른 발걸음과 반응속도로 ') libtcod.console_print_frame(animation_console, x + 1, y + 3, 21, 13, 13, False, '회피할 수 있는 정도를 말합니다. ') libtcod.console_print_frame(animation_console, x + 1, y + 4, 21, 13, 13, False, '기본 수치는 (민첩+건강)/2입니다.') elif (x, y) in [(6, 15), (7, 15), (8, 15), (9, 15), (10, 15), (11, 15), (12, 15), (13, 15), (14, 15), (15, 15), (16, 15)]: libtcod.console_print_frame(animation_console, x + 1, y + 1, 21, 13, 5, False, '의지 방어는 캐릭터에게 부정적인 ') libtcod.console_print_frame(animation_console, x + 1, y + 2, 21, 13, 13, False, '영향을 끼치는 마법들을 저항할 ') libtcod.console_print_frame(animation_console, x + 1, y + 3, 21, 13, 13, False, '수 있는 정도를 말합니다. ') libtcod.console_print_frame(animation_console, x + 1, y + 4, 21, 13, 13, False, '기본 수치는 (지능+건강)/2입니다.') libtcod.console_blit(animation_console, 0, 0, screen_width, screen_height, 0, 0, 0) libtcod.console_flush() if mouse.dcx != 0 or mouse.dcy != 0 or mouse.dcx != 0 and mouse.dcy != 0: libtcod.console_clear(animation_console) if handle_mouse(mouse).get('left_click'): left_click = (x, y) return left_click sleep(0.3) libtcod.console_clear(animation_console)
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location(entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message(Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend(player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message(Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.power += 1 elif level_up == 'def': player.fighter.defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message(Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message(Message( 'Your battle skills grow stronger! You reached level {0}'.format( player.level.current_level) + '!', libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn(player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): # Whether to recompute the fov (Would be false if the player didn't move that turn). # True by default because we have to compute it when the game starts. fov_recompute = True # Computes the fov_map fov_map = initialise_fov(game_map) # Stores the keyboard and mouse input. This will be updated throughout the game loop. key = libtcod.Key() mouse = libtcod.Mouse() # Stores the previous game state. Used for changing gamestate and reverting without wasting a turn. # e.g when opening the inventory. previous_game_state = game_state # Stores which item requires targeting. targeting_item = None ############################################################ # GAME LOOP ############################################################ while not libtcod.console_is_window_closed(): # Captures input - will update key and mouse variables with the input. libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) # Recomputes the FOV if necessary. if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants["fov_radius"], constants["fov_light_walls"], constants["fov_algorithm"]) # Draws all entities to the off-screen console and blits the console to the root. render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants["screen_width"], constants["screen_height"], constants["bar_width"], constants["panel_height"], constants["panel_y"], mouse, constants["colors"], game_state) # Don't recompute the fov/repaint the tiles until after the player moves. fov_recompute = False # Flushes/draws the screen. libtcod.console_flush() # Erases all characters on the off-screen console. clear_all(con, entities) ##### REACTS TO A KEY PRESS OR A MOUSE CLICK ##### action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) # Stores the value/s returned from dictionary key. # Performs an action if one of the variables is not empty. # Key presses: move = action.get("move") wait = action.get("wait") pickup = action.get("pickup") show_inventory = action.get("show_inventory") drop_inventory = action.get( "drop_inventory" ) # An inventory screen where you can only drop items. inventory_index = action.get("inventory_index") take_stairs = action.get("take_stairs") level_up = action.get("level_up") show_character_screen = action.get("show_character_screen") exit = action.get("exit") fullscreen = action.get("fullscreen") # Mouse clicks: left_click = mouse_action.get("left_click") right_click = mouse_action.get("right_click") ########## PLAYER'S TURN ########## # Stores the results from the player's turn. # Each index defines what action should be taken. player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: # Stores the coordinates to move to. dx, dy = move destination_x = player.x + dx destination_y = player.y + dy # Alters the player's position by dx/dy amount if the destination is not a blocked tile. if not game_map.is_blocked(destination_x, destination_y): # Stores the blocking entity if the destination if there is one. target = get_blocking_entities_at_location( entities, destination_x, destination_y) # If there is a blocking entity: if target: # Stores the attack results. attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) # If there is no blocking entity the player will move. else: player.move(dx, dy) # Recomputes the FOV map now the player has moved. fov_recompute = True # Sets the game state to the enemy's turn. game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN # Skips the player's turn. # If the pickup button was pressed (g). elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: # If the overlapping entity can be picked up. if entity.item and entity.x == player.x and entity.y == player.y: # Adds the item to the inventory and results the results. # Results include a Message and the grabbed Item object. pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) # Breaks so we can only pickup one item at a time. break else: message_log.add_message( Message("There is nothing here to pick up", libtcod.yellow)) # If 'i' was pressed for inventory it changes the gamestate while storing the previous state. if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY # If 'd' was pressed for the drop inventory. if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY # Selects an item in the inventory using the index value of the item. if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] # If the SHOW_INVENTORY state, the item will be used. if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) # If the DROP_INVENTORY state, the item will be dropped. elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) # If the player has attempted to move down some stairs. if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: # If the player IS on the same tile as the stairs. if entity.stairs and entity.x == player.x and entity.y == player.y: # Creates a new dungeon floor and returns and stores a new set of entities for the new floor. entities = game_map.next_floor(player, message_log, constants) # Initialises the fov mapf or the new floor. fov_map = initialise_fov(game_map) fov_recompute = True # Clears the console of the old game map. libtcod.console_clear(con) # Prevents other entities from being checked. break else: message_log.add_message( Message("There are no stairs here.", libtcod.yellow)) # Upgrades one of the player's stats on level up then return to previous game state. if level_up: if level_up == "hp": player.fighter.base_max_hp += 20 elif level_up == "str": player.fighter.base_power += 1 elif level_up == "def": player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN # If the game state has bene set to tarrgeting mode it will check if any left or right clicks have been made # Left clicks use the item stored in 'targeting_item' and will extend the results to player_turn_results. # Right click appends 'targeting_cancelled'. to the player results. if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({"targeting_cancelled": True}) # Exits the game. UNLESS a menu is open then it just closes the menu. if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state # If the user is targeting ESC only exist the targeting game state. elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) # Saves the game and exits the game. else: save_game(player, entities, game_map, message_log, game_state) return True # Fullscreen. if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) ### Acts on player's turn results including adding to message log. ### for player_turn_result in player_turn_results: message = player_turn_result.get("message") dead_entity = player_turn_result.get("dead") item_added = player_turn_result.get("item_added") item_consumed = player_turn_result.get("consumed") item_dropped = player_turn_result.get("item_dropped") equip = player_turn_result.get("equip") targeting = player_turn_result.get("targeting") targeting_cancelled = player_turn_result.get("targeting_cancelled") xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: # If the dead entity is the player. # Gamestate will be set to PLAYER_DEAD if dead_entity == player: message, game_state = kill_player(dead_entity) # If the dead entity is not the player it will be killed. else: message = kill_monster(dead_entity) # Prints one of the messages. message_log.add_message(message) # If an item was picked up it removes it from the entity list and sets the game state to enemy turn. # (The entity is no longer on the map so it is removed) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN # Consuming an item triggers the enemy turn. if item_consumed: game_state = GameStates.ENEMY_TURN # Switches the game state to TARGETING, stores the targeting item and adds the targeting message to the log. if targeting: # Changes the previous game state to PLAYERS_TURN rather than INVENTORY so that cancelling the targeting # mode (with ESC) returns the playher back to the main console rather than the inventory screen. previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) # If the user cancelled targeting the previous state will be reverted. if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message("Targeting cancelled")) if xp: leveled_up = player.level.add_xp( xp) # Will be True if the player leveled up. message_log.add_message( Message("You gain {0} experience points".format(xp))) if leveled_up: message_log.add_message( Message( "Your experience enhances your abilities - you reached level {0}!" .format(player.level.current_level), libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_results.get("equipped") dequipped = equip_result.get("dequipped") if equipped: message_log.add_message( Message("You equipped the {}".format( equipped.name))) if dequipped: message_log.add_message( Message("You dequipped the {}".format( dequipped.name))) game_state = GameStates.ENEMY_TURN # Equipping or dequipping uses a turn. ########## ENEMY's TURN ########## if game_state == GameStates.ENEMY_TURN: for entity in entities: # If the entity has the ai component. if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get("message") dead_entity = enemy_turn_result.get("dead") if message: message_log.add_message(message) if dead_entity: # If the dead entity is the player. # Gamestate will be set to PLAYER_DEAD if dead_entity == player: message, game_state = kill_player(dead_entity) # If the monster killed another monster. else: message = kill_monster(dead_entity) # Prints one of the death messages. message_log.add_message(message) # Prevents the else/player's turn from occurring again by breaking the for loop. if game_state == GameStates.PLAYER_DEAD: break # Prevents the else/player's turn from occurring again by breaking the for loop. if game_state == GameStates.PLAYER_DEAD: break # If break wasn't called do this: else: # Sets the game state to the player's turn. game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True #bool so that we only update fov when we need to fov_map = initalize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() previous_game_state = game_state targeting_item = None ######## GAME LOOP STARTS HERE ####################################################################################################################################################### while not libtcod.console_is_window_closed( ): # while the console window is....open??? MAIN GAME LOOP libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm'] ) # this is where we do the FOV stuff! render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colours'], game_state) fov_recompute = False libtcod.console_flush( ) # this is what actually tells the window to draw I guess clear_all(con, entities) ##### Action handler ##### action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [ ] ## this is the container for the results of the players action during their turn ######################################################################################################################################## if move and game_state == GameStates.PLAYER_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True # recalculate feild of view whenver the player moves game_state = GameStates.ENEMY_TURN ########################## elif pickup and game_state == GameStates.PLAYER_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing to pick up.', libtcod.amber)) #################################################################################### if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY #################################################################################### if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY #################################################################################### if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) #################################################################################### if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_result.append({'targeting_canceled': True}) #################################################################################### if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_canceled': True}) else: save_game(player, entities, game_map, message_log, game_state) return True #################################################################################### if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) ######################################################################################################################################## for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_canceled = player_turn_result.get('targeting canceled') if message: message_log.add_message(message) if targeting_canceled: game_state = previous_game_state message_log.add_message(Message('Targeting canceled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYER_TURN #prev is set ot player turn so that canceling targeting doesnt put you bakc into the inventory game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN ###################################################################################################### if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYER_TURN
def play_game( player, entities, game_map, message_log, game_state, con, panel, constants ): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse ) if fov_recompute: recompute_fov( fov_map, player.x, player.y, constants["fov_radius"], constants["fov_light_walls"], constants["fov_algorithm"], ) render_all( con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants["screen_width"], constants["screen_height"], constants["bar_width"], constants["panel_height"], constants["panel_y"], mouse, constants["colors"], game_state, ) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get("move") pickup = action.get("pickup") show_inventory = action.get("show_inventory") drop_inventory = action.get("drop_inventory") inventory_index = action.get("inventory_index") exit = action.get("exit") fullscreen = action.get("fullscreen") left_click = mouse_action.get("left_click") right_click = mouse_action.get("right_click") player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y ) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message("There is nothing here to pick up.", libtcod.yellow) ) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if ( inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(player.inventory.items) ): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map) ) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use( targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y, ) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({"targeting_cancelled": True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({"targeting_cancelled": True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get("message") dead_entity = player_turn_result.get("dead") item_added = player_turn_result.get("item_added") item_consumed = player_turn_result.get("consumed") item_dropped = player_turn_result.get("item_dropped") targeting = player_turn_result.get("targeting") targeting_cancelled = player_turn_result.get("targeting_cancelled") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message("Targeting cancelled")) if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities ) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get("message") dead_entity = enemy_turn_result.get("dead") if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(game_map, map_surf, camera, player, entities, screen, manager, screen_health_bar, entity_info, game_state): fov_radius = 8 fov_recompute = True fov_map = initialize_fov(game_map) clock = pygame.time.Clock() previous_game_state = game_state targeting_item = None running = True while (running): time_delta = clock.tick(60) / 1000.0 #check events for event in pygame.event.get(): if event.type == pygame.QUIT: save_game(player, entities, game_map, camera, game_state) running = False manager.gui.process_events(event) action = handle_keys(event, game_state) mouse_action = handle_mouse(event) button_action = handle_inventory_buttons(event, game_state, manager.inventory_menu) move = action.get("move") pickup = action.get("pickup") show_inventory = action.get("show_inventory") drop_inventory = action.get("drop_inventory") inventory_index = action.get("inventory_index") if inventory_index is None: inventory_index = button_action.get("inventory_index") fullscreen = action.get("fullscreen") left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = action["move"] dest_x = player.x + dx dest_y = player.y + dy if not game_map.is_blocked(dest_x, dest_y): target = get_blocking_entities_at_location( entities, dest_x, dest_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: manager.add_to_message_log( Message('There is nothing here to pick up.')) elif show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY elif drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend( player.inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click target_x, target_y = get_map_coords( target_x, target_y, map_surf.width // camera.width, map_surf.height // camera.height, camera, map_surf) item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if action.get("exit"): if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: save_game(player, entities, game_map, camera, game_state) running = False for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get( 'targeting_cancelled') if message: manager.add_to_message_log(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) game_state = GameStates.PLAYER_DEAD else: message = kill_monster(dead_entity) manager.add_to_message_log(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting manager.add_to_message_log( targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state manager.add_to_message_log(Message('Targeting cancelled')) if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: manager.add_to_message_log(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity) else: message = kill_monster(dead_entity) manager.message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN # TO DO: process events # reset fov and render if fov_recompute: fov_map = recompute_fov(game_map, player.x, player.y, fov_radius) fov_recompute = False manager.update(time_delta) camera.update() render_all(game_map, map_surf, camera, fov_map, fov_radius, player, entities, screen, manager, screen_health_bar, entity_info, game_state)
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants, bg_music, play_bg_music, score): """ Cette fonction est le squelette du jeu. Elle utilise, directement ou indirectement, tous les autres modules de ce projet. Elle est chargée de l'éxécution des commandes du joueur lorsqu'il est en jeu. Elle est constituée d'une boucle while infinie (tant que la fenêtre est ouverte) qui teste tous les cas possibles à chaque itération. Parametres: ---------- player : Entity Le joueur entities : list Liste des entités présentes (visibiles ou non) à ce niveau game_map : GameMap Plateau de jeu message_log : MessageLog Boîte de dialogue, feedback au joueur game_state : int Désormais inutilisé dans cette fonction con : tcod.console Console du jeu panel : tcod.console Console interface constants : dict Dictionnaire contenant toutes les constantes du jeu bg_music : fichier .wav Musique de fond play_bg_music : bool Faut-il jouer la musique de fond ? score : int Score actuel du joueur (visible qu'à sa mort) Renvoi: ------- player : Entity Le joueur entities : list Liste des entités présentes (visibiles ou non) à ce niveau game_map : GameMap Plateau de jeu message_log : MessageLog Boîte de dialogue, feedback au joueur game_state : int Désormais inutilisé dans cette fonction bg_music : fichier .wav Musique de fond play_bg_music : bool Faut-il jouer la musique de fond ? score : int Score actuel du joueur (visible qu'à sa mort) """ sword_sounds = constants.get('sound').get('sword') hurt_sound = sm.Son(constants.get('sound').get('hurt')[0]) clean_stage_sound = sm.Son(constants.get('sound').get('clean_stage')[0]) fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None play_boss_music = False play_stage_music = False while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) # Affiche la carte generee render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state, constants.get('graphics')) # Gere la lecture aleatoire de la musique de fond dans les differents stages if pygame.mixer.get_busy() == 0 and play_bg_music: if game_map.dungeon_level % 5 == 0: bg_music.playpause() bg_music = sm.choose_sound(constants.get('sound').get('boss_fight')) bg_music.playpause() else: bg_music.playpause() bg_music = sm.choose_sound(constants.get('sound').get('background_music')) bg_music.playpause() if play_boss_music: play_boss_music = not play_boss_music if play_bg_music: bg_music.playpause() bg_music = sm.choose_sound(constants.get('sound').get('boss_fight')) bg_music.playpause() else: bg_music = sm.choose_sound(constants.get('sound').get('boss_fight')) if play_stage_music: play_stage_music = not play_stage_music if play_bg_music: bg_music.playpause() bg_music = sm.choose_sound(constants.get('sound').get('background_music')) bg_music.playpause() else: bg_music = sm.choose_sound(constants.get('sound').get('background_music')) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) # Lit les touches pressees pour en deduire quoi faire # Depend du gamestate move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] hp80 = 0.80*player.fighter.max_hp hp60 = 0.60*player.fighter.max_hp hp40 = 0.40*player.fighter.max_hp hp20 = 0.20*player.fighter.max_hp # Si c'est au joueur et qu'il presse une touche de deplacement if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location(entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) sword = sm.choose_sound(sword_sounds) sword.playpause() player_turn_results.extend(attack_results) for entity in entities: if entity.stairs: entity.visible = True else: player.move(dx, dy) game_state = GameStates.ENEMY_TURN fov_recompute = True # Si le joueur passe son tour elif wait: fov_recompute = True game_state = GameStates.ENEMY_TURN # Si le joueur ramasse un objet elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message(Message('Rien a ramasser', libtcod.yellow)) # Si le joueur consulte son inventaire if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY # Si le joueur souhaite jeter un item if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY # Si le joueur est dans son inventaire : que faire pour utiliser ou jetter un item if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD \ and inventory_index < len(player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend(player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) # Passage au niveau suivant if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities, play_boss_music, play_stage_music = game_map.next_floor(player, message_log, constants, constants.get('graphics')) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) score = (score[0] + 1, score[1]) break else: message_log.add_message(Message("Il n'y a pas d'escaliers ici.", libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 player.inventory.add_capacity(2) game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN # Si le joueur est en train de cibler avec un parchemin if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN, GameStates.MENU_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: return player, entities, game_map, message_log, game_state, bg_music, play_bg_music, score if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) # Execute tous les resultats precedent # Qui ne sont pas None for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) if all_dead(entities): leveled_up = player.level.add_xp(0.1 * player.level.level_up_base) clean_stage_sound.playpause() message_log.add_message(Message('Plus de monstres, bonus 10% XP', libtcod.yellow)) if leveled_up: message_log.add_message(Message('Level UP : niveau {0} atteint !'.format( player.level.current_level), libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message(Message('{0} equipe(e)'.format(equipped.name))) if dequipped: message_log.add_message(Message('{0} desequippe(e)'.format(dequipped.name))) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Ciblage annule')) if xp: leveled_up = player.level.add_xp(xp) score = (score[0], score[1] + xp) message_log.add_message(Message('+{0} XP'.format(xp))) if leveled_up: message_log.add_message(Message('Level UP : niveau {0} atteint !'.format( player.level.current_level), libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP # Gere le tour des enemis : parcours toutes les entites et fait jouer les fighter ai if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: hp_before_attack = player.fighter.hp enemy_turn_results = entity.ai.take_turn(player, fov_map, game_map, entities) if (player.fighter.hp <= hp80 < hp_before_attack) \ or (player.fighter.hp <= hp60 < hp_before_attack) \ or (player.fighter.hp <= hp40 < hp_before_attack) \ or (player.fighter.hp <= hp20 < hp_before_attack): hurt_sound.playpause() for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) save_score(score) delete_save() else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state, bg_music, play_bg_music, score
def play_game(): screen_width = 70 screen_height = 45 bar_width = 20 panel_horiz_height = 10 panel_horiz_y = screen_height - panel_horiz_height panel_horiz = libtcod.console_new(screen_width, panel_horiz_height) panel_vert_height = panel_horiz_y panel_vert_y = 0 panel_vert = libtcod.console_new(48, panel_vert_height) message_x = 1 message_width = screen_width - 1 message_height = panel_horiz_height - 2 map_width = 47 map_height = panel_horiz_y room_max_size = 8 room_min_size = 3 max_rooms = 30 fov_algorithm = 0 fov_light_walls = True fov_radius = 10 max_monsters_per_room = 3 max_items_per_room = 2 colors = { 'dark_wall': libtcod.Color(0, 0, 100), 'dark_ground': libtcod.Color(50, 50, 150), 'light_wall': libtcod.Color(130, 110, 50), 'light_ground': libtcod.Color(200, 180, 50) } fighter_component = Fighter(hp=100, defense=1, power=2) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) dagger = Entity(0, 0, '-', libtcod.sky, 'Dagger', equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) libtcod.console_set_custom_font(consts.FONT, libtcod.FONT_LAYOUT_ASCII_INROW) libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial revised', False) con = libtcod.console_new(screen_width, screen_height) game_map = GameMap(map_width, map_height) game_map.make_map(max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities) fov_recompute = True fov_map = initialize_fov(game_map) message_log = MessageLog(message_x, message_width, message_height) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm) render_all(con, panel_vert, panel_horiz, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_horiz_height, panel_horiz_y, panel_vert_height, panel_vert_y, mouse, colors, game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') exit = action.get('exit') pickup = action.get('pickup') fullscreen = action.get('fullscreen') show_inventory = action.get('show_inventory') inventory_index = action.get('inventory_index') drop_inventory = action.get('drop_inventory') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') wait = action.get('wait') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(player.x + dx, player.y + dy): if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location(entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif wait: message_log.add_message(Message('You wait for a moment.', libtcod.yellow)) game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message(Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend(player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, max_rooms, room_min_size, room_max_size, map_width, map_height) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message(Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') equip = player_turn_result.get('equip') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message(Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message(Message( 'Your battle skills grow stronger! You reached level {0}'.format( player.level.current_level) + '!', libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message(Message('You equipped the {0}'.format(equipped.name))) if dequipped: message_log.add_message(Message('You dequipped the {0}'.format(dequipped.name))) game_state = GameStates.ENEMY_TURN if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn(player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None # game loop while not libtcod.console_is_window_closed(): # captures user input - will update the key and mouse variables with what the user inputs libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) # draw the entities and blit the changes to the screen - only render the item inventory when the game state is in the inventory state render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False # present everything on the screen libtcod.console_flush() # clear entities after drawing to screen - this makes it so that when entities move, they do not leave a trail behind clear_all(con, entities) # gives a way to gracefully exit program by hitting the ESC key # gets any keyboard input to the program and stores in the key variable action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] # move the player only on the players turn if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy # check if there is something at the destination that would block the player - if not, move the player there if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True # change to enemy's turn after player's move game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN # if the player did not move and performed the pickup action by pressing the key 'g'... elif pickup and game_state == GameStates.PLAYERS_TURN: # loop through each entity on the map, check if it is an item and occupies the same space as the player for entity in entities: # if the entity is an item and in the same position as the player if entity.item and entity.x == player.x and entity.y == player.y: # add the item to the inventory and append the results to player_turn_results pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break # makes it so the player only picks up one item at a time else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY # take the index selected, use the item selected if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message( Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.power += 1 elif level_up == 'def': player.fighter.defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) # checks if the key pressed was the Esc key - if it was, then exit the loop if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen( (not libtcod.console_is_fullscreen())) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message( Message( 'Your battle skills grow stronger! You reached level {0}' .format(player.level.current_level) + '!', libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break # note that this is a for-else statement; without a break statement, this else will always happen else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): ''' Main engine and executor of code ''' fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): if game_map.dungeon_level == 51: end_game(player) libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) # checks for actions move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') show_rules_screen = action.get('show_rules_screen') shop = action.get('shop') shop_sell = action.get('shop_sell') shop_buy = action.get('shop_buy') sell_index = action.get('sell_index') buy_index = action.get('buy_index') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] # player moving if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location(entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN # player waiting elif wait: game_state = GameStates.ENEMY_TURN # player tries to pick up item elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message(Message('There is nothing here to pick up.', libtcod.yellow)) # player shows inventory menu if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY # player shows inventory menu if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY # player selects object from inventory if inventory_index is not None and \ previous_game_state != GameStates.PLAYER_DEAD and \ inventory_index < len(player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend(player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) # player tries to take stairs if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message(Message('There are no stairs here.', libtcod.yellow)) # player levels up if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state # player opens character screen if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN # player opens rules screen if show_rules_screen: previous_game_state = game_state game_state = GameStates.RULES # player tries to target if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) # player tries to enter shop if shop and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.shopkeep and entity.x == player.x and entity.y == player.y: previous_game_state = game_state game_state = GameStates.ENTER_SHOP break else: message_log.add_message(Message('There is no shopkeeper here.', libtcod.yellow)) # player tries to sell if shop_sell: game_state = GameStates.SELLING # player tries to sell item at shop if sell_index is not None and previous_game_state != GameStates.PLAYER_DEAD and\ game_state == GameStates.SELLING and sell_index < len(player.inventory.items): for entity in entities: if entity.shopkeep: item_cost = player.inventory.items[sell_index].cashable.coin player.fighter.coin += (item_cost // 10) message_log.add_message(Message('You sell {0}for {1} coins.'\ .format(player.inventory.items[sell_index].name.split('(')[0], (item_cost // 10)), libtcod.blue)) player.inventory.remove_item(player.inventory.items[sell_index]) break # player tries to buy if shop_buy: game_state = GameStates.BUYING # player tries to buy item at shop if buy_index is not None and previous_game_state != GameStates.PLAYER_DEAD and\ game_state == GameStates.BUYING and buy_index < 25: for entity in entities: if entity.shopkeep: player_coin = player.fighter.coin item_cost = entity.inventory.items[buy_index].cashable.coin if player_coin >= item_cost: player.inventory.add_item(entity.inventory.items[buy_index]) player.fighter.coin -= item_cost message_log.add_message(Message('You buy {0}for {1} coins.'\ .format(entity.inventory.items[buy_index].name.split('(')[0], item_cost), libtcod.blue)) else: message_log.add_message(Message('Not enough coins!', libtcod.yellow)) break # exit menu or game if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN, GameStates.RULES): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) elif game_state == GameStates.ENTER_SHOP: game_state = GameStates.PLAYERS_TURN elif game_state in (GameStates.SELLING, GameStates.BUYING): game_state = GameStates.ENTER_SHOP else: save_game(player, entities, game_map, message_log, game_state) return True # toggle fullscreen if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) # player turn results for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') coin = player_turn_result.get('coin') # adds message to log if message: message_log.add_message(message) # deals with dead entity if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) # item picked up if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN # item used if item_consumed: game_state = GameStates.ENEMY_TURN # item dropped if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN # item equip toggled if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message(Message('You equipped the {0}'\ .format(equipped.name.split('(')[0]))) if dequipped: message_log.add_message(Message('You dequipped the {0}'\ .format(dequipped.name.split('(')[0]))) game_state = GameStates.ENEMY_TURN # something targeted if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) # targeting cancelled if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) # gained xp if xp: leveled_up = player.level.add_xp(xp) message_log.add_message(Message('You gain {0} experience points.'\ .format(xp), libtcod.orange)) if leveled_up: message_log.add_message(Message( 'Your battle skills grow stronger! You reached level {0}'\ .format(player.level.current_level) + '!', libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP # gained coins if coin: player.fighter.add_coin(coin) message_log.add_message(Message('You gain {0} coins.'\ .format(coin), libtcod.orange)) # enemy takes turn if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn(player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') # adds message to log if message: message_log.add_message(message) # checks for dead entity if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) # if player is dead, we're done if game_state == GameStates.PLAYER_DEAD: break # if player is dead, we're done if game_state == GameStates.PLAYER_DEAD: break # player's turn again else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): # Intialize FOV map. fov_recompute = True # Recompute FOV after the player moves fov_map = initialize_fov(game_map) target_fov_map = initialize_fov(game_map) fov_map_no_walls = initialize_fov(game_map) # Capture keyboard and mouse input key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state # Store the item that the player used to enter targeting mode (ie lightning scroll). This is so that we know what item we need to remove from inventory etc. targeting_item = None cursor_radius = 1 # For showing object descriptions description_recompute = True description_list = [] description_index = 0 prev_mouse_y = None prev_mouse_x = None # Start music mixer.init() mixer.music.load(os.path.join(definitions.ROOT_DIR, 'data', 'music', 'bgm2.mp3')) #mixer.music.play(loops=-1) #Our main loop while not libtcod.console_is_window_closed(): # Check for input libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) for animator in Animator.animators: animator.update() if Animator.blocking > 0: if not game_state == GameStates.BLOCKING_ANIMATION: previous_game_state = game_state game_state = GameStates.BLOCKING_ANIMATION if Animator.blocking == 0 and game_state == GameStates.BLOCKING_ANIMATION: game_state = previous_game_state # Recompute FOV if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) recompute_fov(fov_map_no_walls, player.x, player.y, constants['fov_radius'], light_walls=False, algorithm=constants['fov_algorithm']) # Show object descriptions if description_recompute == True: for entity in entities: if (prev_mouse_x != mouse.cx) or (prev_mouse_y != mouse.cy): description_list = [] description_index = 0 if entity.x == mouse.cx and entity.y == mouse.cy: description_list.append(entity) prev_mouse_x = mouse.cx prev_mouse_y = mouse.cy if len(description_list) > 0: description_recompute = False # We need to check to see if the mouse position changed and then clear our description list if it did, otherwise it will keep growing if (prev_mouse_x != mouse.cx) or (prev_mouse_y != mouse.cy): description_list = [] description_index = 0 description_recompute = True if mouse.lbutton_pressed: description_index += 1 if description_index > (len(description_list) - 1): description_index = 0 # Draw our scene render_all(con, panel, mouse, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], constants['colors'], game_state, description_list, description_index, cursor_radius, target_fov_map, fov_map_no_walls) fov_recompute = False libtcod.console_flush() # Clear our 'drawing consoles' so we dont leave a trail on the main console screen clear_all(con, entities) # Store input results action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) key = libtcod.Key() mouse = libtcod.Mouse() move = action.get('move') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') ability_1 = action.get('ability_1') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') #Instatiate our message queue for the players turn player_turn_results = [] # Player Actions # Move if move and game_state == GameStates.PLAYERS_TURN: if not move == 'wait': dx, dy = move destination_x = player.x + dx destination_y = player.y + dy # Check to see if the location we want to move to is blocked by a wall or inhabited by a creature if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location(entities, destination_x, destination_y) # If blocked by a creature, attack if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) # Otherwise, move. else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN else: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message(Message('There is nothing here to pick up.', libtcod.yellow)) #Ability complete checks: for ability in player.abilities: if player.animator.caller == ability and player.animator.complete: player_turn_results.extend(ability.use(complete=True)) player.animator.caller = None player.animator.complete = None if ability_1: player_turn_results.extend(player.abilities[0].use()) if show_inventory: if game_state != GameStates.SHOW_INVENTORY: previous_game_state = game_state player.inventory.sort_items() game_state = GameStates.SHOW_INVENTORY if drop_inventory: if game_state != GameStates.DROP_INVENTORY: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY #Use or drop item in inventory if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend(player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) target_fov_map = initialize_fov(game_map) fov_map_no_walls = initialize_fov(game_map) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message(Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'hp': player.fighter.con += 1 message_log.add_message(Message('Your Constitution has increased by 1!', libtcod.yellow)) elif level_up == 'str': player.fighter.base_power += 1 message_log.add_message(Message('Your Strength has increased by 1!', libtcod.yellow)) elif level_up == 'def': player.fighter.base_defense += 1 message_log.add_message(Message('Your Defense has increased by 1!', libtcod.yellow)) hp_increase = randint(player.fighter.hitdie[0], player.fighter.hitdie[1]) + int((player.fighter.con - 10) / 2) player.fighter.base_max_hp += hp_increase player.fighter.hp += hp_increase message_log.add_message(Message('Your HP has increased by {0}'.format(hp_increase) + '!', libtcod.yellow)) game_state = previous_game_state if show_character_screen: if not game_state == GameStates.CHARACTER_SCREEN: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if hasattr(targeting_item, 'item'): cursor_radius = targeting_item.item.function_kwargs.get('radius') else: cursor_radius = targeting_item.function_kwargs.get('radius') if left_click: target_x, target_y = left_click if hasattr(targeting_item, 'item'): item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_fov_map=target_fov_map,target_x=target_x, target_y=target_y) else: item_use_results = targeting_item.use(entities=entities, fov_map=fov_map, target_fov_map=target_fov_map,target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) cursor_radius = 1 elif right_click: player_turn_results.append({'targeting_cancelled': True}) cursor_radius = 1 if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) cursor_radius = 1 else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) # Check player message queue and react accordingly for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') ability_used = player_turn_result.get("ability_used") xp = player_turn_result.get('xp') if message: message_log.add_message(message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting if hasattr(targeting_item, 'item'): message_log.add_message(targeting_item.item.targeting_message) else: message_log.add_message(targeting_item.targeting_message) if ability_used: if Animator.blocking == 0: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message(Message('You equipped the {0}'.format(equipped.name))) if dequipped: message_log.add_message(Message('You removed the {0}'.format(dequipped.name))) game_state = GameStates.ENEMY_TURN if xp: leveled_up = player.level.add_xp(xp) message_log.add_message(Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message(Message('Your battle skills grow stronger! You reached level {0}'.format( player.level.current_level) + '!', libtcod.yellow)) if (player.level.current_level % 2) == 0: previous_game_state = game_state game_state = GameStates.LEVEL_UP else: hp_increase = randint(player.fighter.hitdie[0], player.fighter.hitdie[1]) + int((player.fighter.con - 10) / 2) player.fighter.base_max_hp += hp_increase player.fighter.hp += hp_increase message_log.add_message(Message('Your HP has increased by {0}'.format(hp_increase) + '!', libtcod.yellow)) # Enemy Turn if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn(player, fov_map, game_map, entities) # Capture enemy turn message queue, analyze and react accordingly. for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def main(): # Needed Variables screen_width = 80 screen_height = 50 map_width = 80 map_height = 43 # health bar bar_width = 20 panel_height = 7 panel_y = screen_height - panel_height # rooms room_max_size = 10 room_min_size = 6 max_rooms = 30 # fov fov_algorithm = 0 fov_light_walls = True fov_radius = 10 # monsters max_monsters_per_room = 3 # items max_items_per_room = 10 # message log message_x = bar_width + 2 message_width = screen_width - bar_width - 2 message_height = panel_height - 1 colors = { 'dark_wall': libtcod.Color(0, 0, 100), 'dark_ground': libtcod.Color(50, 50, 150), 'light_wall': libtcod.Color(130, 110, 50), 'light_ground': libtcod.Color(200, 180, 50) } fighter_component = Fighter(hp=30, defense=2, power=5) inventory_component = Inventory(26) player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component) entities = [player] libtcod.console_set_custom_font( 'arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) # Creates initial console libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial revised', False) # Sets default console to draw to. console = libtcod.console_new(screen_width, screen_height) # hp panel console panel = libtcod.console_new(screen_width, panel_height) # Creates game map, draws rooms, populates them with monsters and items game_map = GameMap(map_width, map_height) game_map.make_map(max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities, max_monsters_per_room, max_items_per_room) fov_recompute = True fov_map = initialize_fov(game_map) message_log = MessageLog(message_x, message_width, message_height) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN # Tracks the old game state, used when opening menus previous_game_state = game_state targeting_item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm) render_all(console, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state) fov_recompute = False libtcod.console_flush() clear_all(console, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) # Player actions move = action.get('move') pickup = action.get('pickup') # Inventory actions show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') # Used when interacting with inventory inventory_index = action.get('inventory_index') # Out of game actions, do not take a turn exit = action.get('exit') fullscreen = action.get('fullscreen') # Mouse clicks left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') if message: message_log.add_message(message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting Cancelled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def main(): screen_width = 80 screen_height = 80 bar_width = 20 panel_height = 10 panel_y = screen_height - panel_height map_width = 80 map_height = 80 - panel_height message_x = bar_width + 2 message_width = screen_width - bar_width - 2 message_height = panel_height - 1 fov_algorithm = 0 fov_light_walls = True fov_radius = 10 fov_recompute = True colors = 0 entities = [] items = [] effects = [] libtcod.console_set_custom_font( 'arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(screen_width, screen_height, 'Project Magic Circle', False) con = libtcod.console_new(screen_width, screen_height) panel = libtcod.console_new(screen_width, panel_height) seed = 1000 map = GameMap(map_width, map_height) map.create_map(seed) fov_map = initialize_fov(map) nav_map = initialize_fov(map) nav_map_recompute = False message_log = MessageLog(message_x, message_width, message_height) map.place_entities(entities, 5, 5) player = entities[0] key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.STANDART realtime = False action_buffer = None message = Message('To get help press "?"', libtcod.white) message_log.add_message(message) targeting_item = None danger_level = 1 while not libtcod.console_is_window_closed(): if nav_map_recompute: fov_map = initialize_fov(map) nav_map = initialize_fov(map) fov_recompute = True nav_map_recompute = False if fov_recompute: recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm) render_all(con, panel, entities, effects, map, fov_map, fov_radius, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities + effects) for entity in entities: try: entity.give_energy(int(entity.speed / 5)) except: pass for entity in entities: if entity == player: if action_buffer == None: if realtime: libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS or libtcod.EVENT_MOUSE, key, mouse) else: while True: libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS or libtcod.EVENT_MOUSE, key, mouse) render_all(con, panel, entities, effects, map, fov_map, fov_radius, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state) libtcod.console_flush() clear_all(con, entities) if is_valid_input(key, mouse): break keys_action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse, game_state) action_buffer = (keys_action, mouse_action) if game_state != GameStates.TARGETING: targeting_item = None turn_results = entity.ai.take_action(action_buffer[0], action_buffer[1], map, fov_map, entities, game_state, targeting_item) if turn_results: for turn_result in turn_results: message = turn_result.get('message') dead_entity = turn_result.get('dead') fov_recompute = turn_result.get('fov_recompute') energy = turn_result.get('not_enough_energy') exit = turn_result.get('exit') fullscreen = turn_result.get('fullscreen') effect = turn_result.get('create effect') item_added = turn_result.get('item_added') item_dropped = turn_result.get('item_dropped') show_inventory = turn_result.get('show_inventory') drop_inventory = turn_result.get('drop_inventory') targeting = turn_result.get('targeting') show_help = turn_result.get('show_help') toggle_realtime = turn_result.get('toggle_realtime') go_deeper = turn_result.get('go_deeper') if message: message = Message(message, libtcod.white) message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) message = Message(message, libtcod.red) else: message = kill_monster(dead_entity) message = Message(message, libtcod.white) message_log.add_message(message) if effect: superimpose_effect(effect, effects) if energy == None: action_buffer = None if fov_recompute == None: fov_recompute = False if item_added: entities.remove(item_added) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if item_dropped: entities.append(item_dropped) if targeting: targeting_item = targeting message = Message( targeting_item.item_aspect.targeting_message, libtcod.yellow) message_log.add_message(message) previous_game_state = GameStates.STANDART game_state = GameStates.TARGETING if exit: if game_state in { GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.TARGETING, GameStates.HELP }: if game_state == GameStates.TARGETING: message = Message('Exited targeting', libtcod.yellow) message_log.add_message(message) game_state = previous_game_state else: return True if fullscreen: libtcod.console_set_fullscreen( not libtcod.console_is_fullscreen()) if show_help: previous_game_state = game_state game_state = GameStates.HELP if toggle_realtime: message = Message('Gamemode changed', libtcod.green) message_log.add_message(message) realtime = not realtime if go_deeper: '''clear_all(con, entities) items = [] effects = [] map = GameMap(map_width, map_height) map.initialize_tiles() map.create_map(seed+danger_level) fov_map = initialize_fov(map) nav_map = initialize_fov(map) map.place_entities(entities, 5+danger_level, 5+danger_level, player = player) player = entities[0] danger_level += 2''' pass else: action_buffer = None else: if entity.ai: turn_results = entity.ai.take_action( nav_map, entities, game_state) if turn_results: for turn_result in turn_results: message = turn_result.get('message') dead_entity = turn_result.get('dead') exit = turn_result.get('exit') fullscreen = turn_result.get('fullscreen') effect = turn_result.get('create effect') if message: message = Message(message, libtcod.white) message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity) message = Message(message, libtcod.red) else: message = kill_monster(dead_entity) message = Message(message, libtcod.white) message_log.add_message(message) if effect: superimpose_effect(effect, effects) if game_state == GameStates.PLAYER_DEAD: break
def play_game(player: Entity, entities: List[Entity], game_map: GameMap, message_log: MessageLog, game_state: GameStates, root_console: tcod.console.Console, con: tcod.console.Console, panel: tcod.console.Console) -> None: fov_recompute = True fov_map = initialize_fov(game_map) mouse = tcod.event.Point(-1, -1) if player.fighter.hp > 0: game_state = GameStates.PLAYERS_TURN else: game_state = GameStates.PLAYER_DEAD previous_game_state = game_state targeting_item = None while True: action: UserAction = {} for event in tcod.event.wait(1): if event.type == 'QUIT': # XXX: what happens if I do this when in the character screen? # or inventory? or while targeting? will the game load fine? save_game(player, entities, game_map, message_log, game_state) sys.exit() elif event.type == 'KEYDOWN': action = handle_keys(event, game_state, mouse) elif event.type == 'MOUSEMOTION': mouse = event.tile elif event.type == 'MOUSEBUTTONDOWN': mouse = event.tile action = handle_mouse(event) if action: break if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants.fov_radius, constants.fov_light_walls, constants.fov_algorithm) target_radius = 0 if targeting_item and targeting_item.item: target_radius = targeting_item.item.function_kwargs.get( 'radius', 0) render_all( root_console, con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants.screen_width, constants.screen_height, constants.bar_width, constants.panel_height, constants.panel_y, mouse, constants.colors, game_state, target_radius, ) fov_recompute = False tcod.console_flush() clear_all(con, entities) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') show_character_screen = action.get('show_character_screen') take_stairs = action.get('take_stairs') level_up = action.get('level_up') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = action.get('left_click') right_click = action.get('right_click') player_turn_results: ActionResults = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move new_x = player.x + dx new_y = player.y + dy if not game_map.is_blocked(new_x, new_y): target = get_blocking_entities_at_location( entities, new_x, new_y) if target: player_turn_results.extend(player.fighter.attack(target)) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN if wait and game_state == GameStates.PLAYERS_TURN: game_state = GameStates.ENEMY_TURN if pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if (entity.x == player.x and entity.y == player.y and entity.item): player_turn_results.extend( player.inventory.add_item(entity)) break else: message_log.add_message( Message('There is nothing here to pick up.', tcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if (inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(player.inventory.items)): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if (entity.stairs and entity.x == player.x and entity.y == player.y): save_game(player, entities, game_map, message_log, game_state) entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() break else: message_log.add_message( Message('There are no stairs here.', tcod.yellow)) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click player_turn_results.extend( player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y)) elif right_click: player_turn_results.append({ 'targeting_cancelled': True, }) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({ 'targeting_cancelled': True, }) else: save_game(player, entities, game_map, message_log, game_state) return if fullscreen: tcod.console_set_fullscreen(not tcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added: Optional[Entity] = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message( Message(f"You equipped the {equipped.name}.")) if dequipped: message_log.add_message( Message(f"You removed the {dequipped.name}.")) game_state = GameStates.ENEMY_TURN if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message(f'You gain {xp} experience points.')) if leveled_up: message_log.add_message( Message( f'Your battle skills grow stronger!' f' You reached level {player.level.current_level}!', tcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def main(): constants = get_constants() libtcod.console_set_custom_font( 'arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(constants['screen_width'], constants['screen_height'], 'rogue', False) con = libtcod.console_new(constants['screen_width'], constants['screen_height']) panel = libtcod.console_new(constants['screen_width'], constants['panel_height']) player, entities, game_map, message_log, game_state = get_game_variables( constants) fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() previous_game_state = game_state while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], constants['mouse'], constants['colors'], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(player.x + dx, player.y + dy): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: player.fighter.attack(target) attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.append(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (game_state.SHOW_INVENTORY, game_state.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') if message: message_log.add_message(message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = game_state.ENEMY_TURN if item_consumed: game_state.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, cursor, constants): colors = constants['colors'] fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYER_TURN previous_game_state = game_state # Keep track of targeting item targeting_item = None # === MAIN GAME LOOP === while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, cursor, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_width'], constants['panel_x'], mouse, constants['colors'], game_state, targeting_item, key) fov_recompute = False libtcod.console_flush() clear_all(con, entities) # === PLAYER TURN === # Handle player action action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') show_equipment = action.get('show_equipment') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] # Check what player did this turn if move and game_state == GameStates.PLAYER_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy # Check if tile is passable if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.take_step(dx, dy, game_map) # Recompute FOV everytime the player moves fov_recompute = True game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYER_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', colors['text_warning'])) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if show_equipment: previous_game_state = game_state game_state = GameStates.SHOW_EQUIPMENT if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD \ and inventory_index < len(player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( (player.inventory.use(item, entities=entities, fov_map=fov_map))) elif game_state == GameStates.SHOW_EQUIPMENT: item = player.equipment.equipped[inventory_index] player_turn_results.extend( (player.inventory.use(item, entities=entities, fov_map=fov_map))) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend((player.inventory.drop_item(item))) if take_stairs and game_state == GameStates.PLAYER_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) libtcod.console_clear(con) break else: message_log.add_message( Message('There are no stairs here.', colors['text_warning'])) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: # if select_target: # current_x, current_y = player.x, player.y # dx, dy = select_target # new_x, new_y = current_x + dx, current_y + dy if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in { GameStates.SHOW_INVENTORY, GameStates.SHOW_EQUIPMENT, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN }: game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) elif game_state == GameStates.PLAYER_DEAD: # Delete save file if player exits after dying if os.path.isfile('savegame.dat'): os.remove('savegame.dat') return True else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen( not libtcod.console_is_fullscreen()) # toggle on/off # At the end of the player's turn, evaluate results and print messages to log for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: # Remove item from map (now in inventory) entities.remove(item_added) # Takes a turn game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message( Message( 'You equipped the {0}'.format(equipped.name), colors['text_equip'])) if dequipped: message_log.add_message( Message( 'You dequipped the {0}'.format(dequipped.name), colors['text_unequip'])) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYER_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience'.format(xp))) if leveled_up: message_log.add_message( Message( 'Your battle skills grow stronger! You reached level {0}!' .format(player.level.current_level), libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP # === MONSTER TURN === if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYER_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): # bool to store whether we update fov or not fov_recompute = True fov_map = initialize_fov(game_map) # key and mouse to capture input key = libtcod.Key() mouse = libtcod.Mouse() mouse_pos = 0 # set game state game_state = GameStates.PLAYERS_TURN previous_game_state = game_state # make sure set to none targeting_item = None #-------GAME LOOP------- while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) # This is will update the mouse when it is moved. if mouse.x != mouse_pos: fov_recompute = True mouse_pos = mouse.x #if player doesn't move fov won't update. if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) #update everything render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False libtcod.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) #----ACTIONS----- move = action.get('move') pickup = action.get('pickup') show_inventory = action.get('show_inventory') inventory_index = action.get('inventory_index') drop_inventory = action.get('drop_inventory') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move fov_recompute = True destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True #after player's turn set to enemy turn game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: fov_recompute = True for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.yellow)) if show_inventory: fov_recompute = True previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: fov_recompute = True previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): fov_recompute = True item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state fov_recompute = True elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_canclled': True}) else: # save when the game is exited save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) ##-----PLAYER TURN RESULTS for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) fov_recompute = True game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: #if an entity object has an ai, it gets a turn. enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: #after all the enemies move, players turn game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants): fov_recompute = True fov_map = initialize_fov(game_map) key = tc.Key() mouse = tc.Mouse() targeting_item = None visible_enemies = [] room_enemies_index = 0 room_enemies_length = 0 event = tc.event.get() while event != "QUIT": # while not tc.console_is_window_closed(): tc.sys_check_for_event(tc.EVENT_KEY_PRESS | tc.EVENT_MOUSE, key, mouse) if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['colors'], game_state) fov_recompute = False tc.console_flush() clear_all(con, entities) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) mouse_teleport_action = handle_mouse_teleport(mouse) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') ranged_index = action.get('ranged_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') god_mode = action.get('god_mode') show_help_menu = action.get('show_help_menu') close_help_menu = action.get('close_help_menu') cycle_target = action.get('cycle_target') cycle_target_right = action.get('right_target') cycle_target_left = action.get('left_target') poisoned = action.get('poisoned') burning = action.get('burning') reveal_map = action.get('reveal_map') decrease_limb_damage = action.get('decrease_limb_damage') increase_limb_damage = action.get('increase_limb_damage') teleport = action.get('teleport') mouse_teleport = mouse_teleport_action.get('mouse_teleport') ranged = action.get('ranged') spawn_enemy_at = action.get('spawn_enemy_at') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True if player.fighter.turns_since_special <= 5: player.fighter.turns_since_special += 1 game_state = GameStates.ENEMY_TURN elif wait: if player.fighter.turns_since_special <= 5: player.fighter.turns_since_special += 1 game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', tc.yellow)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if show_help_menu: previous_game_state = game_state game_state = GameStates.SHOW_HELP_MENU if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) if ranged_index is not None and previous_game_state != GameStates.PLAYER_DEAD and ranged_index < len( player.inventory.items): item = player.inventory.items[ranged_index] if game_state == GameStates.RANGED: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y and entity.stairs.direction == 'down': entities = game_map.next_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() break elif entity.stairs and entity.x == player.x and entity.y == player.y and entity.stairs.direction == 'up': entities = game_map.previous_floor(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() break elif entity.area and entity.x == player.x and entity.y == player.y: entities = game_map.load_area(player, message_log, constants) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() break else: message_log.add_message( Message('There are no stairs here.', tc.yellow)) if cycle_target: previous_game_state = game_state game_state = GameStates.CYCLE_TARGET visible_enemies.clear() for entity in entities: if entity.ai != None: if tc.map_is_in_fov(fov_map, entity.x, entity.y): visible_enemies.append([ cycle_target_distance_to(player, entity), entity.x, entity.y, entity.name ]) if len(visible_enemies) != 0: con.default_fg = tc.black con.default_fg = tc.white con.print( int(constants['screen_width'] / 2), 1, 'Press RIGHT arrow or LEFT arrow key to cycle targets or ESCAPE to cancel targeting' .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) tc.console_blit(con, 0, 0, constants['screen_width'], constants['screen_height'], 0, 0, 0) visible_enemies.sort() room_enemies_length = len(visible_enemies) else: con.print( int(constants['screen_width'] / 2), 1, 'There are no enemies present! Press ESCAPE to cancel targeting' .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) if cycle_target_right: if len(visible_enemies) != 0: fov_recompute = True con.clear() con.default_fg = tc.black con.default_fg = tc.white con.print( int(constants['screen_width'] / 2), 1, 'Press RIGHT arrow or LEFT arrow key to cycle targets or ESCAPE to cancel targeting' .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) tc.console_blit(con, 0, 0, constants['screen_width'], constants['screen_height'], 0, 0, 0) con.draw_frame((visible_enemies[room_enemies_index][1]) - 1, (visible_enemies[room_enemies_index][2]) - 1, 3, 3, "", True, fg=tc.white, bg=tc.black) con.print((visible_enemies[room_enemies_index][1]) + 1, (visible_enemies[room_enemies_index][2]) - 2, '{0}'.format(visible_enemies[room_enemies_index][3]), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) for entity in entities: if tc.map_is_in_fov(fov_map, entity.x, entity.y): if visible_enemies[room_enemies_index][ 3] == entity.name: names = entity.name names = names + ' ' + Mage.get_stats( entity) + Fighter.get_stats(entity) con.print( (visible_enemies[room_enemies_index][1]) + 1, (visible_enemies[room_enemies_index][2]) - 2, '{0}'.format(names, tc.white), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) if room_enemies_index == room_enemies_length - 1: room_enemies_index = 0 else: room_enemies_index += 1 if cycle_target_left: if len(visible_enemies) != 0: fov_recompute = True con.clear() con.default_fg = tc.black con.default_fg = tc.white con.print( int(constants['screen_width'] / 2), 1, 'Press RIGHT arrow or LEFT arrow key to cycle targets or ESCAPE to cancel targeting' .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) tc.console_blit(con, 0, 0, constants['screen_width'], constants['screen_height'], 0, 0, 0) con.draw_frame((visible_enemies[room_enemies_index][1]) - 1, (visible_enemies[room_enemies_index][2]) - 1, 3, 3, "", True, fg=tc.white, bg=tc.black) con.print((visible_enemies[room_enemies_index][1]) + 1, (visible_enemies[room_enemies_index][2]) - 2, '{0}'.format(visible_enemies[room_enemies_index][3]), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) for entity in entities: if tc.map_is_in_fov(fov_map, entity.x, entity.y): if visible_enemies[room_enemies_index][ 3] == entity.name: names = entity.name names = names + ' ' + Mage.get_stats( entity) + Fighter.get_stats(entity) con.print( (visible_enemies[room_enemies_index][1]) + 1, (visible_enemies[room_enemies_index][2]) - 2, '{0}'.format(names, tc.white), (255, 255, 255), (0, 0, 0), 1, tc.CENTER) if room_enemies_index == 0: room_enemies_index = room_enemies_length - 1 else: room_enemies_index -= 1 if god_mode: player.fighter.hp = 2500 if poisoned: if player.fighter.is_poisoned == False: player.fighter.is_poisoned = True player.fighter.poison_turns_remaining = 5 player.color = tc.green if burning: if player.fighter.is_burning == False: player.fighter.is_burning = True player.fighter.burning_turns_remaining = 5 player.color = tc.red if reveal_map: if constants['fov_radius'] == 8: constants['fov_radius'] = 250 for i in range(len(game_map.tiles)): for j in range(len(game_map.tiles[i])): if not game_map.tiles[i][j].blocked: game_map.tiles[i][j].explored = True game_map.tiles[i][j].block_sight = False fov_map = initialize_fov(game_map) fov_recompute = True con.default_fg = tc.black con.default_fg = tc.white for entity in entities: #ALL ENTITIES # con.draw_frame(entity.x - 1, entity.y - 1 , 3, 3, "", False, fg=tc.black, bg=tc.black) #ENEMIES ONLY if entity.ai != None: #ENEMY SEEING POWER con.draw_frame(entity.x - 1, entity.y - 1, 3, 3, "", False, fg=tc.black, bg=tc.black) elif constants['fov_radius'] != 8: constants['fov_radius'] = 8 fov_recompute = True con.clear() if spawn_enemy_at: mouse_x = mouse.cx mouse_y = mouse.cy spawn_enemy(mouse_x, mouse_y, entities, game_map.dungeon_level) if increase_limb_damage: player.fighter.take_limb_damge(randint(1, 12)) if decrease_limb_damage: player.fighter.heal(randint(1, 12)) if teleport: for entity in entities: if entity.name == "Stairs Down": player.x = entity.x player.y = entity.y + 1 if mouse_teleport: player.x = mouse.cx player.y = mouse.cy if ranged: previous_game_state = game_state game_state = GameStates.RANGED if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_strength += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN, GameStates.RANGED, GameStates.TARGETING, GameStates.SHOW_TUTORIAL, GameStates.SHOW_HELP_MENU): game_state = previous_game_state elif game_state == GameStates.CYCLE_TARGET: game_state = previous_game_state con.clear() clear_all(con, entities) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() elif game_state == GameStates.TARGETING: game_state = previous_game_state player_turn_results.append({'targeting_cancelled': True}) con.clear() clear_all(con, entities) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: tc.console_set_fullscreen(not tc.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') god_mode = player_turn_result.get('god_mode') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) last_index = len(entities) pre_dead_name = dead_entity.name.replace('remains of ', '') if dead_entity.inventory != None: for items in dead_entity.inventory.items: items.x = dead_entity.x items.y = dead_entity.y entities.insert(last_index, items) message_log.add_message( Message('{0}'.format(pre_dead_name) + ' dropped' + ' {0}'.format(items.name))) message_log.add_message(message) if item_added: entities.remove(item_added) if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') unequipped = equip_result.get('unequipped') failed = equip_result.get('failed') if equipped: message_log.add_message( Message('You equipped the {0}'.format( equipped.name))) if unequipped: message_log.add_message( Message('You unequipped the {0}'.format( unequipped.name))) if failed: message_log.add_message( Message( 'You failed to equip the {0} due to your injuries' .format(failed.name))) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp))) if leveled_up: previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: # #TRACK ENEMY SPECIAL TURNS # if tc.map_is_in_fov(fov_map, entity.x, entity.y): # print(entity.name + ":" + " " + str(entity.fighter.turns_since_special)) enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) if entity.fighter.is_poisoned == True: message = entity.fighter.take_poison_damage() message_log.add_message(message) elif entity.fighter.is_burning == True: message = entity.fighter.take_burning_damage() message_log.add_message(message) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: if player.fighter.is_poisoned == True: message = player.fighter.take_poison_damage() message_log.add_message(message) elif player.fighter.is_burning == True: message = player.fighter.take_burning_damage() message_log.add_message(message) game_state = GameStates.PLAYERS_TURN if game_state == GameStates.SHOW_TUTORIAL: action = handle_tutorial_menu(key) close_tutorial = action.get('close_tutorial') if close_tutorial: con.clear() clear_all(con, entities) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() game_state = GameStates.PLAYERS_TURN if game_state == GameStates.SHOW_HELP_MENU: action = handle_help_menu(key) close_help_menu = action.get('close_help_menu') if close_help_menu: con.clear() clear_all(con, entities) fov_map = initialize_fov(game_map) fov_recompute = True con.clear() game_state = GameStates.PLAYERS_TURN
def play_game(player, entities, game_map, message_log, game_state, root_console, con, panel, constants): tdl.set_font('arial10x10.png', greyscale=True, altLayout=True) fov_recompute = True mouse_coordinates = (0, 0) previous_game_state = game_state targeting_item = None while not tdl.event.is_window_closed(): if fov_recompute: game_map.compute_fov(player.x, player.y, fov=constants['fov_algorithm'], radius=constants['fov_radius'], light_walls=constants['fov_light_walls']) render_all(con, panel, entities, player, game_map, fov_recompute, root_console, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse_coordinates, constants['colors'], game_state) tdl.flush() clear_all(con, entities) fov_recompute = False for event in tdl.event.get(): if event.type == 'KEYDOWN': user_input = event break elif event.type == 'MOUSEMOTION': mouse_coordinates = event.cell elif event.type == 'MOUSEDOWN': user_mouse_input = event break else: user_input = None user_mouse_input = None if not (user_input or user_mouse_input): continue action = handle_keys(user_input, game_state) mouse_action = handle_mouse(user_mouse_input) move = action.get('move') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if game_map.walkable[destination_x, destination_y]: target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target: attack_results = player.fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) fov_recompute = True game_state = GameStates.ENEMY_TURN elif wait: game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item( entity, constants['colors']) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', constants['colors'].get('yellow'))) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, constants['colors'], entities=entities, game_map=game_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend( player.inventory.drop_item(item, constants['colors'])) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: game_map, entities = next_floor(player, message_log, entity.stairs.floor, constants) fov_recompute = True con.clear() break else: message_log.add_message( Message('There are no stairs here.', constants['colors'].get('yellow'))) if level_up: if level_up == 'hp': player.fighter.base_max_hp += 20 player.fighter.hp += 20 elif level_up == 'str': player.fighter.base_power += 1 elif level_up == 'def': player.fighter.base_defense += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, constants['colors'], entities=entities, game_map=game_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: save_game(player, entities, game_map, message_log, game_state) return True if fullscreen: tdl.set_fullscreen(not tdl.get_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity, constants['colors']) else: message = kill_monster(dead_entity, constants['colors']) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') dequipped = equip_result.get('dequipped') if equipped: message_log.add_message( Message(f'You equipped the {equipped.name}')) if dequipped: message_log.add_message( Message(f'You dequipped the {dequipped.name}')) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp))) if leveled_up: message_log.add_message( Message( 'Your battle skills grow stronger! You reached level {0}' .format(player.level.current_level) + '!', constants['colors'].get('yellow'))) previous_game_state = game_state game_state = GameStates.LEVEL_UP if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( player, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity, constants['colors']) else: message = kill_monster(dead_entity, constants['colors']) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def main(): """ 객체 생성 """ # 플레이어 객체 생성. 위치는 맵 중앙. fighter_component = Fighter(hp=30, defense=2, power=5) luminary_component = Luminary(luminosity=10) inventory_component = Inventory(26) player = Entity(int(map_width/2),int(map_height/2),'@',tcod.white, 'You', blocks=True, render_order=RenderOrder.ACTOR, _Luminary=luminary_component, _Fighter=fighter_component, _Inventory=inventory_component) entities = [player] i_comp = Item(use_function=read,about='about activities of you and your best friend, Mary') Journal = Entity(player.x,player.y, ':', tcod.darkest_red, 'Swallowstone Journal', render_order=RenderOrder.ITEM, _Item = i_comp) i_comp = Item(use_function=talisman) Talisman = Entity(player.x,player.y, '*', tcod.lighter_purple, 'Passionflower Talisman', render_order=RenderOrder.ITEM, _Item = i_comp) player._Inventory.items.append(Journal) player._Inventory.items.append(Talisman) # 지도 객체 생성: y,x 순서는 game_map 객체에서 알아서 처리 game_map = GameMap(map_width,map_height) game_map.create_map_cave(entities, 3, 10, 10) # FOV fov_radius = max_fov_radius fov_algorithm = fov_algorithm_lit fov_recompute = True fov_map = initialize_fov(game_map) # 광원, light_map은 numpy 리스트 light_recompute = True light_map = initialize_light(game_map, fov_map, entities) # 카메라 객체 생성 camera = Camera(0,0, map_width, map_height, True) camera.update(player) """ 디버그 명령 목록 passwall: 벽 통과 가능 showpos: 플레이어 x,y좌표 표시. 다른 엔티티 좌표도 표시할 수 있게 고칠 것 """ # 디버그용 객체 생성. 디버그 기능들은 기본적으로 꺼져 있고, 인자를 넣으면 활성화 debug = Debug() # 메세지 출력용 객체 생성. message_log = MessageLog(message_x, message_width, message_height) # 키보드, 마우스 입력 처리용 객체 생성 key = tcod.Key() mouse = tcod.Mouse() # 순서 결정용 객체 생성 game_state = GameStates.PLAYERS_TURN previous_game_state = game_state targeting_item = None # 콘솔, 패널 생성 con = tcod.console.Console(screen_width, screen_height) panel = tcod.console_new(screen_width, panel_height) # 폰트 설정: 10x10파일, 이미지 파일은 그레이스케일, 배열 방식은 TCOD # tcod.console_set_custom_font('arial10x10.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD) # 폰트 설정: 32x32파일, 이미지 파일은 그레이스케일, 배열 방식은 CP437 tcod.console_set_custom_font('terminal16x16.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_CP437) # 스크린 생성: 스크린 가로/세로, 이름, 전체화면 여부 tcod.console_init_root(screen_width, screen_height, 'Mary', False, vsync=True) # TCOD 루프 while not tcod.console_is_window_closed(): """ 입력 """ # 사용자 입력을 받음: 키 누를 시, 키보드, 마우스 tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key, mouse) """ 화면 표시 """ # 플레이어 시야 if fov_recompute: recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm) if light_recompute: light_map = initialize_light(game_map, fov_map, entities) """ 화면 표시 """ # 화면 초기화 clear_all_entities(con, entities, camera) # 표시할 모든 객체를 화면에 배치함 render_all(game_state, con, panel, mouse, entities, player, game_map, fov_map, light_map, camera, message_log, fov_recompute, screen_width, screen_height, bar_width, panel_height, panel_y, colors) fov_recompute = False light_recompute = False # 화면 출력 tcod.console_flush(keep_aspect=True) # 화면 초기화 clear_all_entities(con, entities, camera) """ 입력에 대한 상호작용 """ # action 변수에 키보드 입력값을 사전 형태로 받아옴 action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') move = action.get('move') rest = action.get('rest') pickup = action.get('pickup') show_inventory = action.get('show_inventory') inventory_index = action.get('inventory_index') drop_inventory = action.get('drop_inventory') toggle_light = action.get('toggle_light') create_luminary = action.get('create_light') toggle_wall = action.get('toggle_wall') exit = action.get('exit') if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY): game_state = previous_game_state elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) else: pass #return True # 최대화면이 True일 시, 전체화면이 아니라면 콘솔을 전체화면으로 전환함 if action.get('fullscreen'): tcod.console_set_fullscreen(not tcod.console_is_fullscreen()) """ 플레이어 차례에 플레이어가 할 수 있는 행동들 """ player_turn_results = [] # move변수에 대입된 값이 있을 시 이동 if move and game_state == GameStates.PLAYERS_TURN: dx, dy = action.get('move') destix = player.x + dx destiy = player.y + dy if debug.passwall == False: if not game_map.is_blocked(destix, destiy): target = get_blocking_entities_at_location(entities, destix, destiy) if target: attack_results = player._Fighter.attack(target) player_turn_results.extend(attack_results) else: player.move(dx, dy) camera.update(player) fov_recompute = True light_recompute = True game_state = GameStates.ENEMY_TURN else: if game_map.is_blocked(player.x + dx, player.y + dy): debug.dbg_msg("You magically pass through solid wall.") player.move(dx, dy) camera.update(player) elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity._Item and entity.x == player.x and entity.y == player.y: pickup_results = player._Inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.log(Message('There is nothing here to pick up.', tcod.yellow)) if toggle_light: if player._Luminary.luminosity: player._Luminary.luminosity = 0 fov_radius = 1 fov_algorithm = fov_algorithm_dark else: player._Luminary.luminosity = player._Luminary.init_luminosity fov_radius = max_fov_radius fov_algorithm = fov_algorithm_lit fov_recompute = True light_recompute = True game_state = GameStates.ENEMY_TURN if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len( player._Inventory.items): item = player._Inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend(player._Inventory.use(item, camera=camera, entities=entities, fov_map=fov_map, screen_width = screen_width, screen_height = screen_height)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player._Inventory.drop_item(item)) if game_state == GameStates.TARGETING: if left_click: target_x, target_y = left_click item_use_results = player._Inventory.use(targeting_item, entities=entities, fov_map=fov_map, camera=camera, screen_width = screen_width, screen_height = screen_height, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({'targeting_cancelled': True}) if rest: game_state = GameStates.ENEMY_TURN for r in player_turn_results: message = r.get('message') dead_entity = r.get('dead') item_added = r.get('item_added') item_consumed = r.get('consumed') item_used = r.get('used') item_dropped = r.get('item_dropped') targeting = r.get('targeting') targeting_cancelled = r.get('targeting_cancelled') if message: message_log.log(message) if targeting_cancelled: game_state = previous_game_state message_log.log(Message('Targeting cancelled')) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.log(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed or item_used: game_state = GameStates.ENEMY_TURN if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.log(targeting_item._Item.targeting_message) """ 적의 차례에 적이 할 수 있는 행동들 """ if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.name == 'light source': pass #message_log.log(F"The {entity.name} is glowing") elif entity._Ai: enemy_turn_results = entity._Ai.take_turn(player, fov_map, game_map, entities) for er in enemy_turn_results: message = er.get('message') dead_entity = er.get('dead') if message: message_log.log(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: message = kill_monster(dead_entity) message_log.log(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN """ 디버그 기능들 """ # 플레이어 위치 표시 if debug.showpos: debug.show_pos(player,'player') # 벽 설치 if toggle_wall: game_map.toggle_wall(player.x, player.y) # 지형이 변했으니 새로 지형 맵을 짜야 함 fov_map = initialize_fov(game_map) light_recompute = True if create_luminary: game_map.create_luminary(entities, player.x, player.y, 15) # 광원이 새로 생겼으니 다시 계산 light_recompute = True
def play_game(player, entities, game_map, message_log, game_state, con, message_panel, char_info_panel, area_info_panel, under_mouse_panel, constants, floor_index, original_entity_index, entity_index, fov_index): fov_recompute = True fov_map = initialize_fov(game_map) key = libtcod.Key() mouse = libtcod.Mouse() game_state = GameStates.PLAYERS_TURN previous_game_state = game_state mouse_x = mouse.cx old_mouse_x = mouse_x mouse_y = mouse.cy old_mouse_y = mouse_y #attack_animation_x = 0 #attack_animation_y = 0 clean_map = False #attacked = False #animation_time = 200 #animation_distance = 0 targeting_item = None equipment_choice = 0 npc = None item = None while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) """ if animation_time == 0: if attacked: animation_distance += 1 animation_time = 200 if animation_distance == 5: animation_distance = 0 attacked = False """ if clean_map == True: fov_recompute = True clean_map = False if fov_recompute: recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm']) render_all(con, message_panel, char_info_panel, area_info_panel, under_mouse_panel, entities, player, game_map, fov_map, fov_recompute, message_log, constants['screen_width'], constants['screen_height'], constants['bar_width'], constants['panel_height'], constants['panel_y'], mouse, constants['tiles'], constants['colors'], game_state, npc, targeting_item, item, equipment_choice) fov_recompute = False libtcod.console_flush() clear_all(con, entities, fov_map, game_map) action = handle_keys(key, game_state) mouse_action = handle_mouse(mouse) ############################################ if game_state == GameStates.EQUIPMENT_SCREEN and not action.get( 'exit'): for equipment in action: if equipment: equipment_choice = equipment break ############################################ move = action.get('move') ranged_attack = action.get('ranged_attack') interact = action.get('interact') inspect_item = action.get('inspect_item') wait = action.get('wait') pickup = action.get('pickup') show_inventory = action.get('show_inventory') drop_inventory = action.get('drop_inventory') inventory_index = action.get('inventory_index') take_stairs = action.get('take_stairs') level_up = action.get('level_up') show_character_screen = action.get('show_character_screen') show_equipment_screen = action.get('show_equipment_screen') exit = action.get('exit') fullscreen = action.get('fullscreen') left_click = mouse_action.get('left_click') right_click = mouse_action.get('right_click') player_turn_results = [] if move and game_state == GameStates.PLAYERS_TURN: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): target = get_blocking_entities_at_location( entities, destination_x, destination_y) if target and not target.invulnerable: attack_results = player.combat_class.attack(target) player_turn_results.extend(attack_results) clean_map = True elif not target: player.move(dx, dy) if player.combat_class.turns_until_rest == 0: pass else: player.combat_class.turns_until_rest -= 1 fov_recompute = True game_state = GameStates.ENEMY_TURN elif move and game_state == GameStates.INTERACT: dx, dy = move destination_x = player.x + dx destination_y = player.y + dy if not game_map.is_blocked(destination_x, destination_y): blocking_target = get_blocking_entities_at_location( entities, destination_x, destination_y) non_blocking_target = get_non_blocking_entities_at_location( entities, destination_x, destination_y) if blocking_target: try: if blocking_target.dialogue.dialogue: npc = blocking_target except (AttributeError): pass if blocking_target.bonfire is not None: message_log.add_message( Message( 'You see a mysterious bonfire. You cannot resist touching it', libtcod.light_violet)) entity_index = blocking_target.bonfire.reset_entities( game_map, original_entity_index, entity_index) game_state = GameStates.PLAYERS_TURN else: message_log.add_message( Message('You see {0}'.format(blocking_target.name), libtcod.white)) elif non_blocking_target: message_log.add_message( Message('You see {0}'.format(non_blocking_target.name), libtcod.white)) else: message_log.add_message( Message('There is nothing to inspect here.', libtcod.white)) elif wait: if player.combat_class.turns_until_rest == 0: pass else: player.combat_class.turns_until_rest -= 1 message = player.combat_class.rest() message_log.add_message(Message(message, libtcod.green)) game_state = GameStates.ENEMY_TURN elif pickup and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.item and entity.x == player.x and entity.y == player.y: pickup_results = player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: message_log.add_message( Message('There is nothing here to pick up.', libtcod.white)) if show_inventory: previous_game_state = game_state game_state = GameStates.SHOW_INVENTORY if drop_inventory: previous_game_state = game_state game_state = GameStates.DROP_INVENTORY if interact: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.INTERACT message_log.add_message(Message('You begin to look around.')) if ranged_attack: if player.equipment.main_hand.equippable.ranged: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING message_log.add_message(Message('Choose a target to attack.')) else: message_log.add_message( Message('This weapon cannot attack at range.')) if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and \ inventory_index < len(player.inventory.items): item = player.inventory.items[inventory_index] if game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( player.inventory.use(item, entities=entities, fov_map=fov_map)) elif game_state == GameStates.DROP_INVENTORY: player_turn_results.extend(player.inventory.drop_item(item)) elif game_state == GameStates.CHOOSE_ITEM_TO_INSPECT: previous_game_state = GameStates.CHOOSE_ITEM_TO_INSPECT game_state = GameStates.INSPECT_ITEM message_log.add_message( Message('You inspect the {0}.'.format(item.name))) if take_stairs and game_state == GameStates.PLAYERS_TURN: for entity in entities: if entity.stairs and entity.x == player.x and entity.y == player.y: if entity.name == 'Stairs Down': if len(floor_index) == game_map.dungeon_level: entities = game_map.new_floor( player, message_log, constants) fov_map = initialize_fov(game_map) floor_index.append(game_map.tiles) entity_index.append(entities) original_entity_index.append(entities) fov_index.append(fov_map) fov_recompute = True libtcod.console_clear(con) break elif len(floor_index) > game_map.dungeon_level: # Update the entity index with the floors NEW entity list entity_index[game_map.dungeon_level - 1] = entities entities, player, fov_map = game_map.next_floor( player, entity_index, floor_index, fov_index, message_log, constants) fov_recompute = True libtcod.console_clear(con) break elif entity.name == 'Stairs Up': entity_index[game_map.dungeon_level - 1] = entities entities, player, fov_map = game_map.previous_floor( player, entity_index, floor_index, fov_index, message_log, constants) fov_recompute = True libtcod.console_clear(con) break else: message_log.add_message( Message('There are no stairs here.', libtcod.yellow)) if level_up: if level_up == 'str': player.combat_class.base_strength += 1 elif level_up == 'dex': player.combat_class.base_dexterity += 1 elif level_up == 'sta': player.combat_class.base_stamina += 1 elif level_up == 'int': player.combat_class.base_intelligence += 1 game_state = previous_game_state if show_character_screen: previous_game_state = game_state game_state = GameStates.CHARACTER_SCREEN if show_equipment_screen: previous_game_state = game_state game_state = GameStates.EQUIPMENT_SCREEN if game_state == GameStates.TARGETING: mouse_x = mouse.cx mouse_y = mouse.cy if (old_mouse_y != mouse_y or old_mouse_x != mouse_x) and libtcod.map_is_in_fov( fov_map, mouse_x, mouse_y): fov_recompute = True elif libtcod.map_is_in_fov( fov_map, old_mouse_x, old_mouse_y) and not libtcod.map_is_in_fov( fov_map, mouse_x, mouse_y): clean_map = True old_mouse_x = mouse_x old_mouse_y = mouse_y if left_click and targeting_item != None: target_x, target_y = left_click item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_x=target_x, target_y=target_y) player_turn_results.extend(item_use_results) fov_recompute = True elif right_click: player_turn_results.append({'targeting_cancelled': True}) fov_recompute = True elif left_click and targeting_item == None: target_x, target_y = left_click if not game_map.tiles[target_x][target_y].blocked: target = get_blocking_entities_at_location( entities, target_x, target_y) else: message_log.add_message( Message('You can\'t attack that.', libtcod.yellow)) if target and not target.invulnerable: attack_results = player.combat_class.attack(target) player_turn_results.extend(attack_results) fov_recompute = True game_state = GameStates.ENEMY_TURN if game_state == GameStates.SHOW_INVENTORY: if inspect_item: previous_game_state = game_state game_state = GameStates.CHOOSE_ITEM_TO_INSPECT message_log.add_message( Message('Choose an item to inspect.', libtcod.yellow)) if game_state == GameStates.EQUIPMENT_SCREEN: if equipment_choice: previous_game_state = game_state game_state = GameStates.EQUIPMENT_DETAILS if exit: if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN, GameStates.INTERACT): if game_state == (GameStates.INTERACT): player_turn_results.append({'interacting_cancelled': True}) game_state = previous_game_state npc = None else: game_state = previous_game_state elif game_state == GameStates.CHOOSE_ITEM_TO_INSPECT: game_state = GameStates.SHOW_INVENTORY previous_game_state = GameStates.PLAYERS_TURN message_log.add_message( Message('Item inspection cancelled.', libtcod.yellow)) elif game_state == GameStates.INSPECT_ITEM: game_state = previous_game_state elif game_state == GameStates.EQUIPMENT_SCREEN: game_state = GameStates.PLAYERS_TURN elif game_state == GameStates.EQUIPMENT_DETAILS: game_state = previous_game_state equipment_choice = False elif game_state == GameStates.TARGETING: player_turn_results.append({'targeting_cancelled': True}) game_state = previous_game_state fov_recompute = True else: libtcod.console_clear(0) save_game(player, entities, game_map, message_log, game_state, floor_index, original_entity_index, entity_index, fov_index) return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) for player_turn_result in player_turn_results: message = player_turn_result.get('message') dead_entity = player_turn_result.get('dead') item_added = player_turn_result.get('item_added') item_consumed = player_turn_result.get('consumed') item_dropped = player_turn_result.get('item_dropped') equip = player_turn_result.get('equip') targeting = player_turn_result.get('targeting') targeting_cancelled = player_turn_result.get('targeting_cancelled') xp = player_turn_result.get('xp') interacting_cancelled = player_turn_result.get( 'interacting_cancelled') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player(dead_entity) else: dead_entity.alive = False message = kill_monster(dead_entity) message_log.add_message(message) if item_added: entities.remove(item_added) game_state = GameStates.ENEMY_TURN if item_consumed: game_state = GameStates.ENEMY_TURN if equip: equip_results = player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped = equip_result.get('equipped') unequipped = equip_result.get('unequipped') if equipped: message_log.add_message( Message('You equipped the {0}.'.format( equipped.name))) if unequipped: message_log.add_message( Message('You unequipped the {0}.'.format( unequipped.name))) game_state = GameStates.ENEMY_TURN if targeting: previous_game_state = GameStates.PLAYERS_TURN game_state = GameStates.TARGETING targeting_item = targeting message_log.add_message(targeting_item.item.targeting_message) if targeting_cancelled: game_state = previous_game_state message_log.add_message(Message('Targeting cancelled.')) if interacting_cancelled: game_state = previous_game_state message_log.add_message(Message('You stop looking around.')) if xp: leveled_up = player.level.add_xp(xp) message_log.add_message( Message('You gain {0} experience points.'.format(xp), libtcod.lighter_yellow)) if leveled_up: message_log.add_message( Message( 'Your skills grow more honed. You reach level {0}'. format(player.level.current_level) + "!", libtcod.yellow)) previous_game_state = game_state game_state = GameStates.LEVEL_UP if item_dropped: entities.append(item_dropped) game_state = GameStates.ENEMY_TURN if game_state == GameStates.ENEMY_TURN: for entity in entities: if entity.ai: if wait: enemy_turn_results = entity.ai.approach_player_on_wait( player, fov_map, game_map, entities) else: enemy_turn_results = entity.ai.take_turn( player, fov_map, game_map, entities) for enemy_turn_result in enemy_turn_results: message = enemy_turn_result.get('message') dead_entity = enemy_turn_result.get('dead') if message: message_log.add_message(message) if dead_entity: if dead_entity == player: message, game_state = kill_player( dead_entity) else: message = kill_monster(dead_entity) message_log.add_message(message) if game_state == GameStates.PLAYER_DEAD: break if game_state == GameStates.PLAYER_DEAD: break else: game_state = GameStates.PLAYERS_TURN
def play_game(game: Game): game.fov_map: tcod.map.Map = initialize_fov(game.game_map) game.game_state: GameStates = GameStates.PLAYER_TURN game.previous_state: GameStates = game.game_state game.camera: Camera = Camera(player=game.player, width=CONSTANTS.camera_width, height=CONSTANTS.camera_height) game.camera.fov_update: bool = True targeting_item: Optional[Entity] = None mouse_position: Point = Point(x=blt.state(blt.TK_MOUSE_X) // 2, y=blt.state(blt.TK_MOUSE_Y) // 2) while game.game_running: if game.camera.fov_update: recompute_fov( fov_map=game.fov_map, point=game.player.position, radius=CONSTANTS.fov_radius, light_walls=CONSTANTS.fov_light_walls, algorithm=CONSTANTS.fov_algorithm, ) render_all( entities=game.entities, player=game.player, game_map=game.game_map, fov_map=game.fov_map, camera=game.camera, message_log=game.message_log, ui_panel=CONSTANTS.ui_panel, bar_width=CONSTANTS.bar_width, mouse_position=mouse_position, game_state=game.game_state, ) game.camera.fov_update = False if blt.has_input(): terminal_input: int = blt.read() mouse_position: Point = Point(x=blt.state(blt.TK_MOUSE_X) // 2, y=blt.state(blt.TK_MOUSE_Y) // 2) action: dict = handle_keys(key=terminal_input, game_state=game.game_state) mouse_action: dict = handle_mouse(key=terminal_input) movement: Optional[Point] = action.get("move") wait: bool = action.get("wait", False) pickup: bool = action.get("pickup", False) show_inventory: bool = action.get("show_inventory", False) drop_inventory: bool = action.get("drop_inventory", False) inventory_index: Optional[int] = action.get("inventory_index") take_stairs: bool = action.get("take_stairs", False) level_up: str = action.get("level_up") show_character_screen: bool = action.get("show_character_screen", False) exit_action: bool = action.get("exit", False) left_click: Point = mouse_action.get("left_click") right_click: Point = mouse_action.get("right_click") player_turn_results: List = [] if movement and game.game_state == GameStates.PLAYER_TURN: destination = game.player.position + movement if not game.game_map.is_blocked(destination): target = get_blocking_entities_at_location( entities=game.entities, destination=destination) if target: attack_results = game.player.fighter.attack( target=target) player_turn_results.extend(attack_results) else: game.player.move(movement) game.camera.recenter() game.change_state(GameStates.ENEMY_TURN) elif wait: game.change_state(GameStates.ENEMY_TURN) elif pickup and game.game_state == GameStates.PLAYER_TURN: for entity in game.entities: if entity.item and entity.position == game.player.position: pickup_results = game.player.inventory.add_item(entity) player_turn_results.extend(pickup_results) break else: game.message_log.add_message( Message("There is nothing here to pick up.")) if show_inventory: game.change_state(GameStates.SHOW_INVENTORY) if drop_inventory: game.change_state(GameStates.DROP_INVENTORY) if (inventory_index is not None and game.previous_state != GameStates.PLAYER_DEAD and inventory_index < len(game.player.inventory.items)): item = game.player.inventory.items[inventory_index] if game.game_state == GameStates.SHOW_INVENTORY: player_turn_results.extend( game.player.inventory.use(item, entities=game.entities, fov_map=game.fov_map)) elif game.game_state == GameStates.DROP_INVENTORY: player_turn_results.extend( game.player.inventory.drop_item(item)) if take_stairs and game.game_state == GameStates.PLAYER_TURN: for entity in game.entities: if entity.stairs and entity.position == game.player.position: game.next_floor() game.fov_map = initialize_fov(game.game_map) game.camera.fov_update = True break else: game.message_log.add_message( Message("There are no stairs here.", Colors.YELLOW)) if level_up: if level_up == "hp": game.player.fighter.base_max_hp += 20 game.player.fighter.hp += 20 elif level_up == "str": game.player.fighter.base_power += 1 elif level_up == "dex": game.player.fighter.base_defense += 1 game.change_state(game.previous_state) if show_character_screen: game.change_state(GameStates.CHARACTER_SCREEN) if game.game_state == GameStates.TARGETING: if left_click: target_position: Point = game.camera.map_point(left_click) item_use_results = game.player.inventory.use( targeting_item, entities=game.entities, fov_map=game.fov_map, target_position=target_position, ) player_turn_results.extend(item_use_results) elif right_click: player_turn_results.append({"targeting_cancelled": True}) if exit_action: if game.game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN): game.change_state(GameStates.PLAYER_TURN) elif game.game_state == GameStates.TARGETING: player_turn_results.append({"targeting_cancelled": True}) else: game.save_game() game.game_running = False for player_turn_result in player_turn_results: message: Optional[Message] = player_turn_result.get("message") dead_entity: Optional[Entity] = player_turn_result.get("dead") item_added: Optional[Entity] = player_turn_result.get( "item_added") item_consumed: Optional[Entity] = player_turn_result.get( "consumed") item_dropped: Optional[Entity] = player_turn_result.get( "item_dropped") equip: Optional[Entity] = player_turn_result.get("equip") targeting: Optional[Entity] = player_turn_result.get( "targeting") xp: Optional[int] = player_turn_result.get("xp") targeting_cancelled: bool = player_turn_result.get( "targeting_cancelled", False) if message: game.message_log.add_message(message) if targeting_cancelled: game.game_state = game.previous_state game.message_log.add_message( Message("Targeting cancelled")) if xp: leveled_up = game.player.level.add_xp(xp=xp) game.message_log.add_message( Message(f"You gain {xp} experience points.")) if leveled_up: game.message_log.add_message( Message( f"Your battle skills grow stronger! You reached level {game.player.level.current_level}!", Colors.YELLOW)) game.change_state(GameStates.LEVEL_UP) if dead_entity: if dead_entity == game.player: message = kill_player(player=dead_entity) game.change_state(GameStates.PLAYER_DEAD) else: message = kill_monster(monster=dead_entity) game.message_log.add_message(message) if item_added: game.entities.remove(item_added) game.change_state(GameStates.ENEMY_TURN) game.camera.fov_update = True if item_consumed: game.change_state(GameStates.ENEMY_TURN) if targeting: game.change_state(GameStates.TARGETING) targeting_item: Entity = targeting game.message_log.add_message( targeting_item.item.targeting_message) if item_dropped: game.entities.append(item_dropped) game.change_state(GameStates.ENEMY_TURN) if equip: equip_results = game.player.equipment.toggle_equip(equip) for equip_result in equip_results: equipped: Optional[Entity] = equip_result.get( "equipped") dequipped: Optional[Entity] = equip_result.get( "dequipped") if equipped: game.message_log.add_message( Message(f"You equipped the {equipped.name}")) if dequipped: game.message_log.add_message( Message(f"You dequipped the {dequipped.name}")) game.change_state(GameStates.ENEMY_TURN) if game.game_state == GameStates.ENEMY_TURN: for entity in game.entities: if entity.ai: enemy_turn_results = entity.ai.take_turn( target=game.player, fov_map=game.fov_map, game_map=game.game_map, entities=game.entities, ) for enemy_turn_result in enemy_turn_results: message: Optional[Message] = enemy_turn_result.get( "message") dead_entity = enemy_turn_result.get("dead") if message: game.message_log.add_message(message) if dead_entity: if dead_entity == game.player: message = kill_player(player=dead_entity) game.change_state(GameStates.PLAYER_DEAD) else: message = kill_monster(monster=dead_entity) game.message_log.add_message(message) if game.game_state == GameStates.PLAYER_DEAD: break else: game.change_state(GameStates.PLAYER_TURN)