def ask_direction(action): #Ask the player in which direction they want to perform an action. render.info('Which direction do you want to ' + action + '?') x = data.player.x y = data.player.y choice_made = False while not libtcod.console_is_window_closed() and x == data.player.x and y == data.player.y : libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True) if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8: y -= 1 elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2: y += 1 elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4: x -= 1 elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6: x += 1 elif key.vk == libtcod.KEY_KP7: x -= 1 y -= 1 elif key.vk == libtcod.KEY_KP9: x += 1 y -= 1 elif key.vk == libtcod.KEY_KP1: x -= 1 y += 1 elif key.vk == libtcod.KEY_KP3: x += 1 y += 1 elif key.vk == libtcod.KEY_ESCAPE: render.message('No direction selected') break return (x, y)
def player_death(mob): #Death function for the player. #This function ends the game. mob.char = '%' mob.color = libtcod.dark_red mob.blocks = False render.message('You have died!', libtcod.dark_red) mob.name = 'Remains of ' + mob.name data.game_state = 'dead'
def player_death(mob): #Death function for the player. #This function ends the game. mob.char = '%' mob.color = libtcod.dark_red mob.blocks = False render.message('You have died!', libtcod.dark_red) mob.name = 'Remains of ' + mob.name data.game_state = 'dead'
def mob_death(mob): #Death function for a generic mob. mob.char = '%' mob.color = libtcod.dark_red mob.blocks = False mob.creature = None mob.item = Item() mob.ai = None mob.item.owner = mob render.message('The ' + mob.name +' has died!') mob.name = 'Remains of ' + mob.name
def mob_death(mob): #Death function for a generic mob. mob.char = '%' mob.color = libtcod.dark_red mob.blocks = False mob.creature = None mob.item = Item() mob.ai = None mob.item.owner = mob render.message('The ' + mob.name + ' has died!') mob.name = 'Remains of ' + mob.name
def drop(self, target): self.owner.x = target.x self.owner.y = target.y self.owner.X = target.X self.owner.Y = target.Y if self.owner.equipment and self.owner.equipment.is_equipped: self.owner.equipment.dequip() data.current_area.objects.append(self.owner) target.inventory.remove(self.owner) self.owner.send_to_back() if self.owner.light_map: render.initialise_fov() render.message('You dropped a ' + self.owner.name + '.', color=libtcod.desaturated_red)
def drop(self, target): self.owner.x = target.x self.owner.y = target.y self.owner.X = target.X self.owner.Y = target.Y if self.owner.equipment and self.owner.equipment.is_equipped: self.owner.equipment.dequip() data.current_area.objects.append(self.owner) target.inventory.remove(self.owner) self.owner.send_to_back() if self.owner.light_map: render.initialise_fov() render.message('You dropped a ' + self.owner.name + '.', color=libtcod.desaturated_red)
def ask_direction(action): #Ask the player in which direction they want to perform an action. render.info('Which direction do you want to ' + action + '?') x = data.player.x y = data.player.y choice_made = False while not libtcod.console_is_window_closed( ) and x == data.player.x and y == data.player.y: libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True) if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8: y -= 1 elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2: y += 1 elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4: x -= 1 elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6: x += 1 elif key.vk == libtcod.KEY_KP7: x -= 1 y -= 1 elif key.vk == libtcod.KEY_KP9: x += 1 y -= 1 elif key.vk == libtcod.KEY_KP1: x -= 1 y += 1 elif key.vk == libtcod.KEY_KP3: x += 1 y += 1 elif key.vk == libtcod.KEY_ESCAPE: render.message('No direction selected') break return (x, y)
def attack(self, target): if self.to_hit(target): damage = self.strength - target.creature.toughness - 2 + dice(2, 3) if damage > 0: #Make the target take damage. render.message('The ' + self.owner.name + ' attacks the ' + target.name + ' for ' + str(damage) + ' damage.', libtcod.light_green) target.creature.take_damage(damage) else: #Message to let the player know that no damage was done. render.message('The ' + self.owner.name + ' attacks the ' + target.name + ' but the blow glances away!', libtcod.light_red) else: #Message that the attack missed. render.message('The ' + self.owner.name + ' attacks the ' + target.name + ' but the shot is parried', libtcod.red)
def pinkie_pie(): img = 'pinkie50x50.png' i = talk('Hi there! I\'m Pinkie! What\'s your name?', ['Anon', 'Player', 'Why should I tell you?'], img) if i == 0: talk('Nice to meet you Anon!', [], img) render.message('Pinkie skips away, happily.') elif i == 1: talk('Tee-hee! That\'s a funny name!', [], img) render.message('Pinkie skips away, happily.') elif i == 2: talk('Why are you such a meanie-pants?', [], img) render.message('Pinkie walks away.')
def attack(self, target): if self.to_hit(target): damage = self.strength - target.creature.toughness - 2 + dice(2, 3) if damage > 0: #Make the target take damage. render.message( 'The ' + self.owner.name + ' attacks the ' + target.name + ' for ' + str(damage) + ' damage.', libtcod.light_green) target.creature.take_damage(damage) else: #Message to let the player know that no damage was done. render.message( 'The ' + self.owner.name + ' attacks the ' + target.name + ' but the blow glances away!', libtcod.light_red) else: #Message that the attack missed. render.message( 'The ' + self.owner.name + ' attacks the ' + target.name + ' but the shot is parried', libtcod.red)
def handle_keys(): global key # if key.vk == libtcod.KEY_ENTER and key.lalt: # #Alt+Enter: toggle fullscreen # libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) if key.vk == libtcod.KEY_ESCAPE: return 'exit' #exit game if data.game_state == 'playing': #movement keys if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8: player_move_or_attack(0, -1) elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2: player_move_or_attack(0, 1) elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4: player_move_or_attack(-1, 0) elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6: player_move_or_attack(1, 0) elif key.vk == libtcod.KEY_KP7: player_move_or_attack(-1, -1) elif key.vk == libtcod.KEY_KP9: player_move_or_attack(1, -1) elif key.vk == libtcod.KEY_KP1: player_move_or_attack(-1, 1) elif key.vk == libtcod.KEY_KP3: player_move_or_attack(1, 1) elif key.vk == libtcod.KEY_KP5: pass #wait a turn else: #test for other keys key_char = chr(key.c) if key_char == 't': #[t]est key, currently testing the menu function. # options = multi_objects_menu('pony choice', ['Rarity', 'Applejack', 'Rainbow Dash'], 30) # print options # if option == 0: # print 'Generosity' # elif option == 1: # print 'Honesty' # elif option == 2: # print 'Loyalty' # else: print 'menu error' # for object in data.current_areas.objects: # print object.name + ':' # if object.inventory and len(object.inventory) > 0: # for item in object.inventory: # equipped = '' # if item.equipment and item.equipment.is_equipped: # equipped = ' E' # print item.name + equipped # else: # print object.inventory # print '' coords = ask_direction('talk') for object in data.current_area.objects: if object.x == coords[0] and object.y == coords[ 1] and object.talk_function: object.talk_function() # print 'Nothing to see here!' if key_char == 'g': #Picking up / [g]rabbing items. for object in data.current_areas.objects: if object.x == data.player.x and object.y == data.player.y and object.item and object != data.player: object.item.pick_up(data.player) if key_char == 'i': #Showing the inventory and using an item. if len(data.inv) > 0: list = [] for object in data.inv: equipped = '' if object.equipment: if object.equipment.is_equipped: equipped = ' (Equipped)' list.append(object.name + equipped) to_use = render.menu('Inventory', list) if to_use != None: if data.inv[to_use].item.use_function: data.inv[to_use].item.use_function() else: render.message('You can\'t use that item.') else: render.message('You have nothing in your inventory.') if key_char == 'd': #[d]rop an item. if len(data.inv) > 0: list = [] for object in data.inv: equipped = '' if object.equipment: if object.equipment.is_equipped: equipped = ' (Equipped)' list.append(object.name + equipped) to_drop = render.menu('Drop Item', list) if to_drop != None: data.inv[to_drop].item.drop(data.player) else: render.message('You have nothing to drop.') #Multiple-item dropping is disabled until I find a consise and robust way of handling it. # if key_char == 'D': # #[D]rop multiple items. # if len(data.inv) > 0: # to_drop = multi_objects_menu('Drop Item', data.inv , 30) # if to_drop != None: # for object in to_drop: # object.item.drop(data.player) # else: # render.message('You have nothing to drop.') if key_char == '<': #Go up stairs. for object in data.current_areas.objects: if object.stairs and object.x == data.player.x and object.y == data.player.y: object.stairs.go_up(data.player) if key_char == '>': #Go up stairs. for object in data.current_areas.objects: if object.stairs and object.x == data.player.x and object.y == data.player.y: object.stairs.go_down(data.player) return 'didnt-take-turn'
def equip(self): self.is_equipped = True render.message('You equipped the ' + self.owner.name)
def handle_keys(): global key # if key.vk == libtcod.KEY_ENTER and key.lalt: # #Alt+Enter: toggle fullscreen # libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) if key.vk ==libtcod.KEY_ESCAPE: return 'exit' #exit game if data.game_state == 'playing': #movement keys if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8: player_move_or_attack(0, -1) elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2: player_move_or_attack(0, 1) elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4: player_move_or_attack(-1, 0) elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6: player_move_or_attack(1, 0) elif key.vk == libtcod.KEY_KP7: player_move_or_attack(-1, -1) elif key.vk == libtcod.KEY_KP9: player_move_or_attack(1, -1) elif key.vk == libtcod.KEY_KP1: player_move_or_attack(-1, 1) elif key.vk == libtcod.KEY_KP3: player_move_or_attack(1, 1) elif key.vk == libtcod.KEY_KP5: pass #wait a turn else: #test for other keys key_char = chr(key.c) if key_char == 't': #[t]est key, currently testing the menu function. # options = multi_objects_menu('pony choice', ['Rarity', 'Applejack', 'Rainbow Dash'], 30) # print options # if option == 0: # print 'Generosity' # elif option == 1: # print 'Honesty' # elif option == 2: # print 'Loyalty' # else: print 'menu error' # for object in data.current_areas.objects: # print object.name + ':' # if object.inventory and len(object.inventory) > 0: # for item in object.inventory: # equipped = '' # if item.equipment and item.equipment.is_equipped: # equipped = ' E' # print item.name + equipped # else: # print object.inventory # print '' coords = ask_direction('talk') for object in data.current_area.objects: if object.x == coords[0] and object.y == coords[1] and object.talk_function: object.talk_function() # print 'Nothing to see here!' if key_char == 'g': #Picking up / [g]rabbing items. for object in data.current_areas.objects: if object.x == data.player.x and object.y == data.player.y and object.item and object != data.player: object.item.pick_up(data.player) if key_char == 'i': #Showing the inventory and using an item. if len (data.inv) > 0: list = [] for object in data.inv: equipped = '' if object.equipment: if object.equipment.is_equipped: equipped = ' (Equipped)' list.append(object.name + equipped) to_use = render.menu('Inventory', list) if to_use != None: if data.inv[to_use].item.use_function: data.inv[to_use].item.use_function() else: render.message('You can\'t use that item.') else: render.message('You have nothing in your inventory.') if key_char == 'd': #[d]rop an item. if len(data.inv) > 0: list = [] for object in data.inv: equipped = '' if object.equipment: if object.equipment.is_equipped: equipped = ' (Equipped)' list.append(object.name + equipped) to_drop = render.menu('Drop Item', list) if to_drop != None: data.inv[to_drop].item.drop(data.player) else: render.message('You have nothing to drop.') #Multiple-item dropping is disabled until I find a consise and robust way of handling it. # if key_char == 'D': # #[D]rop multiple items. # if len(data.inv) > 0: # to_drop = multi_objects_menu('Drop Item', data.inv , 30) # if to_drop != None: # for object in to_drop: # object.item.drop(data.player) # else: # render.message('You have nothing to drop.') if key_char == '<': #Go up stairs. for object in data.current_areas.objects: if object.stairs and object.x == data.player.x and object.y == data.player.y: object.stairs.go_up(data.player) if key_char == '>': #Go up stairs. for object in data.current_areas.objects: if object.stairs and object.x == data.player.x and object.y == data.player.y: object.stairs.go_down(data.player) return 'didnt-take-turn'
def dequip(self): self.is_equipped = False render.message('You dequipped the ' + self.owner.name)
def pick_up(self, target): #Picking up the object. target.inventory.append(self.owner) data.current_area.objects.remove(self.owner) render.message(target.name + ' picked up a ' + self.owner.name + '.', color=libtcod.desaturated_green)
def dequip(self): self.is_equipped = False render.message('You dequipped the ' + self.owner.name)
def equip(self): self.is_equipped = True render.message('You equipped the ' + self.owner.name)
def pick_up(self, target): #Picking up the object. target.inventory.append(self.owner) data.current_area.objects.remove(self.owner) render.message(target.name + ' picked up a ' + self.owner.name + '.', color=libtcod.desaturated_green)