Beispiel #1
0
    def mouse_resize(self, mouse):
        brx, bry = 0, 0
        root = tc.R.active_root

        self.raise_window(True)
        utils.copy_windows_to_console([win for win in self.wmanager.window_stack if win is not self],
                                tc.R.scratch)
        tc.R.scratch.blit(tc.R.temp_console, self.tlx, self.tly, self.width,
                          self.height, 0, 0, 1.0, 1.0)
        tc.R.scratch.copy_to_console(root)  # copy-console-to-console
        self.copy_to_console(root)  # copy-window-to-console
        root.flush()
        key = tcod.Key()
        while mouse.lbutton:
            tcod.sys_check_for_event(tcod.EVENT_MOUSE, key, mouse)
            brx = utils.clamp(self.tlx, tc.R.screen_width() - 1, mouse.cx)
            bry = utils.clamp(self.tly, tc.R.screen_height() - 1, mouse.cy)
            if not (brx == self.brx and bry == self.bry):
                # Erase window
                tc.R.temp_console.blit(root, 0, 0, self.width, self.height,
                                       self.tlx, self.tly, 1.0, 1.0)
                self.resize(brx - self.tlx, bry - self.tly)
                self.prepare()
                # Save part of root console that win is covering
                tc.R.scratch.blit(tc.R.temp_console, self.tlx, self.tly,
                                  self.width, self.height,
                                  0, 0, 1.0, 1.0)
                # Copy win to root
                self.copy_to_console(root)
            root.flush()
def play_game():
    global key, mouse
 
    player_action = None
 
    mouse = libtcod.Mouse()
    key = libtcod.Key()
    while not libtcod.console_is_window_closed():
        #render the screen
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
        render_all()
 
        libtcod.console_flush()
 
        #level up if needed
        check_level_up()
 
        #erase all objects at their old locations, before they move
        for object in objects:
            object.clear()
 
        #handle keys and exit game if needed
        player_action = handle_keys()
        if player_action == 'exit':
            save_game()
            break
 
        #let monsters take their turn
        if game_state == 'playing' and player_action != 'didnt-take-turn':
            for object in objects:
                if object.ai:
                    object.ai.take_turn()
Beispiel #3
0
    def mouse_drag(self, mouse):
        root = tc.R.active_root
        width, height = self.width, self.height
        offset_x, offset_y = mouse.cx - self.tlx, mouse.cy - self.tly
        tlx, tly = 0, 0
        swidth = tc.R.screen_width()
        sheight = tc.R.screen_height()
        tc.R.scratch.clear()
        tc.R.temp_console.clear()

        self.raise_window(self.wmanager.auto_redraw)
        utils.copy_windows_to_console([win for win in self.wmanager.window_stack if win is not self],
                                tc.R.scratch)
        tc.R.scratch.blit(tc.R.temp_console, self.tlx, self.tly,
                          self.width, self.height,
                          0, 0, 1.0, 1.0)
        tc.R.scratch.copy_to_console(root)  # copy-console-to-console
        self.copy_to_console(root)          # copy-window-to-console
        root.flush()
        key = tcod.Key()
        while mouse.lbutton:
            tcod.sys_check_for_event(tcod.EVENT_MOUSE, key, mouse)
            tlx = utils.clamp(0, swidth - self.width - 1, mouse.cx - offset_x)
            tly = utils.clamp(0, sheight - self.height - 1, mouse.cy - offset_y)
            if not (tlx == self.tlx and tly == self.tly):
                # Erase window
                tc.R.temp_console.blit(root, 0, 0, width, height,
                                       self.tlx, self.tly, 1.0, 1.0)
                self.move_window(tlx, tly)
                # Save part of root console that win is covering
                tc.R.scratch.blit(tc.R.temp_console, tlx, tly, width, height, 0, 0,
                                  1.0, 1.0)
                # Copy win to root
                self.copy_to_console(root)
            root.flush()
Beispiel #4
0
    def handle_drag_event(self, mouse_event):
        """Check for and handle (if necessary) drag events.
        """
        start = tcod.sys_elapsed_milli()
        dragged = False
        mouse = mouse_event.state
        ox, oy = mouse.cx, mouse.cy
        key = tcod.Key()
        while mouse.lbutton:
            tcod.sys_check_for_event(tcod.EVENT_MOUSE, key, mouse)
            mouse.dx, mouse.dy = ox - mouse.cx, oy - mouse.cy
            if (tcod.sys_elapsed_milli() > (self.drag_delay * 1000 + start)) and \
                    (mouse.dx != 0 or mouse.dy != 0):
                dragged = True
                # Are we dragging on the window title (move!)?
                if self.window_manager.topwin.can_drag_p and \
                    self.window_manager.topwin.on_upper_window_border(mouse.cx - self.window_manager.topwin.tlx,
                                                       mouse.cy - self.window_manager.topwin.tly):
                    self.window_manager.topwin.mouse_drag(mouse)

                # Are we dragging on the bottom right corner (resize!)?
                elif self.window_manager.topwin.can_resize_p and \
                    ox == (self.window_manager.topwin.tlx + self.window_manager.topwin.width - 1) and \
                    oy == (self.window_manager.topwin.tly + self.window_manager.topwin.height - 1):
                    self.window_manager.topwin.mouse_resize(mouse)
                else:
                    self.window_manager.topwin.on_mouse_event(MouseDragEvent(winx=mouse.cx - self.window_manager.topwin.tlx,
                                                              winy=mouse.cy - self.window_manager.topwin.tly,
                                                              mouse_state=mouse_event))
def target_tile(max_range=None):
    #return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
    global key, mouse
    while True:
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
        libtcod.console_flush()
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
        render_all()
        (x, y) = (mouse.cx, mouse.cy)
 
        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            return (None, None)  #cancel if the player right-clicked or pressed Escape
 
        #accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
        if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
            (max_range is None or player.distance(x, y) <= max_range)):
            return (x, y)
Beispiel #6
0
def sys_get_events():
    mouse = tcod.Mouse()
    key = tcod.Key()
    events = []
    while 1:
        event = tcod.sys_check_for_event(tcod.EVENT_ANY, key, mouse)
        if event == tcod.EVENT_NONE:
            break
        elif event == tcod.EVENT_KEY_PRESS or event == tcod.EVENT_KEY_RELEASE:
            events.append((event, key))
        elif event in (tcod.EVENT_MOUSE_MOVE,
                       tcod.EVENT_MOUSE_PRESS,
                       tcod.EVENT_MOUSE_RELEASE):
            events.append((event, mouse))
    return events
Beispiel #7
0
def main():
    constants = get_constants()

    #sets the font of the console to arial10x10.png
    tcod.console_set_custom_font('arial10x10.png', tcod.FONT_TYPE_GREYSCALE
        | tcod.FONT_LAYOUT_TCOD)

    #creates a non-fullscreen window with the width and height defined earlier
    #and the title of "Tutorial"
    tcod.console_init_root(constants['screen_width'], constants['screen_height'],
        constants['window_title'], False)

    con = tcod.console_new(constants['screen_width'], constants['screen_height'])
    panel = tcod.console_new(constants['screen_width'], constants['panel_height'])

    player = None
    entities = []
    world_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = tcod.image_load('menu_background.png')

    key = tcod.Key()
    mouse = tcod.Mouse()

    while not tcod.console_is_window_closed():
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50, constants['screen_width'], constants['screen_height'])

            tcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit_game')

            #get better method for main menu item selection

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, world_map, message_log, game_state = get_game_variables(constants)
                game_state = GameStates.PLAYER_TURN
                current_enemy = None

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, world_map, message_log, game_state, current_enemy = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            tcod.console_clear(con)
            play_game(player, entities, world_map, message_log, game_state, current_enemy, con, panel, constants)

            show_main_menu = True
Beispiel #8
0
def menu(header, options, width):
    global key, mouse

    if len(options) > 26:
        raise ValueError("Cannot have a menu with more than 26 options")

    # Calculate total height for the header (after auto-wrap) and one line per options
    if header == "":
        header_height = 0
    else:
        header_height = libtcod.console_get_height_rect(
            con, 0, 0, width, SCREEN_HEIGHT, header)
    height = len(options) + header_height

    # Create an off-screen console that represents the menu's window
    window = libtcod.console_new(width, height)

    # Print the header, with auto-wrap
    libtcod.console_set_default_foreground(window, libtcod.white)
    libtcod.console_print_rect_ex(window, 0, 0, width, height,
                                  libtcod.BKGND_NONE, libtcod.LEFT, header)

    # Print all the options
    y = header_height
    letter_index = ord("a")

    for option_text in options:
        text = "({0}) {1}".format(chr(letter_index), option_text)
        libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, text)
        y += 1
        letter_index += 1

    # Calculate coordinates
    x = SCREEN_WIDTH / 2 - width / 2
    y = SCREEN_HEIGHT / 2 - height / 2

    # Compute x and y offsets to convert console position to menu position
    x_offset = x  # x is the left edge of the menu
    y_offset = y + header_height  # The top edge of the menu

    # Now we'll blit the contents of "window" to the root console
    # The last two parameters of this next function control the foreground transparency
    # and the background transparency, respectively
    libtcod.console_blit(window, 0, 0, width, height, 0, int(x), int(y), 1.0,
                         0.7)

    while True:
        # Present the root console to the player and wait for a key press
        libtcod.console_flush()
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if mouse.lbutton_pressed:
            (menu_x, menu_y) = (mouse.cx - x_offset, mouse.cy - y_offset)

            # Check if click is within the menu and on a choice
            if menu_x >= 0 and menu_x < width and menu_y >= 0 and menu_y < height - header_height:
                return menu_y

        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            return None  # Cancel if the player right clicked or hit escape

        if key.vk == libtcod.KEY_ENTER and key.lalt:  # Check for alt + enter to fullscreen
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        # Convert the ASCII code to an index; if it corresponds to an option, return it
        index = key.c - ord('a')
        if index >= 0 and index < len(options): return index

        # If they hit a letter that is not an option, return None
        if index >= 0 and index <= 26: return None
Beispiel #9
0
def main():
    # This sets the screen size, should be in json file later on.
    screen_width = 80
    screen_height = 50

    # Size of the map
    map_width = 80
    map_height = 45

    # Some variables for the rooms in the map
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3

    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)
    }

    player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True)
    entities = [player]

    # This tells libtcod which font to use. File followed by which type of file we're reading.
    libtcod.console_set_custom_font(
        'arial10x10.png',
        libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)

    # This actually creates the screen. Dimensions, title and whether it should be fullscreen.
    libtcod.console_init_root(screen_width, screen_height,
                              '4th Day of Summer Boredom', 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, max_monsters_per_room)

    fov_recompute = True

    fov_map = initialize_fov(game_map)

    # Giving player some movement by keeping the key and mouse input.
    key = libtcod.Key()
    mouse = libtcod.Mouse()

    game_state = GameStates.PLAYER_TURN

    # Game loop, won't end until we close the screen.
    while not libtcod.console_is_window_closed():
        # This will capture any new events/inputs and update the key and mouse variables.
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          fov_light_walls, fov_algorithm)

        render_all(con, entities, game_map, fov_map, fov_recompute,
                   screen_width, screen_height, colors)

        fov_recompute = False

        # Presents everything on the screen.
        libtcod.console_flush()

        clear_all(con, entities)
        # Player movement:
        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        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:
                    print('You kick the ' + target.name +
                          ' in the shins, much to its annoyance!')
                else:
                    player.move(dx, dy)
                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        if exit:
            return True
        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity != player:
                    print('The ' + entity.name +
                          ' ponders the meaning of its existance.')

            game_state = GameStates.PLAYER_TURN
Beispiel #10
0
def main():
    constants = get_constants()

    tcod.console_set_custom_font(
        'arial10x10.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)

    tcod.console_init_root(constants['screen_width'],
                           constants['screen_height'],
                           constants['window_title'],
                           False,
                           tcod.RENDERER_SDL2,
                           vsync=True)

    con = tcod.console.Console(constants['screen_width'],
                               constants['screen_height'])
    panel = tcod.console.Console(constants['screen_width'],
                                 constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = tcod.image_load('menu_background.png')

    key = tcod.Key()
    mouse = tcod.Mouse()

    while not tcod.console_is_window_closed():
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key,
                                 mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            tcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_saved_game = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            tcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)

            show_main_menu = True
Beispiel #11
0
def main():
    '''The loop that keeps the game running'''
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 45

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10

    colors = {
        'dark_wall': libtcod.Color(0, 0, 100),
        'dark_ground': libtcod.Color(50, 50, 150),
        'light_wall': libtcod.Color(130, 11, 50),
        'light_ground': libtcod.Color(200, 180, 50)
    }

    player = Entity(int(screen_width / 2), int(screen_height / 2), '@',
                    libtcod.white)
    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), '@',
                 libtcod.yellow)
    entities = [npc, player]

    libtcod.console_set_custom_font(
        './dungeoncrash/data/fonts/arial10x10.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    libtcod.console_init_root(screen_width, screen_height, 'Dungeoncrash',
                              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)

    fov_recompute = True

    fov_map = initialize_fov(game_map)

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          fov_light_walls, fov_algorithm)

        render_all(con, entities, game_map, fov_map, fov_recompute,
                   screen_width, screen_height, colors)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        if move:
            dx, dy = move
            if not game_map.is_blocked(player.x + dx, player.y + dy):
                player.move(dx, dy)
                fov_recompute = True

        if exit:
            return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        if exit:
            return True
Beispiel #12
0
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"], constants["window_title"], False)

    con = libtcod.console_new(constants["screen_width"], constants["screen_height"])
    panel = libtcod.console_new(constants["screen_width"], constants["panel_height"])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load("menu_background.png")

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image, constants["screen_width"],
                      constants["screen_height"])

            if show_load_error_message:
                message_box(con, "No save game to load", 50, constants["screen_width"], constants["screen_height"])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get("new_game")
            load_saved_game = action.get("load_game")
            exit_game = action.get("exit")

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con, panel, constants)

            show_main_menu = True
Beispiel #13
0
def main():
    log.debug('Started new game.')

    render_eng = render_functions.RenderEngine()
    show_main_menu = True
    show_load_err_msg = False
    main_menu_bg_img = tcod.image_load(filename=config.menu_img)

    key = tcod.Key()
    mouse = tcod.Mouse()

    while True:
        # todo: This runs all the time! Make it wait...

        # Deprecated since version 9.3: Use the tcod.event.get function to check for events.
        tcod.sys_check_for_event(
            mask=tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE,
            k=key,
            m=mouse
        )

        # When I can re-arrange input after rendering - re-enable this...
        # tcod.sys_wait_for_event(
            # mask=tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE,
            # k=key,
            # m=mouse,
            # flush=True
        # )

        if show_main_menu:
            render_eng.render_main_menu(main_menu_bg_img)

            if show_load_err_msg:
                render_eng.render_msg_box('No save game to load', 50)

            # Update the display to represent the root consoles current state.
            tcod.console_flush()

            key_char = process_tcod_input(key)
            action = handle_main_menu(state=None, key=key_char)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')
            options = action.get('options')

            if show_load_err_msg and (new_game or load_saved_game or exit_game):
                show_load_err_msg = False
            elif new_game:
                log.debug('New game selected.')
                _game = game.Game()

                show_main_menu = False

            elif load_saved_game:
                log.debug('Load game selected.')
                _game = load_game(config.savefile)

                if _game:
                    show_main_menu = False
                else:
                    show_load_err_msg = True

            elif options:
                # todo: Fill out options menu
                log.debug('Options selected - STUB!')

            elif exit_game:
                log.debug('Exit selected')
                break
        else:
            # Reset a console to its default colors and the space character.
            render_eng.con.clear()
            engine = Engine(_game, render_eng)
            engine.play_game()
            show_main_menu = True
Beispiel #14
0
def main():
    constants = get_constants()

    print("Setting up custom font...")
    libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    print("Initializing Console with SDL2 renderer")
    libtcod.console_init_root(constants['screen_width'], constants['screen_height'],'roguegame', False, libtcod.RENDERER_SDL2)

    print("Creating console...")
    con = libtcod.console_new(constants['screen_width'], constants['screen_height'])

    print("Setting up view...")
    panel = libtcod.console_new(constants['screen_width'], constants['panel_height'])

    print("Creating player and map")
    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image, constants['screen_width'],
                      constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50, constants['screen_width'], constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con, panel, constants)

            show_main_menu = True
Beispiel #15
0
def main():

    # screen constants
    screen_width = 80
    screen_height = 50

    # UI Stuff
    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 stuff
    map_width = 80
    map_height = 43
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30
    max_monsters_per_room = 4

    # FOV constants
    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10

    
    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)
    player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component)
    entities = [player]

    libtcod.console_set_custom_font('assets/consolas12x12_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
    # libtcod.console_set_custom_font('assets/arial10x10.png' , libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial revised', False, renderer=libtcod.RENDERER_SDL2, vsync=False)

    con = libtcod.console.Console(screen_width, screen_height) # main console
    panel = libtcod.console.Console(screen_width, panel_height) # ui panel

    message_log = MessageLog(message_x, message_width, message_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_monsters_per_room)
    
    fov_recompute = True
    fov_map = initialize_fov(game_map)

    turn_count = 0
    
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    
    game_state = GameStates.PLAYERS_TURN

    # 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, 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)
        fov_recompute = False

        libtcod.console_flush()

        clear_all(con,entities)

        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        
        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

        if exit:
            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')

            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.ENEMY_TURN:
            turn_count += 1

            for entity in entities:
                time_based_results = entity.processTimeBasedEffects(turn_count)
                for tb_result in time_based_results:
                    message = tb_result.get('message')
                    if message:
                        message_log.add_message(message)
                
                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
Beispiel #16
0
def main():
    tcod.console_set_custom_font(
        'arial10x10.png', tcod.FONT_TYPE_GRAYSCALE | tcod.FONT_LAYOUT_TCOD)
    tcod.console_init_root(screen_width, screen_height, 'Platform 50', False)

    keyboard_activity = tcod.Key()
    mouse_activity = tcod.Mouse()
    build = True
    solo = True

    while not tcod.console_is_window_closed():
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS, keyboard_activity,
                                 mouse_activity)

        if solo:
            render_map()
            render_all_entities()
            build_light_walker(con, npc)
            render_room()
            destroy_light_walker(con, player)
            tcod.console_flush()
            clear_all()

        elif build and not solo:
            render_map()
            render_all_entities()
            build_light_walker(con, player)
            time.sleep(3)
            destroy_light_walker(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_2(con, player)
            time.sleep(0.2)
            destroy_lw_cell_2(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_3(con, player)
            time.sleep(0.2)
            destroy_lw_cell_3(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_4(con, player)
            time.sleep(0.2)
            destroy_lw_cell_4(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_5(con, player)
            time.sleep(0.2)
            destroy_lw_cell_5(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_6(con, player)
            time.sleep(0.2)
            destroy_lw_cell_6(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_7(con, player)
            time.sleep(0.2)
            destroy_lw_cell_7(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_7(con, player)
            time.sleep(0.2)
            destroy_lw_cell_7(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_6(con, player)
            time.sleep(0.2)
            destroy_lw_cell_6(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_5(con, player)
            time.sleep(0.2)
            destroy_lw_cell_5(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_4(con, player)
            time.sleep(0.2)
            destroy_lw_cell_4(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_3(con, player)
            time.sleep(0.2)
            destroy_lw_cell_3(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_lw_cell_2(con, player)
            time.sleep(0.2)
            destroy_lw_cell_2(con, player)
            tcod.console_flush()
            clear_all()

            render_map()
            render_all_entities()
            build_light_walker(con, player)
            destroy_light_walker(con, player)
            tcod.console_flush()
            clear_all()
            build = False
        else:
            render_map()
            render_all_entities()
            build_light_walker(con, player)
            destroy_light_walker(con, player)
            tcod.console_flush()
            clear_all()

        # We hand over the current key result into the handle_keys function
        # This function returns a library for us that we name action
        action = handle_keys(keyboard_activity)

        # We check this library for various results using the get method
        move = action.get('move')
        exit = action.get('exit')
        # exit_walker = action.get('exit_walker')
        # enter_walker = action.get('enter_walker')

        fullscreen = action.get('fullscreen')

        # if not power:
        #     player.power = False

        if move:
            dx, dy = move  # When we used get on 'move' the result is a list of two numbers (if move even happened)
            if not game_map.is_blocked(player.x + dx, player.y + dy):
                player.move(dx, dy)
            # player.x += dx
            # player.y += dy  Depending on which key we pressed the values are calculated and updated so we move in the correct direction

        # This dictionary key returns a boolean value that then says to return True which breaks the game loop.
        if exit:
            solo = False

        # Another boolean value which triggers a method setting fullscreen.  tcod.console_is_fullscreen() currently returns False
        # By adding not before it we change the value to True which changes the game to fullscreen.
        if fullscreen:
            solo = True
Beispiel #17
0
def main():
    screen_width = 80
    screen_height = 50

    bar_width = 20
    panel_height = 7
    paney_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 = 30

    fov_algorithm = 1
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3

    colors = {
        'dark_wall': libtcod.Color(0, 0, 100),
        'dark_ground': libtcod.Color(50, 50, 150),
        'light_wall': libtcod.Color(130, 110, 50),
        #'light_wall': libtcod.Color(175, 170, 135),
        'light_ground': libtcod.Color(200, 180, 50)
        #'light_ground': libtcod.Color(235, 220, 170)
    }

    fighter_component = Fighter(hp=30, defense=2, power=5)
    player = Entity(0,
                    0,
                    '@',
                    libtcod.white,
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component)

    entities = [player]

    # sets font for console
    libtcod.console_set_custom_font(
        'arial12x12.png',
        libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)

    libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial',
                              False)

    con = libtcod.console.Console(screen_width, screen_height)
    panel = libtcod.console.Console(screen_width, panel_height)

    # initialize the game map
    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)

    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 = GamesStates.PLAYERS_TURN

    while not libtcod.console_is_window_closed():
        # captures new events
        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, entities, player, game_map, fov_map,
                   fov_recompute, message_log, screen_width, screen_height,
                   bar_width, panel_height, paney_y, mouse, colors)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        player_turn_results = []

        if move and game_state == GamesStates.PLAYERS_TURN:
            dx, dy = move
            destinaiton_x = player.x + dx
            destination_y = player.y + dy

            if not game_map.is_blocked(destinaiton_x, destination_y):
                target = get_blocking_entities_at_location(
                    entities, destinaiton_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 = GamesStates.ENEMY_TURN

        if exit:
            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')

            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 == GamesStates.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 == GamesStates.PLAYER_DEAD:
                                break

                    if game_state == GamesStates.PLAYER_DEAD:
                        break

            else:
                game_state = GamesStates.PLAYERS_TURN
Beispiel #18
0
def main():
    constants = get_constants()

    libtcod.console_set_custom_font(
        'rexpaint_cp437_10x10.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW)

    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              title='MVP v0.0')

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['screen_height'])
    status = libtcod.console_new(constants['screen_width'],
                                 constants['screen_height'])

    player = None
    cursor = None
    entities = []
    game_map = None
    message_log = None
    game_state = None
    turn_state = None
    event_queue = None

    player, cursor, entities, game_map, message_log, game_state, turn_state, event_queue = get_game_variables(
        constants)

    previous_game_state = game_state

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    fov_recompute = True
    fov_map = initialize_fov(game_map)

    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.location.x, player.location.y,
                          constants['fov_radius'],
                          constants['fov_light_walls'],
                          constants['fov_algorithm'])

        entities_extended = entities.copy()
        entities_extended.append(cursor)

        render_all(con, panel, entities_extended, 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'], status, constants['status_height'],
                   constants['status_width'], constants['status_x'],
                   game_state, turn_state, player, cursor)

        libtcod.console_flush()

        clear_all(con, entities_extended)

        fov_recompute = False
        """
        Handle the Player Actions.
        """
        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        if action or mouse_action or mouse.dx or mouse.dy:
            fov_recompute = True

        move = action.get('move')  # Attempt to move.
        delta_speed = action.get(
            'delta_speed'
        )  # Changes the max speed reached by the unit durnig autopathing movement.
        next_turn_phase = action.get(
            'next_turn_phase')  # Move to the next phase.
        reset_targets = action.get('reset_targets')  # Reset targets.
        select = action.get(
            'select')  # A target has been selected via keyboard.
        show_weapons_menu = action.get(
            'show_weapons_menu'
        )  # Show the weapons menu in order to choose a weapon to fire.
        weapons_menu_index = action.get(
            'weapons_menu_index')  # Choose an item from the weapons menu.
        look = action.get('look')  # Enter the LOOK game state.
        exit = action.get('exit')  # Exit whatever screen is open.
        fullscreen = action.get('fullscreen')  # Set game to full screen.

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        # TODO: Figure out where this should go.
        if look and game_state == GameStates.PLAYER_TURN:
            previous_game_state = game_state
            game_state = GameStates.LOOK
            cursor.cursor.turn_on(player)
            continue
        """
        Handle the turn.
        """
        if game_state == GameStates.ENEMY_TURN or game_state == GameStates.PLAYER_TURN:
            turn_results = []
            active_entity = None

            # Choose the active entity.
            if not event_queue.empty():
                entity_uuid = event_queue.fetch()
                for entity in entities:
                    if entity.uuid == entity_uuid:
                        entity.age += 1
                        active_entity = entity

            # This phase is not for the active_entity.
            if turn_state == TurnStates.UPKEEP_PHASE:
                for entity in entities:
                    if entity.required_game_state == game_state:
                        entity.reset()
                    else:
                        entity.reset(only_action_points=True)

                event_queue.register_list(entities)
                turn_state = TurnStates.PRE_MOVEMENT_PHASE

            # This phase is for the player only.
            if turn_state == TurnStates.PRE_MOVEMENT_PHASE:

                if game_state == GameStates.ENEMY_TURN:
                    turn_state = TurnStates.MOVEMENT_PHASE
                else:
                    # Change player max speed.
                    if delta_speed:
                        turn_results.append(
                            player.propulsion.change_cruising_speed(
                                delta_speed))

                    # Highlight the legal tiles.
                    if not player.propulsion.legal_tiles:
                        game_map.reset_highlighted()
                        player.propulsion.calculate_movement_range(game_map)

                        game_map.set_highlighted(
                            player.propulsion.legal_tiles['red'],
                            color=libtcod.dark_red)
                        game_map.set_highlighted(
                            player.propulsion.legal_tiles['green'],
                            color=libtcod.light_green)
                        game_map.set_highlighted(
                            player.propulsion.legal_tiles['yellow'],
                            color=libtcod.yellow)
                        fov_recompute = True

                        if player.propulsion.chosen_tile:
                            player.propulsion.choose_tile(
                                player.propulsion.chosen_tile, game_map)
                            game_map.set_pathable(player.propulsion.path,
                                                  color=libtcod.blue)
                            fov_recompute = True

                    # Left clicking choose path final destination.
                    if left_click:
                        game_map.reset_pathable()
                        player.propulsion.path.clear()
                        turn_results.append(
                            player.propulsion.choose_tile((mouse.cx, mouse.cy),
                                                          game_map))
                        game_map.set_pathable(player.propulsion.path,
                                              color=libtcod.blue)
                        fov_recompute = True

                    # Right clicking deconstructs path.
                    if right_click:
                        game_map.reset_pathable()
                        player.propulsion.chosen_tile = None
                        player.propulsion.reset()

                    # Attempt to end the turn.
                    if next_turn_phase:
                        if not player.propulsion.chosen_tile:
                            # Phase doesn't end, but goes through one last time with a chosen tile.
                            player.propulsion.chosen_tile = (player.location.x,
                                                             player.location.y)
                        else:
                            next_turn_phase = False
                            player.propulsion.update_speed()
                            turn_state = TurnStates.MOVEMENT_PHASE

            # This phase is the big one. All entities act, except for projectiles of this game_state.
            # This phase ends when all entities have spent their action_points.
            if turn_state == TurnStates.MOVEMENT_PHASE:
                if active_entity:
                    if active_entity is player:
                        if active_entity.required_game_state == game_state:
                            turn_results.extend(
                                movement(player, entities, game_map))

                            if next_turn_phase:
                                next_turn_phase = False
                                player.action_points = 0

                        elif not active_entity.required_game_state == game_state:
                            turn_results.extend(
                                player.arsenal.fire_active_weapon())

                    else:
                        turn_results.extend(
                            active_entity.ai.take_turn(game_state, turn_state,
                                                       entities, game_map))

                if active_entity is None and event_queue.empty():
                    turn_state = TurnStates.POST_MOVEMENT_PHASE

            # This phase is not for the active_entity.
            if turn_state == TurnStates.POST_MOVEMENT_PHASE:
                game_map.reset_flags()
                fov_recompute = True
                turn_state = TurnStates.PRE_ATTACK_PHASE

            # This phase is not for the active_entity.
            # Entities have their action points refilled in order to use their weapons.
            if turn_state == TurnStates.PRE_ATTACK_PHASE:
                if game_state == GameStates.PLAYER_TURN:
                    message_log.add_message(
                        Message(
                            'Press f to target. Press ESC to stop targeting. Enter to change phase. Press r to choose new targets.',
                            libtcod.orange))

                for entity in entities:
                    entity.reset(only_action_points=True)

                event_queue.register_list(entities)
                turn_state = TurnStates.ATTACK_PHASE

            # This phase is for active_entity of the required game_state.
            # They choose their weapons and targets.
            if turn_state == TurnStates.ATTACK_PHASE:
                if active_entity:
                    if active_entity is player:
                        if active_entity.required_game_state == game_state:
                            if show_weapons_menu:
                                previous_game_state = game_state
                                game_state = GameStates.SHOW_WEAPONS_MENU

                            if reset_targets:
                                active_entity.arsenal.reset()
                                message_log.add_message(
                                    Message('Targeting reset.',
                                            libtcod.light_blue))
                                game_map.reset_flags()
                                fov_recompute = True

                            if next_turn_phase:
                                next_turn_phase = False
                                active_entity.action_points = 0

                        else:
                            active_entity.action_points = 0

                    elif active_entity.ai:
                        turn_results.extend(
                            active_entity.ai.take_turn(game_state, turn_state,
                                                       entities, game_map))

                if active_entity is None and event_queue.empty():
                    turn_state = TurnStates.POST_ATTACK_PHASE

            # This phase is not for active_entity.
            if turn_state == TurnStates.POST_ATTACK_PHASE:
                fov_recompute = True
                game_map.reset_flags()
                w = player.arsenal.get_active_weapon()
                if w is not None:
                    for x, y in w.targets:
                        erase_cell(con, x, y)

                turn_state = TurnStates.CLEANUP_PHASE

            # This phase is useless?
            if turn_state == TurnStates.CLEANUP_PHASE:
                if game_state == GameStates.PLAYER_TURN:
                    game_state = GameStates.ENEMY_TURN
                elif game_state == GameStates.ENEMY_TURN:
                    game_state = GameStates.PLAYER_TURN

                turn_state = TurnStates.UPKEEP_PHASE

            # Communicate turn_results.
            for result in turn_results:
                message = result.get(
                    'message')  # Push a message to the message log.
                dead_entity = result.get('dead')  # Kill the entity.
                remove_entity = result.get(
                    'remove')  # Remove the entity (leaves no corpse behind).
                new_projectile = result.get(
                    'new_projectile')  # Creates a new projectile.
                end_turn = result.get('end_turn')  # End the turn.

                if result:
                    fov_recompute = True

                if dead_entity:
                    if dead_entity == player:
                        message, game_state = kill_player(dead_entity)
                    else:
                        message = kill_enemy(dead_entity)

                    event_queue.release(dead_entity)

                if new_projectile:
                    entity_type, location, target, APs, required_game_state = new_projectile
                    projectile = factory.entity_factory(
                        entity_type, location, entities)
                    projectile.action_points = APs
                    xo, yo = location
                    xd, yd = target

                    ### Path extending code.
                    # Determine maximums, based on direction.
                    if xd - xo > 0:
                        max_x = game_map.width
                    else:
                        max_x = 0
                    if yd - yo > 0:
                        max_y = game_map.height
                    else:
                        max_y = 0

                    # Determine the endpoints.
                    if xo - xd == 0:
                        # The projectile moves vertically.
                        y_end = max_y
                    else:
                        y_end = yo - (xo - max_x) * (yo - yd) // (xo - xd)
                    if yo - yd == 0:
                        # The projectile moves horizontally.
                        x_end = max_x
                    else:
                        x_end = xo - (yo - max_y) * (xo - xd) // (yo - yd)

                    # Ensure the enpoints are in the map.
                    if not 0 < y_end < game_map.width:
                        y_end = max_y
                    if not 0 < x_end < game_map.height:
                        x_end = max_x

                    projectile.projectile.path = list(
                        libtcod.line_iter(int(x_end), int(y_end), xo, yo))
                    projectile.projectile.path.pop(
                    )  # Don't start where the shooter is standing.
                    projectile.projectile.path.pop(
                        0)  # Don't end out of bounds.
                    projectile.required_game_state = required_game_state

                    event_queue.register(projectile)

                if remove_entity:
                    entities.remove(remove_entity)

                if end_turn:
                    active_entity.action_points = 0

                if message:
                    message_log.add_message(Message(message, libtcod.yellow))

            # Refill the queue with the active_entity, if appropriate.
            if active_entity and active_entity.action_points > 0:
                event_queue.register(active_entity)
        """
        Handle the targeting cursor.
        """
        if game_state == GameStates.TARGETING:
            targeting_results = []

            if move:
                cursor.cursor.move(move, player.arsenal.get_active_weapon(),
                                   player)

            elif select:
                cursor.cursor.target(game_map,
                                     player.arsenal.get_active_weapon())
                fov_recompute = True

            for result in targeting_results:
                message = result.get('message')
                target = result.get('target')

                if message:
                    message_log.add_message(Message(message, libtcod.red))

                if target:
                    pass
        """
        Handle the Show Weapons Menu state.
        """
        if game_state == GameStates.SHOW_WEAPONS_MENU:
            menu_results = []

            if weapons_menu_index is not None and weapons_menu_index < len(
                    player.arsenal.weapons
            ) and previous_game_state != GameStates.PLAYER_DEAD:
                menu_results.append(
                    player.arsenal.weapons[weapons_menu_index].activate())
                cursor.cursor.turn_on(
                    player, player.arsenal.weapons[weapons_menu_index].targets)
                game_state = GameStates.TARGETING

            for result in menu_results:
                message = result.get('message')

                if message:
                    message_log.add_message(
                        Message(message, libtcod.dark_green))
        """
        Handle the Look game state.
        """
        if game_state == GameStates.LOOK:
            if move:
                dx, dy = move
                cursor_movement(cursor, dx, dy)
        """
        Handle the death of the player.
        """
        if game_state == GameStates.PLAYER_DEAD:
            print('You have died.')
            return True
        """
        Handle commands that activate regardless of game state.
        """
        if exit:
            if game_state == GameStates.SHOW_WEAPONS_MENU or game_state == GameStates.LOOK:
                game_state = previous_game_state
                cursor.cursor.turn_off()

            elif game_state == GameStates.TARGETING:
                cursor.cursor.turn_off()

                fov_recompute = True
                game_state = previous_game_state

            else:
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
Beispiel #19
0
def main():
    screen_width = 80
    screen_height = 50

    # Size of the Map
    map_width = 80
    map_height = 45

    # Some variables for the rooms in the map
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10

    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)
    }

    player = Entity(int(screen_width/2), int(screen_height/2), '@', libtcod.dark_red)
    npc = Entity(int(screen_width/2 -5), int(screen_height /2), '@', libtcod.green)
    entities = [npc,player]

    libtcod.console_set_custom_font('arial10X10.png', libtcod.FONT_TYPE_GREYSCALE|libtcod.FONT_LAYOUT_TCOD)

    libtcod.console_init_root(screen_width,screen_height, 'Jason\'s rogue-like', False,
                              renderer=libtcod.RENDERER_SDL2, order='F', vsync=False)

    con = libtcod.console.Console(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)

    fov_recompute = True

    fov_map = initialize_fov(game_map)

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while libtcod.console_is_window_closed:
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm)

        render_all(con, entities, game_map, fov_map, fov_recompute, screen_width, screen_height, colors)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key)

        move = action.get('move')
        game_exit = action.get('exit')
        full_screen = action.get('full_screen')

        if move:
            dx, dy = move

            if not game_map.is_blocked(player.x + dx, player.y + dy):
                player.move(dx,dy)

                fov_recompute = True

        if game_exit:
            return True

        if full_screen:
            libtcod.console_set_fullscreen(not lib.console_is_fullscreen())
Beispiel #20
0
def main():
    cursor = Entity(37, 30, 1, "+", C.EN_CURSOR, libtcod.white, "")
    cursor.visible = False

    player = Entity(37, 30, 1, "O", C.EN_HUMAN, libtcod.green, "Hrac")
    player.fighter.set_props(attack=10, defense=1, maxhp=100)

    npc = Entity(30, 30, 1, "X", C.EN_HUMAN, libtcod.white, "NPC")
    npc.fighter.set_props(attack=10, defense=1, maxhp=50)

    box = Entity(15, 15, 1, 254, C.EN_MOVABLE, libtcod.white, "Box")

    pot = Entity(30, 32, 1, '+', C.EN_ITEM, libtcod.white, "Healing Potion S")
    pot.item.set_props(hp=20, price=10, type=C.ITEM_CONSUM)
    #pot.item.add_to_inventory(player.inventory)

    sword = Entity(25, 30, 1, '?', C.EN_ITEM, libtcod.white, "Weak sword")
    sword.item.set_props(attack=20, price=10, type=C.ITEM_WEAP)

    sword2 = Entity(25, 30, 1, '?', C.EN_ITEM, libtcod.white, "Super sword")
    sword2.item.set_props(attack=30, price=10, type=C.ITEM_WEAP)

    armor = Entity(20, 30, 1, '?', C.EN_ITEM, libtcod.white, "Super Armor")
    armor.item.set_props(maxhp=20,
                         defense=5,
                         price=10,
                         type=C.ITEM_ARMOR,
                         requires={
                             'lvl': 1,
                             'eyes': 2
                         })

    # na 1. miste hrac, na -1. miste kurzor
    gv.entities = [player, box, pot, npc, sword, sword2, armor, cursor]

    event = EventChangeColor(box, libtcod.red, [1, 1, 1])
    event2 = EventChangeChar(player, "V", [1, 1, 0.5, 1, 0.5])
    gv.events = [event, event2]

    libtcod.console_set_custom_font(
        '../fonts/Cheepicus_15x15.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW)

    libtcod.console_init_root(gv.screen_width, gv.screen_height,
                              'libtcod tutorial revised', False,
                              libtcod.RENDERER_OPENGL2, "F", True)

    c_map = libtcod.console.Console(gv.screen_width, gv.screen_height)
    c_inv = libtcod.console.Console(22, 22)
    c_info = libtcod.console.Console(22, 32)
    c_gmst = libtcod.console.Console(22, 3)
    cons = {'map': c_map, 'inv': c_inv, 'info': c_info, 'gmst': c_gmst}

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    casovac = threading.Thread(target=thread_timer, daemon=True)
    casovac.start()

    while not libtcod.console_is_window_closed():
        handle_events(gv.events, gv.timer)

        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)
        render_all(cons, gv.entities, gv.game_map, gv.colors)
        libtcod.console_flush()
        clear_all(c_map, gv.entities)

        action = handle_keys(key)
        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        grab = action.get('grab')
        swap = action.get('swap')
        inv = action.get('inv')

        if grab:
            if gv.GAME_STATE == C.GS_PLAY:
                for i in gv.entities:
                    if (i != player) and (i.type == C.EN_ITEM):
                        if i.x == player.x and i.y == player.y:
                            i.item.collect(player.inventory)
            elif gv.GAME_STATE == C.GS_INVENTORY:
                player.inventory.items[player.inventory.y].use_item(
                    player, player)

        if swap:
            if gv.GAME_STATE == C.GS_PLAY:
                gv.GAME_STATE = C.GS_PAUSE
                cursor.visible = True
            elif gv.GAME_STATE == C.GS_PAUSE:
                gv.GAME_STATE = C.GS_PLAY
                cursor.visible = False
                cursor.x = player.x
                cursor.y = player.y
                cursor.h = player.h

        if inv:
            if gv.GAME_STATE == C.GS_INVENTORY:
                gv.GAME_STATE = C.GS_PLAY
                gv.redraw_map = True
            elif gv.GAME_STATE == C.GS_PLAY:
                gv.GAME_STATE = C.GS_INVENTORY

        if move:
            if gv.GAME_STATE == C.GS_PLAY:
                dx, dy, dh = move
                if player.move(dx, dy, dh):
                    cursor.move(dx, dy, dh)
                #if dh != 0:
                #gv.redraw_map = True
            elif gv.GAME_STATE == C.GS_INVENTORY:
                dx, dy, dh = move
                player.inventory.move(dx, dy)
            elif gv.GAME_STATE == C.GS_PAUSE:
                dx, dy, dh = move
                cursor.move(dx, dy, dh)

        if exit:
            if gv.GAME_STATE != C.GS_PLAY:
                gv.GAME_STATE = C.GS_PLAY
                gv.redraw_map = True
            else:
                return True
        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
Beispiel #21
0
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'],
                              constants['window_title'], False)

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')
            debug = action.get('debug')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                race_selection_menu(con, main_menu_background_image,
                                    constants['screen_width'],
                                    constants['screen_height'])
                while show_main_menu:
                    libtcod.sys_check_for_event(
                        libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key,
                        mouse)
                    race = handle_race_selection_menu(key).get('race')
                    if race:
                        player, entities, game_map, message_log, game_state = get_game_variables(
                            constants, race=race)
                        game_state = GameStates.PLAYERS_TURN
                        show_main_menu = False

            elif debug:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                player.fighter = Fighter(hp=999, defense=999, power=999)
                player.fighter.owner = player
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)

            show_main_menu = True
Beispiel #22
0
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

    # Size of the map
    map_width = 80
    map_height = 43

    # Some variables for the rooms in the map
    room_max_size = 10
    room_min_size = 6
    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=30, defense=2, power=5)
    inventory_component = Inventory(26)
    player = Entity(0, 0, 'A', 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)

    libtcod.console_init_root(screen_width, screen_height, 'Xingqi-Universe Version1.0', False)

    con = libtcod.console_new(screen_width, screen_height)
    panel = libtcod.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_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
    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, 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

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)

        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        inventory_index = action.get('inventory_index')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        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 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]
            player_turn_results.extend(player.inventory.use(item))

        if exit:
            if game_state == GameStates.SHOW_INVENTORY:
                game_state = previous_game_state
            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')

            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 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,
              panel_bg, info, info_bg, player_con, player_con_bg, constants,
              permanent_cooldown_counter):
    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
    targeting_feat = None

    game_turn_counter = 0
    cooldown_counter = permanent_cooldown_counter

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if fov_recompute:
            fov_map = initialize_fov(game_map)
            recompute_fov(fov_map, player.x, player.y, constants['fov_radius'],
                          constants['fov_light_walls'],
                          constants['fov_algorithm'])

        render_all(con, panel, panel_bg, info, info_bg, player_con,
                   player_con_bg, entities, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['map_width'],
                   constants['map_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'],
                   constants['info_width'], constants['info_x'],
                   constants['player_con_width'], constants['player_con_x'],
                   constants['player_con_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')
        show_abilities = action.get('show_abilities')
        use = action.get('use')
        drop = action.get('drop')
        inventory_index = action.get('inventory_index')
        ability_index = action.get('ability_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
                    if game_map.is_door(destination_x, player.y):
                        message_log.add_message(
                            Message('The door creaks open.', libtcod.yellow))

                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 inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.inventory.items):
            item_index = inventory_index
            item = player.inventory.items[inventory_index][0]

            item.selected = True
            game_state = GameStates.ITEM_MENU

        if use:
            player_turn_results.extend(
                player.inventory.use(item,
                                     item_index,
                                     entities=entities,
                                     fov_map=fov_map))
            game_state = GameStates.SHOW_INVENTORY
            if game_state != GameStates.TARGETING:
                item.selected = False
            else:
                item.selected = True
        elif drop:
            player_turn_results.extend(
                player.inventory.drop_item(item, item_index))
            item.selected = False

        if show_abilities:
            previous_game_state = game_state
            game_state = GameStates.SHOW_ABILITIES

        if ability_index is not None and previous_game_state != GameStates.PLAYER_DEAD and ability_index < len(
                player.abilities.feats):
            feat = player.abilities.feats[ability_index]

            if feat.turn_performed is None or (
                    cooldown_counter - feat.turn_performed > feat.cooldown):
                player_turn_results.extend(
                    player.abilities.perform(
                        feat,
                        turn_performed=cooldown_counter,
                        entities=entities,
                        fov_map=fov_map,
                        ability_power=player.fighter.ability_power))
            else:
                message_log.add_message(
                    Message('That ability is on cooldown.', libtcod.white))

        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_strength += 1
            elif level_up == 'def':
                player.fighter.base_defense += 1
            elif level_up == 'dog':
                player.fighter.base_dodge += 3
            elif level_up == 'ap':
                player.fighter.base_ability_power += 2
            elif level_up == 'crit':
                player.fighter.base_crit_chance += 5

            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

                if hasattr(targeting, 'item'):
                    item_use_results = player.inventory.use(targeting_item,
                                                            item_index,
                                                            entities=entities,
                                                            fov_map=fov_map,
                                                            target_x=target_x,
                                                            target_y=target_y)
                    player_turn_results.extend(item_use_results)
                    item.selected = False

                else:
                    if feat.turn_performed is None or game_state == GameStates.TARGETING or (
                            cooldown_counter - feat.turn_performed >
                            feat.cooldown):
                        feat_use_results = player.abilities.perform(
                            targeting_feat,
                            turn_performed=cooldown_counter,
                            entities=entities,
                            fov_map=fov_map,
                            target_x=target_x,
                            target_y=target_y,
                            ability_power=player.fighter.ability_power)
                        player_turn_results.extend(feat_use_results)
                    else:
                        message_log.add_message(
                            Message('That ability is on cooldown.',
                                    libtcod.white))

            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.SHOW_ABILITIES,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
                for item in player.inventory.items:
                    if hasattr(item[0], 'selected') and item[0].selected:
                        item[0].selected = False
            elif game_state == GameStates.ITEM_MENU:
                for item in player.inventory.items:
                    if hasattr(item[0], 'selected') and item[0].selected:
                        item[0].selected = False
                game_state = GameStates.SHOW_INVENTORY

            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
                for item in player.inventory.items:
                    if hasattr(item[0], 'selected') and item[0].selected:
                        item[0].selected = False
            else:
                save_game(player, entities, game_map, message_log, game_state,
                          cooldown_counter)

                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')
            feat_performed = player_turn_result.get('performed')
            item_dropped = player_turn_result.get('item_dropped')
            enemy_item_dropped = player_turn_result.get('enemy_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, loot = kill_monster(dead_entity)
                    if loot is not None:
                        player_turn_results.extend(
                            dead_entity.inventory.drop_item(
                                loot[0],
                                dead_entity.inventory.items.index(loot)))

                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 feat_performed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if enemy_item_dropped:
                entities.append(enemy_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')

                    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

                if hasattr(targeting, 'item'):
                    targeting_item = targeting

                    message_log.add_message(
                        targeting_item.item.targeting_message)

                else:
                    targeting_feat = targeting

                    message_log.add_message(targeting_feat.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(
                            'You have faced enough horrors and grow stronger, you reach level {0}'
                            .format(player.level.curr_level) + '!',
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

        if game_state == GameStates.ENEMY_TURN:
            game_turn_counter += 1
            cooldown_counter += 1

            for feat in player.abilities.feats:
                if feat.turn_performed is not None:
                    if ((cooldown_counter - 1) -
                            feat.turn_performed) < feat.cooldown:
                        feat.turn_ready = str(feat.cooldown -
                                              (cooldown_counter -
                                               feat.turn_performed) + 1)
                    else:
                        feat.turn_ready = "Ready!"

            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities, game_turn_counter)

                    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, loot = 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
Beispiel #24
0
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()

    previous_game_state = game_state

    targeting_item = None

    # Game loop goes until esc is pressed
    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 targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.target_message)

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message("Targeting cancelled"))

            if xp:
                level_up = player.level.add_xp(xp)
                message_log.add_message(Message("You gain {0} experience points.".format(xp)))

                if level_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 main():
    constants = get_constants()

    libtcod.console_set_custom_font('img/Tocky-square-10x10.png',
                                    libtcod.FONT_LAYOUT_ASCII_INROW)

    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])
    panel_bg = libtcod.console_new(constants['screen_width'],
                                   constants['panel_height'])
    info = libtcod.console_new(constants['info_width'],
                               constants['screen_height'])
    info_bg = libtcod.console_new(constants['info_width'],
                                  constants['screen_height'])
    player_con = libtcod.console_new(constants['player_con_width'],
                                     constants['player_con_x'])
    player_con_bg = libtcod.console_new(constants['player_con_width'],
                                        constants['player_con_x'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_character_select = False

    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('img/castle.png')
    character_select_background_image = libtcod.image_load('img/castle.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu and not show_character_select:

            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No Save Game to Load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False

            elif new_game:
                show_character_select = True
                show_main_menu = False

            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state, permanent_cooldown_counter = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        elif show_character_select and not show_main_menu:

            character_select_menu(con, character_select_background_image,
                                  constants['screen_width'],
                                  constants['screen_height'])

            libtcod.console_flush()

            action = handle_character_select(key)

            thief = action.get('thief')
            brute = action.get('brute')
            occultist = action.get('occultist')

            if thief:
                player, entities, game_map, message_log, game_state, permanent_cooldown_counter = initialize_game(
                    constants, "thief")
                game_state = GameStates.PLAYERS_TURN
                show_character_select = False

            elif brute:
                player, entities, game_map, message_log, game_state, permanent_cooldown_counter = initialize_game(
                    constants, "brute")
                player.fighter.heal(
                    player.inventory.items[0][0].equippable.max_hp_bonus)
                game_state = GameStates.PLAYERS_TURN
                show_character_select = False

            elif occultist:
                player, entities, game_map, message_log, game_state, permanent_cooldown_counter = initialize_game(
                    constants, "occultist")
                game_state = GameStates.PLAYERS_TURN
                show_character_select = False

        elif not (show_main_menu and show_character_select):
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, panel_bg, info, info_bg, player_con,
                      player_con_bg, constants, permanent_cooldown_counter)

            show_main_menu = True
Beispiel #26
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True
    fov_map = initialize_fov(game_map)

    key = tcod.Key()
    mouse = tcod.Mouse()

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    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, 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

        tcod.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.', 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:
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    tcod.console_clear(con)

                    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

                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:
            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')
            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:
                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) + '!',
                            tcod.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(
                                equipped.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
Beispiel #27
0
def main():
    # Size of the SCREEN!!! IT'S THE SCREEN, JERRY!  THE SCREEN!
    screen_width = 80
    screen_height = 50

    # Size of the map
    map_width = 80
    map_height = 43

    # size of the BARS!!!!!!!
    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    # MESSAGES!!!!!
    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    # Some variables for the rooms in the map
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    # MONSTERS
    max_monsters_per_room = 3
    max_items_per_room = 2

    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10
    # reg colors
    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)
    }

    # debug colors
    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)
    }

    # Components and Entities
    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)

    libtcod.console_init_root(screen_width,
                              screen_height,
                              'libtcod tutorial revised',
                              False,
                              vsync=True,
                              renderer=libtcod.RENDERER_SDL2)

    con = libtcod.console.Console(screen_width, screen_height)
    panel = libtcod.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_monsters_per_room,
                      max_items_per_room)
    print("{}: {}".format("Rooms", len(game_map.rooms)))

    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

    # can't get this code to work the way it's supposed to, so whateves
    # while not tcod.event.get() == 'QUIT':
    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, entities, player, game_map, fov_map,
                   fov_recompute, message_log, screen_width, screen_height,
                   bar_width, panel_height, panel_y, mouse, colors)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key)

        move = action.get('move')
        pickup = action.get('pickup')
        exit = action.get('exit')
        # command = action.get('command')

        fullscreen = action.get('fullscreen')

        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 exit:
            return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            # player's result loop
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')

            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 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:
                        # enemy results loop
                        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
Beispiel #28
0
def main():
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 45
    screen_full = False
    screen_title = 'My Roguelike'
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30
    
    fov_algorithm = 0 #默认为0
    fov_light_walls = True #是否照亮墙壁
    fov_radius = 10 #视野大小
    
    max_monsters_per_room = 3
    
    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)
    
    player = Entity(0, 0, '@', libtcod.white, 'Player', blocks = True, render_order=RenderOrder.ACTOR, fighter = fighter_component)
    entities = [player]

    libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    libtcod.console_init_root(screen_width, screen_height, screen_title, screen_full) 
    
    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, max_monsters_per_room)
    
    fov_recompute = True
    
    fov_map = initialize_fov(game_map)
    
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    
    game_state = GameStates.PLAYERS_TURN

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)
        #使用用户输入内容更新key和mouse
        
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm)
        
            render_all(con, entities, player, game_map, fov_map, fov_recompute, screen_width, screen_height, colors) 
        fov_recompute = False
        
        libtcod.console_flush()
        #在屏幕上显示所有内容
        
        '''
        libtcod.console_put_char(con, player.x, player.y, ' ', libtcod.BKGND_NONE)
        libtcod.console_put_char(0, player.x, player.y, ' ', libtcod.BKGND_NONE) #消除原始位置
        '''
        
        clear_all(con, entities)
        
        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        
        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 = Entity.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
        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
 
            if message:
                print(message)
 
            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)
                else:
                    message = kill_monster(dead_entity)
 
                print(message)
        
        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:
                            print(message)
 
                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)
 
                            print(message)
 
                            if game_state == GameStates.PLAYER_DEAD:
                                break
 
                    if game_state == GameStates.PLAYER_DEAD:
                        break
 
            else:
                game_state = GameStates.PLAYERS_TURN
        
        if exit:
            return True
        
        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
 
inventory = []
 
#create the list of game messages and their colors, starts empty
game_msgs = []
 
#a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
 
mouse = libtcod.Mouse()
key = libtcod.Key()
 
while not libtcod.console_is_window_closed():
 
    #render the screen
    libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
    render_all()
 
    libtcod.console_flush()
 
    #erase all objects at their old locations, before they move
    for object in objects:
        object.clear()
 
    #handle keys and exit game if needed
    player_action = handle_keys()
    if player_action == 'exit':
        break
 
    #let monsters take their turn
    if game_state == 'playing' and player_action != 'didnt-take-turn':
Beispiel #30
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

    key = tcod.Key()
    mouse = tcod.Mouse()

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    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, 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

        tcod.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')
        escape = 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.', tcod.yellow))

        if wait and game_state == GameStates.PLAYERS_TURN:
            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,
                                         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({'targeting_cancelled': True})

        if escape:
            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:
            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
Beispiel #31
0
def main():

	# Console Parameters
	screen_width = 80
	screen_height = 50
	
	# GUI Parameters
	bar_width = 20
	panel_height = 7
	panel_y = screen_height - panel_height

    # Message Parameters
	message_x = bar_width + 2
	message_width = screen_width - bar_width - 2
	message_height = panel_height - 1

	# Map Parameters
	map_width = 80
	map_height = 43

	# Room Parameters
	room_max_size = 10
	room_min_size = 6
	max_rooms = 30

	# Field of View Parameters
	fov_algorithm = 0
	fov_light_walls = True
	fov_radius = 10
	
    # Spawn parameters
	max_monsters_per_room = 3
	max_items_per_room = 2

	# Tile Colors
	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)
		}

	# Entity Variables
	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]

	# Map Generator
	game_map = GameMap(         # defines the game map dimensions, calling GameMap class
		map_width, 
		map_height
		)
	game_map.make_map(          # generates the 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)

	# Console & GUI
	libtcod.console_set_custom_font('assets/arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
	libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial revised', False)
	con = libtcod.console_new(screen_width, screen_height)
	panel = libtcod.console_new(screen_width, panel_height)

	message_log = MessageLog(message_x, message_width, message_height)

	# Input Functions
	key = libtcod.Key()
	mouse = libtcod.Mouse()

	# Game States
	game_state = GameStates.PLAYERS_TURN
	previous_game_state = game_state

#############################################################
#                      MAIN GAME LOOP                       #
#############################################################

    # So long as the window is open, do...
	while not libtcod.console_is_window_closed():
		libtcod.sys_check_for_event(
			libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, 
			key, 
			mouse)

        # TRUE on Move, trigger recompute
		if fov_recompute:
			recompute_fov(
				fov_map, 
				player.x, 
				player.y, 
				fov_radius, 
				fov_light_walls, 
				fov_algorithm
				)

		# Render the frame
		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
			)
		
        # Recompute FOV only on player move
		fov_recompute = False

		# Clean up the screen
		libtcod.console_flush()
		clear_all(
			con, 
			entities
			)

# INPUT HANDLERS

		action = handle_keys(key, game_state)
		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')

# Entity Turn Logics
		
    # PLAYER TURN
    
		# Combat Results
		player_turn_results = []        

        # Move
		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          
				# PASS TURN
				game_state = GameStates.ENEMY_TURN

		# Pickup
		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:       # If item x,y == player x,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))

		# Show Inventory
		if show_inventory:
			previous_game_state = game_state
			game_state = GameStates.SHOW_INVENTORY

		# Drop Inventory
		if drop_inventory:
			previous_game_state = game_state
			game_state = GameStates.DROP_INVENTORY

		# Inventory Index
		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))
			elif game_state == GameStates.DROP_INVENTORY:
				player_turn_results.extend(player.inventory.drop_item(item))

        # ESC Key Logic
		if exit:
			if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
				game_state = previous_game_state
			else:
				return True
		
        # Fullscreen
		if fullscreen:
			libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
		
		# Handling end of player turn
		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')
			
			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

    # ENEMY TURN
    
        # Handling the 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
					
			# Pass turn back to Player
			else:
				game_state = GameStates.PLAYERS_TURN
Beispiel #32
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    """Main game loop.

    Args:
        player(Entity): Player Entity object.
        entities(list): List of entities on map.
        game_map(Map): TCOD map object used as game map.
        message_log(MessageLog): MessageLog object list of messages.
        game_state(Enum): Enum GameState (e.g. PLAYERS_TURN)
        con(Console): Console used to display whole game.
        panel(Console): Console used to display messages and UI info.
        constants(dict): Dictionary of constant game variables.
    """

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    previous_game_state = game_state

    fov_recompute = True
    fov_map = initialize_fov(game_map)

    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

        # Refresh scene (?)
        libtcod.console_flush()

        clear_all(con, entities)

        # Get any keys that have been pressed and execute their associated action(s).
        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
            if player.fighter.hp < player.fighter.max_hp:
                player.fighter.hp += 1

        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
                    con.clear()

                    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:
            # Toggle fullscreen by making the set_fullscreen variable equal to the opposite of itself.
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        # Check what happened on the player's turn and react accordingly.
        for player_turn_results in player_turn_results:
            message = player_turn_results.get('message')
            dead_entity = player_turn_results.get('dead')
            item_added = player_turn_results.get('item_added')
            item_consumed = player_turn_results.get('consumed')
            item_dropped = player_turn_results.get('item_dropped')
            equip = player_turn_results.get('equip')
            targeting = player_turn_results.get('targeting')
            targeting_cancelled = player_turn_results.get(
                'targeting_cancelled')
            xp = player_turn_results.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 xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(Message('You gain {0} XP.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your fighting skills improve! 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_results in equip_results:
                    equipped = equip_results.get('equipped')
                    dequipped = equip_results.get('unequipped')

                    if equipped:
                        message_log.add_message(
                            Message('You equip the {0}'.format(equipped.name)))

                    if dequipped:
                        message_log.add_message(
                            Message('You unequip the {0}'.format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:

                # Checking for AI skips the player and any items/other stuff we implement later.
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_results in enemy_turn_results:
                        message = enemy_turn_results.get('message')
                        dead_entity = enemy_turn_results.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
Beispiel #33
0
def main():

    # Game and map constants
    screen_width = 80
    screen_height = 50

    # HP Bar paramters
    bar_width = 20

    # Panel for bars
    panel_height = 7
    panel_y = screen_height - panel_height

    # Message bar
    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 parameters
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    # FoV Variables
    fov_algoritm = 0
    fov_light_walls = True
    fov_radius = 10

    # Entity limits
    max_monsters_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.white,
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component)
    entities = [player]

    tcod.console_set_custom_font(
        'Bisasam_24x24.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_CP437)

    tcod.console_init_root(screen_width,
                           screen_height,
                           'tcodtutorial revised',
                           False,
                           renderer=tcod.RENDERER_SDL2)
    con = tcod.console.Console(screen_width, screen_height)

    panel = tcod.console.Console(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_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 = tcod.Key()
    mouse = tcod.Mouse()

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    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)

        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)

        move = action.get('move')
        pickup = action.get('pickup')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        show_inventory = action.get('show_inventory')
        inventory_index = action.get('inventory_index')

        player_turn_results = []

        # Move and/or attack action
        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
        # Picking up an 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.', tcod.yellow))

        # Open inventory
        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_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]
            print(item.name)

        # Exit game
        if exit:
            if game_state == GameStates.SHOW_INVENTORY:
                # Escape from inventory menu back to game
                game_state = previous_game_state
            else:
                return True

        # Set to fullscreen
        if fullscreen:
            tcod.console_set_fullscreen((not tcod.console_is_fullscreen()))

        ## PROCESS PLAYER'S TURN
        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')

            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 game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                # If entity has 'ai', i.e. can move or attack etc, get
                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
Beispiel #34
0
def check_for_event(mask=tcod.EVENT_ANY):
    key = tcod.Key()
    mouse = tcod.Mouse()
    event_type = tcod.sys_check_for_event(mask, key, mouse)
    return event_type, mouse, key
Beispiel #35
0
def main():
    """The main function of the engine. It sets up everything needed for the game and contains the main game loop function."""

    constants = get_constants()

    # Sets custom ASCII character PNG image to use.
    libtcod.console_set_custom_font(
        'dejavu10x10_gs_tc.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    # Creates the window, window size, window title, and sets fullscreen.
    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load!', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            con.clear()
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)

            show_main_menu = True
Beispiel #36
0
 def poll_for_event(self, mask):
     event_type = tcod.sys_check_for_event(mask, self.current_key_event, self.current_mouse_event)
     self.current_event = events.event_from(event_type, self.current_key_event, self.current_mouse_event)
     return self.current_event
Beispiel #37
0
def main():
    screen_width = 80
    screen_height = 50

    map_width = 80
    map_height = 45

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10

    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)
    }

    blocks = {
        'wall': '#',
        'ground': '.'
    }

    max_monsters_per_room = 3

    player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True)

    entities = [player]

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    # Set font
    libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
    # Init console
    libtcod.console_init_root(screen_width, screen_height, 'From Steel To Plastic', 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, max_monsters_per_room)

    fov_recompute = True
    fov_map = initialize_fov(game_map)

    game_state = GameStates.PLAYERS_TURN

    while not libtcod.console_is_window_closed(): # Game loop

        # Get mouse and kbd event keypress
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)
        # con is the console to draw, white is the color of the foreground (the thing we draw, in this case '@')
        # libtcod.console_set_default_foreground(con, libtcod.white)
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius, fov_light_walls, fov_algorithm)

        render_all(con, entities, game_map, fov_map, fov_recompute, screen_width, screen_height, colors, blocks)
        fov_recompute = False

        # Draw on the screen
        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        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:
                    print('You kick the ' + target.name + ' in the shins, much to its annoyance!')
                else:
                    player.move(dx, dy)
                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN
        
        if game_state == GameStates.ENEMY_TURN:
            """
            for entity in entities:
                if entity != player:
                    print('The ' + entity.name + ' ponders the meaning of its existence.')
            """
            game_state = GameStates.PLAYERS_TURN

        if exit:
            return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
Beispiel #38
0
def main():
    #TODO: Move these setting out to a setting file in the tutorial doesn't already. Bonus points if they can accept user or randomized input
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 45
    #rooms in the dungeon
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30
    # field of view
    fov_algorithm = 0  #default algorithm for libcod, consider exploring this.
    fov_light_walls = True
    fov_radius = 10
    # monsters
    max_monsters_per_room = 3

    #tile colors
    colors = {
        'dark_wall': libtcod.Color(0, 0, 100),
        'dark_ground': libtcod.Color(50, 50, 150),
        'light_wall': libtcod.Color(30, 110, 50),
        'light_ground': libtcod.Color(200, 180, 50)
    }

    #instantiate a player
    player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True)
    entities = [player]

    #input graphics file
    libtcod.console_set_custom_font(
        'arial10x10.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
    libtcod.console_init_root(screen_width, screen_height,
                              'libtcod tutorial revised', False)
    #con is the console
    con = libtcod.console_new(screen_width, screen_height)
    #game map
    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)
    fov_recompute = True
    fov_map = initialize_fov(game_map)
    # Keyboard and mouse input
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    # Main Game Loop
    game_state = GameStates.PLAYERS_TURN

    while not libtcod.console_is_window_closed():

        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          fov_light_walls, fov_algorithm)

        render_all(con, entities, game_map, fov_map, fov_recompute,
                   screen_width, screen_height, colors)
        fov_recompute = False
        libtcod.console_flush()
        clear_all(con, entities)

        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        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:
                    print('You kick the ' + target.name +
                          ' in the shins, much to its annoyance!')
                else:
                    player.move(dx, dy)

                    fov_recompute = True
                game_state = GameStates.ENEMY_TURN

        if exit:
            return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity != player:
                    print('The ' + entity.name +
                          ' ponders the meaning of its existence.')

            game_state = GameStates.PLAYERS_TURN
Beispiel #39
0
def play_game(player, entities, world_map, message_log, game_state, current_enemy, con, panel, constants):
    # print("entities: ")
    # for entity in entities:
    #     print(entity.name)
    current_map = world_map.maps[world_map.x][world_map.y]
    # entities = current_map.entities
    # print("entities: ")
    # for entity in entities:
    #     print(entity.name)

    fov_recompute = True

    fov_map = initialize_fov(current_map)

    key = tcod.Key()
    mouse = tcod.Mouse()

    previous_game_state = game_state

    targeting_item = None
    player_target = Target(0,0)


    #main game loop
    while not tcod.console_is_window_closed():
        #updates the key and mouse variables with any key or mouse events
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS, key, mouse)

        if fov_recompute:
            fov_map = initialize_fov(current_map)
            recompute_fov(fov_map, player, constants['fov_radius'], entities,
                constants['fov_light_walls'], constants['fov_algorithm'])

        render_all(con, panel, entities, player, current_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, current_enemy, player_target)

        tcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        inventory_index = action.get('inventory_index')
        drop_inventory = action.get('drop_inventory')
        look = action.get('look')
        move_target = action.get('move_target')
        target_selected = action.get('target_selected')

        player_turn_results = []

        #Current errors:
        # (FIXED) x and y are being set to default make_map values in opposite moves
        # diagonal moves off the edge of the map cause a crash
        # !!!FOCUS!!! entity lists are not attached to maps, so buildings remain while entities refresh

        # Need to readd player to returning maps

        #!!!!!!!!!
        #WHEN A USER SAVES AND LOADS ON A GAME_MAP, A PERMANENT "DUMB" COPY OF
        #THEIR BODY IS LEFT AT THE POSITION THEY SAVED AND LOADED
        #UPON SUBSEQUENT RETURNS TO THE MAP
        #
        #THE GLITCH ONLY OCCURS WHEN THE USER LEAVES THE MAP
        #SOMEHOW, PLAYER IS KEPT IN ENTITIES OVER TRANSITIONS
        #Each gamemap needs a copy of player? (maybe)

        #If you save and load multiple times on one map before leaving it, the
        #dumb copy spawns at the first position you saved and loaded at.
        #!!!!!!!!!
        if move and game_state == GameStates.PLAYER_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy

            if destination_x == current_map.width:
                if world_map.x < 9:
                    world_map.move_to(world_map.x+1, world_map.y, constants, player)
                    current_map = world_map.maps[world_map.x][world_map.y]
                    entities = current_map.entities
                    destination_x = 0
                    dx = 0
                    player.x = 0
                    player.y = destination_y
                else:
                    destination_x = player.x
                    destination_y = player.y
                    message_log.add_message(Message('You can\'t go that way', tcod.blue))
                print(str(world_map.x)+" ,"+str(world_map.y))
            elif destination_y == current_map.height:
                if world_map.y > 0:
                    world_map.move_to(world_map.x, world_map.y-1, constants, player)
                    current_map = world_map.maps[world_map.x][world_map.y]
                    entities = current_map.entities
                    destination_y = 0
                    dy = 0
                    player.y = 0
                    player.x = destination_x
                else:
                    destination_x = player.x
                    destination_y = player.y
                    message_log.add_message(Message('You can\'t go that way', tcod.blue))
                print(str(world_map.x)+" ,"+str(world_map.y))
            elif destination_x == -1:
                if world_map.x > 0:
                    world_map.move_to(world_map.x-1, world_map.y, constants, player)
                    current_map = world_map.maps[world_map.x][world_map.y]
                    entities = current_map.entities
                    destination_x = current_map.width-1
                    dx = 0
                    player.x = current_map.width-1
                    player.y = destination_y
                else:
                    destination_x = player.x
                    destination_y = player.y
                    message_log.add_message(Message('You can\'t go that way', tcod.blue))
                print(str(world_map.x)+" ,"+str(world_map.y))
            elif destination_y == -1:
                if world_map.y < 9:
                    world_map.move_to(world_map.x, world_map.y+1, constants, player)
                    current_map = world_map.maps[world_map.x][world_map.y]
                    entities = current_map.entities
                    destination_y = current_map.height-1
                    dy = 0
                    player.y = current_map.height-1
                    player.x = destination_x
                else:
                    destination_x = player.x
                    destination_y = player.y
                    message_log.add_message(Message('You can\'t go that way', tcod.blue))
                print(str(world_map.x)+" ,"+str(world_map.y))

            if not current_map.is_blocked(destination_x, destination_y):
                target = get_blocking_entities_at_location(entities, destination_x, destination_y)
                if target:
                    if target.fighter and target != player:
                        attack_results = player.fighter.attack(target)
                        player_turn_results.extend(attack_results)
                    elif target.breakable:
                        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.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))

        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 look:
            previous_game_state = game_state
            player_target.set(player.x, player.y)
            game_state = GameStates.LOOKING

        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 exit:
            if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.LOOKING):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, world_map, message_log, game_state, current_enemy)

                return True

        if fullscreen:
            tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

        if game_state == GameStates.TARGETING:
            if move_target:
                dx, dy = move_target
                player_target.move(dx, dy)
            if target_selected:
                item_use_results = player.inventory.use(targeting_item,
                    entities=entities, fov_map=fov_map, target_x=player_target.x,
                        target_y=player_target.y)
                player_turn_results.extend(item_use_results)


        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            destroyed_entity = player_turn_result.get('destroyed')
            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 destroyed_entity:
                message = destroy_object(destroyed_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
                game_state = GameStates.TARGETING
                player_target.set(player.x, player.y)

                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, current_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

        if game_state == GameStates.LOOKING and move_target:
            dx, dy = move_target
            player_target.move(dx, dy)