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Game.py
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Game.py
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import random
import libtcodpy as tcod
import time
import Init
import World
import Map
import Systems
import Math2D
import Funcs
import Actions
import Character
import Colors
from Entity import *
from Components import *
from Systems import *
from Spells import *
import RoomBuilder
from Constant import *
SpellTurnTime = 20
actionMap = {}
actionMap[ 'move' ] = Actions.Move
actionMap[ 'sleep' ] = Actions.Sleep
actionMap[ 'spawnorb' ] = SpawnOrbAction
actionMap[ 'fireorbs' ] = FireOrbsAction
actionMap[ 'attack' ] = Actions.Attack
playerCharacter = Character.Character( 'Player', Character.BaseStats, Name = 'You', MoveSpeed = 1.0, RenderColor = Colors.Player, BaseHP = 20 )
enemyCharacterBase = [
Character.Character( 'Orc', Character.BaseStats, Name = 'Orc', MoveSpeed = 0.8, RenderColor = Colors.Orc, BaseHP = 4, Damge = 3, TurnRandomRange = 10, SleepColor = Colors.OrcSleeping, MoveColor = Colors.OrcMoving ),
Character.Character( 'Goblin', Character.BaseStats, Name = 'Goblin', MoveSpeed = 1.2, RenderColor = Colors.Goblin, BaseHP = 2, Damage = 1, TurnRandomRange = 10, SleepColor = Colors.GoblinSleeping, MoveColor = Colors.GoblinMoving ),
]
weapons = [ 'Sword', 'Mace', 'Axe' ]
enemyCharacter = [ Character.Character( base.name, base, Weapon = weapon ) for weapon in weapons for base in enemyCharacterBase ]
class Game():
def __init__( self ):
self.world = World.World( Map.Map( 512, 512 ) )
self.score = 0
self.shouldRestart = False
self.autoSleep = False
World.curTurn = 0
root = RoomBuilder.build( self.world._map )
self.root = root
POINT_11 = Math2D.Point( 1, 1 )
Funcs.buildMap( self.world._map, root )
self.renderer = Systems.Renderer( self.world, Init.SCREEN_WIDTH, Init.SCREEN_HEIGHT )
self.renderer.setMap( self.world._map )
self.world._map.buildTcodMap()
playerRoom = self.root.pickRandomRoom( lambda: random.random() < 0.5 )
pos = Math2D.IntPoint( playerRoom.rect.center )
self.actionSystem = ActionSystem( self.world, actionMap )
self.playerAction = None
def playerAction( __, _, wasBlocked ):
ret = self.playerAction
self.playerAction = None
return ret
player = Entity()
player.addComponent( Position( pos.x, pos.y ) )
player.addComponent( TurnTaker( ai = playerAction ) )
player.addComponent( CharacterComponent( playerCharacter ) )
player.addComponent( Renderable( chr(2) ) )
player.addComponent( SpellCaster() )
player.onRemove.append( self.playerDeath )
self.world.addEntity( player )
self.player = player
self.renderer.player = player
self.renderer.playerChar = player.getComponent( CharacterComponent )
def addEnemy( room ):
if room.isLeaf == False:
return
if room == playerRoom:
return
prob = 1.4
while random.random() < prob:
rect = room.rect
while True:
pos = rect.p1 + ( rect.dim * Math2D.Point( random.uniform( 0.2, 0.8 ), random.uniform( 0.2, 0.8 ) ) )
pos = Math2D.IntPoint( pos )
if not self.world._map.isBlocked( pos.x, pos.y ):
break
enemy = Entity()
enemy.target = player
enemy.onRemove.append( self.addScore )
enemy.addComponent( Position( pos.x, pos.y ) )
enemy.addComponent( TurnTaker( ai = TurnTakerAi() ) )
enemy.addComponent( Renderable( chr(1) ) )
enemy.addComponent( CharacterComponent( random.choice( enemyCharacter ) ) )
self.world.addEntity( enemy )
prob *= 0.7
#t = playerRoom
#playerRoom = None
#addEnemy( t )
self.root.iterateTree( addEnemy, None )
self.curTurn = 0
self.render()
def addScore( self, ent ):
self.score += 10
if len( [ ent for ent in self.world.getEntityByComponent( CharacterComponent ) if not ent == self.player ] ) == 0:
startTime = time.time()
def renderScreen( panel ):
tcod.console_clear( panel )
tcod.console_set_default_background( panel, tcod.Color( 210, 125, 44 ) )
tcod.console_rect( panel, 0, 0, 40, 20, True, tcod.BKGND_SET )
tcod.console_set_default_background( panel, tcod.Color( 132,126,135 ) )
tcod.console_rect( panel, 1, 1, 38, 18, True, tcod.BKGND_SET )
tcod.console_print_ex( panel, 20, 4, tcod.BKGND_NONE, tcod.CENTER, 'You won!' )
tcod.console_print_ex( panel, 20, 6, tcod.BKGND_NONE, tcod.CENTER, 'You scored %d points.' % ( self.score ) )
if time.time() - startTime > 2:
tcod.console_print_ex( panel, 20, 14, tcod.BKGND_NONE, tcod.CENTER, 'Press escape to restart.' )
self.autoSleep = True
self.shouldRestart = True
self.renderer.panels.append( CreatePanel( self.renderer.renderWidth / 2 - 20, self.renderer.renderHeight / 2 - 10, 40, 20, renderScreen ) )
def playerDeath( self, ent ):
for ent in self.world.getEntityByComponent( TurnTaker, CharacterComponent ):
ent.target = None
startTime = time.time()
def renderScreen( panel ):
tcod.console_clear( panel )
tcod.console_set_default_background( panel, tcod.Color( 210, 125, 44 ) )
tcod.console_rect( panel, 0, 0, 40, 20, True, tcod.BKGND_SET )
tcod.console_set_default_background( panel, tcod.Color( 132,126,135 ) )
tcod.console_rect( panel, 1, 1, 38, 18, True, tcod.BKGND_SET )
tcod.console_print_ex( panel, 20, 4, tcod.BKGND_NONE, tcod.CENTER, 'You died...' )
tcod.console_print_ex( panel, 20, 6, tcod.BKGND_NONE, tcod.CENTER, 'You scored %d points.' % ( self.score ) )
if time.time() - startTime > 2:
tcod.console_print_ex( panel, 20, 14, tcod.BKGND_NONE, tcod.CENTER, 'Press escape to restart.' )
self.shouldRestart = True
self.renderer.panels.append( CreatePanel( self.renderer.renderWidth / 2 - 20, self.renderer.renderHeight / 2 - 10, 40, 20, renderScreen ) )
def handleInput( self, key ):
if key.c >= 48 and key.c <= 57: #Number keys
spawnId = key.c - 48
if spawnId in spawnableOrbs:
orbType = spawnableOrbs[ spawnId ]
self.playerAction = Action( self.player, 'spawnorb', orbType )
elif key.c in ( ord('W'), ord('w') ):
self.playerAction = Action( self.player, 'move', ( 0, -1 ) )
elif key.c in ( ord('S'), ord('s') ):
self.playerAction = Action( self.player, 'move', ( 0, 1 ) )
elif key.c in ( ord('A'), ord('a') ):
self.playerAction = Action( self.player, 'move', ( -1, 0 ) )
elif key.c in ( ord('D'), ord('d') ):
self.playerAction = Action( self.player, 'move', ( 1, 0 ) )
elif key.c in ( ord( '.' ), ):
self.playerAction = Action( self.player, 'sleep', 40 )
def handleMouseInput( self, mouse ):
pX = ( mouse.cx - self.renderer.hRW + 2 ) + self.renderer.cameraX
pY = ( mouse.cy - self.renderer.hRH + 2 ) + self.renderer.cameraY
if mouse.lbutton_pressed:
self.playerAction = Action( self.player, 'fireorbs', ( pX, pY ) )
def run( self ):
self.isRunning = True
self.render()
mouse = tcod.Mouse()
key = tcod.Key()
while not tcod.console_is_window_closed() and self.isRunning:
tcod.sys_check_for_event( tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key, mouse )
if key.vk == tcod.KEY_ESCAPE:
self.isRunning = False
else:
if key.vk is not tcod.KEY_NONE or mouse.lbutton_pressed:
if key.vk is not tcod.KEY_NONE:
self.handleInput( key )
else:
self.handleMouseInput( mouse )
if self.isRunning:
self.runFrame( key )
def runFrame( self, key ):
self.world.process()
i = 0
self.waitingOnTurn = True
self.render()
startTime = time.time()
if self.autoSleep:
self.playerAction = Action( self.player, 'sleep', 100 )
#Take turns
while True:
success = self.actionSystem.process( SpellTurnTime )
while self.curTurn + SpellTurnTime < self.actionSystem.curTurn:
self.updateTurn()
self.render()
if time.time() - startTime > 0.2:
break
if not success:
break
self.waitingOnTurn = False
self.render()
def render( self ):
#Update camera position
pos = self.player.getComponent( Position )
self.renderer.setCamera( pos.x, pos.y )
self.renderer.render()
def updateTurn( self ):
World.curTurn = self.curTurn
startTime = time.time()
entList = self.world.getEntityByComponent( SpellComponent )
for ent in entList:
ent.getComponent( SpellComponent ).update()
endTime = time.time()
sleepTime = 0.01
if len( entList ) > 0 and ( endTime - startTime ) < sleepTime:
time.sleep( sleepTime - ( endTime - startTime ) )
self.curTurn += SpellTurnTime