def play_game():
    global key, mouse

    player_action = None

    mouse = libtcod.Mouse()
    key = libtcod.Key()
    # main loop
    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
        # render the screen
        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()
Example #2
0
def play_game():
	player_action = None
	while not libtcod.console_is_window_closed():
		#draw all the things	
		render_all()
		

		#some other shit, flushing the console?
		libtcod.console_flush()

		#clear off the @ ghosts created by movement
		for stuff in objects:
			stuff.clear()

		#handle keys
		player_action = handle_keys()
		if player_action == 'exit':
			save_game()
			break
	
		#monsters turn
		if game_state == 'playing' and player_action != 'didnt-take-turn':
			for stuff in objects:
				if stuff.ai:
					stuff.ai.take_turn()
Example #3
0
  def main_loop(self):
    while not libtcod.console_is_window_closed():
      self.__render_all()
      libtcod.console_flush()
      self.__clear_all()

      action = self.__handle_keys()
      if action == 'exit':
        break
      elif self.__state == 'playing' and action != 'pass':
        for entity in Entity.entities:
          if entity.ai:
            entity.ai.take_turn()
def menu(header, options, width):
    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 option
    header_height = libtcod.console_get_height_rect(con, 0, 0, width,
                                                    SCREEN_HEIGHT, header)
    if header == '':
        header_height = 0
    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 = '(' + chr(letter_index) + ') ' + option_text
        libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, text)
        y += 1
        letter_index += 1

    # blit the contents of "window" to the root console
    x = SCREEN_WIDTH / 2 - width / 2
    y = SCREEN_HEIGHT / 2 - height / 2
    libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)

    # present the root console to the player and wait for a key-press
    libtcod.console_flush()
    key = libtcod.console_wait_for_keypress(True)

    # (special case) Alt+Enter: toggle fullscreen
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        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
    return None
Example #5
0
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.
    while True:
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
        render_graphics()
        libtcod.console_flush()
 
        key = libtcod.console_check_for_keypress()
        mouse = libtcod.mouse_get_status()  #get mouse position and click status
        (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)
Example #6
0
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.
    while True:
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
        render_graphics()
        libtcod.console_flush()

        key = libtcod.console_check_for_keypress()
        mouse = libtcod.mouse_get_status(
        )  #get mouse position and click status
        (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)
Example #7
0
def menu(header, options, width):
    if len(options) > 26:
        raise ValueError('Cannot have a menu with more than 26 options.')

    #calc height of header
    header_height = libtcod.console_height_left_rect(con, 0, 0, width,
                                                     SCREEN_HEIGHT, header)
    if header == '':
        header_height = 0
    height = len(options) + header_height

    #offscreen conolse
    window = libtcod.console_new(width, height)

    #print the header
    libtcod.console_set_foreground_color(window, libtcod.white)
    libtcod.console_print_left_rect(window, 0, 0, width, height,
                                    libtcod.BKGND_NONE, header)

    y = header_height
    letter_index = ord('a')
    for option_text in options:
        text = '(' + chr(letter_index) + ') ' + option_text
        libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text)
        y += 1
        letter_index += 1

    #blit the contents to the main console
    x = SCREEN_WIDTH / 2 - width / 2
    y = SCREEN_HEIGHT / 2 - height / 2
    libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)

    #wait for keypress
    libtcod.console_flush()
    key = libtcod.console_wait_for_keypress(True)

    #convert ascii to index
    index = key.c - ord('a')
    if index >= 0 and index < len(options): return index
    return None
Example #8
0
def menu(header, options, width):
    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 option
    header_height = libtcod.console_height_left_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_foreground_color(window, libtcod.white)
    libtcod.console_print_left_rect(window, 0, 0, width, height,
                                    libtcod.BKGND_NONE, header)

    #print all the options
    y = header_height
    letter_index = ord('a')
    for option_text in options:
        text = '(' + chr(letter_index) + ') ' + option_text
        libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text)
        y += 1
        letter_index += 1

    #blit the contents of "window" to the root console
    x = SCREEN_WIDTH / 2 - width / 2
    y = SCREEN_HEIGHT / 2 - height / 2
    libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)

    #present the root console to the player and wait for a key-press
    libtcod.console_flush()
    key = libtcod.console_wait_for_keypress(True)

    #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
    return None
def target_tile(max_range=None):
    global key, mouse
    # return the position of a tile left-clicked in player's FOV
    # (optionally in a range), or (None,None) if right-clicked.
    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:
            # cancel if the player right-clicked or pressed Escape
            return (None, None)

        # 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)
Example #10
0
def menu(header, options, width):
	if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')

	#calc height of header
	header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
	if header == '':
		header_height = 0
	height = len(options) + header_height

	#offscreen conolse
	window = libtcod.console_new(width, height)
	
	#print the header
	libtcod.console_set_foreground_color(window, libtcod.white)
	libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header)
	
	y = header_height
	letter_index= ord('a')
	for option_text in options:
		text = '(' + chr(letter_index) + ') ' + option_text
		libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text)
		y += 1
		letter_index += 1
	
	#blit the contents to the main console
	x = SCREEN_WIDTH/2 - width/2
	y = SCREEN_HEIGHT/2 - height/2
	libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)

	#wait for keypress
	libtcod.console_flush()
	key = libtcod.console_wait_for_keypress(True)

	#convert ascii to index
	index = key.c - ord('a')
	if index >= 0 and index < len(options): return index
	return None
Example #11
0
def play_game():
    player_action = None
    while not libtcod.console_is_window_closed():
        #draw all the things
        render_all()

        #some other shit, flushing the console?
        libtcod.console_flush()

        #clear off the @ ghosts created by movement
        for stuff in objects:
            stuff.clear()

        #handle keys
        player_action = handle_keys()
        if player_action == 'exit':
            save_game()
            break

        #monsters turn
        if game_state == 'playing' and player_action != 'didnt-take-turn':
            for stuff in objects:
                if stuff.ai:
                    stuff.ai.take_turn()
Example #12
0
#a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
sound_general_start.play()

while not libtcod.console_is_window_closed():

    #render the screen
    render_graphics()

    #recompute ambient sound voumes
    render_ambience()

    #random ambient sounds
    render_random_ambient_sounds()

    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_input()
    if player_action == 'exit':
        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()
Example #13
0
    libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'Amulet of Yelpdor',
                          False)
libtcod.sys_set_fps(LIMIT_FPS)
console = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)

district = District()
dungeon_map = generate_city_map(MAP_WIDTH, MAP_HEIGHT, district)
dungeon_map.init_fov_map()
screen = Screen(width=SCREEN_WIDTH, height=SCREEN_HEIGHT)
camera = Camera(CAMERA_WIDTH, CAMERA_HEIGHT, dungeon_map)
renderer = Renderer(console, screen, camera)
messenger = Messenger(width=MESSENGER_WIDTH,
                      height=MESSENGER_HEIGHT,
                      screen=screen)

player = Player(dungeon_map.spawn[0], dungeon_map.spawn[1], '@', libtcod.white)
dungeon_map.objects.append(player)
stats = Stats(48, 3, player)
amulet = Amulet(player, 48, 12, district)
player.amulet = amulet

player.set_level(dungeon_map, district)

while not libtcod.console_is_window_closed():
    renderer.render(player, dungeon_map, amulet, stats)
    messenger.render()
    libtcod.console_flush()
    if handle_keys():
        break
Example #14
0
 def screenFlush(self):
     libtcod.console_flush()