def make_map(self, destination): # Set debug level if destination == "debug": game_map = GameMap(20, 20, "debug") game_map.owner = self # game_map.generate_trees(0, 0, game_map.width, # game_map.height, 20, block_sight=True) # game_map.generate_forest() # game_map.generate_cavern() game_map.place_entities() # Initialize field of view self.player.light_source.initialize_fov(game_map) elif destination == "dream": level_params = self.generate_level_params() level_data = MenuData(name="choose_level", params=level_params) self.owner.menus.create_or_show_menu(level_data) if not self.owner.menus.choose_level.event: return self.world_tendency = self.params["modifier"] game_map = GameMap(width=50, height=50, name="dream", title=self.params["title"]) game_map.owner = self game_map.generate_map() self.items[game_map.name] = game_map self.current_map = game_map game_map.place_entities() # Initialize field of view self.player.light_source.initialize_fov(game_map) self.player.light_source.radius = self.player.fighter.fov self.player.light_source.recompute_fov(self.player.x, self.player.y)
class Dungeon: def __init__(self, game, name="dungeon"): self.game = game self.name = name self.current_floor = 1 self.current_map = None config = get_dungeon_config(self.name) self.max_floor = config["max_floor"] self.floors = config["floors"] def initialize(self): self.generate_floor(self.get_floor_to_create()) def get_floor_to_create(self): current_floor = self.current_floor map_to_create = None while not map_to_create: try: map_to_create = self.floors[str(current_floor)] except: current_floor -= 1 if current_floor == 0: map_to_create = "standard_map" return map_to_create def generate_floor(self, map_to_create): self.current_map = GameMap(self, map_to_create) self.current_map.add_player(self.game.player) self.current_map.generate_map() def next_floor(self): new_floor = self.current_floor + 1 if new_floor <= self.max_floor: self.current_floor += 1 self.generate_floor(self.get_floor_to_create()) self.game.recompute_fov() # empecher artefacts de la carte precedente. Fix merdique. Dans Engine, render et Game aussi. self.game.reset_game_windows = True self.game.player.fighter.heal(self.game.player.fighter.max_hp // 2) self.game.events.add_event( { "message": Texts.get_text('REST_AFTER_LANDMARK'), "color": color_config.REST_AFTER_LANDMARK_COLOR, } ) else: self.game.events.add_event({"victory": True})
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), } 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( 'arial10x10.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) game_map = GameMap(map_width, map_height) game_map.generate_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(): 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) key = libtcod.console_check_for_keypress() 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()) time.sleep(.01)