import lib.libtcodpy as libtcod

from rogue_one.generation.bsp_generation import BSPGenerator

SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50

bsp = BSPGenerator(libtcod.random_new())
map = bsp.generate_map(SCREEN_WIDTH, SCREEN_HEIGHT, 0)
tree = bsp.run(map)


def trace_sections(tree):
    rect = tree.data

    def listener(x, y):
        map[x][y] = 3
        return True

    libtcod.line(rect.x1, rect.y1, rect.x2, rect.y1, listener)
    libtcod.line(rect.x1, rect.y1, rect.x1, rect.y2, listener)
    libtcod.line(rect.x2, rect.y1, rect.x2, rect.y2, listener)
    libtcod.line(rect.x1, rect.y2, rect.x2, rect.y2, listener)

    if tree.left is not None:
        trace_sections(tree.left)
    if tree.right is not None:
        trace_sections(tree.right)

trace_sections(tree)
Example #2
0
MAP_HEIGHT = 46

FOV_ALGO = 0
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10

random = libtcod.random_new()

libtcod.console_set_custom_font(
    "terminal12x12_gs_ro.png", libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW
)

libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, "rogue-one", False, libtcod.RENDERER_GLSL)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)

map_gen = BSPGenerator(random)
map = map_gen.generate_map(MAP_WIDTH, MAP_HEIGHT, 1)
map_gen.run(map)

world = Level(MAP_WIDTH, MAP_HEIGHT, con)
tiler = TileGenerator()
tiler.run(world, map)

player = Entity(27, 22, "@", libtcod.white, con, world)
npc = Entity(56, 27, "J", libtcod.yellow, con, world)
objects = [npc, player]

fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
    for x in range(MAP_WIDTH):
        libtcod.map_set_properties(fov_map, x, y, not world[x][y].block_sight, not world[x][y].blocked)