Example #1
0
def handle_keys():
    global player_x, player_y, fov_recompute

    key = get_key_event(TURN_BASED)

    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt+Enter: toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

    elif key.vk == tcod.KEY_ESCAPE:
        return True  # exit game

    # movement keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player.move(0, -1)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player.move(0, 1)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player.move(-1, 0)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player.move(1, 0)
        fov_recompute = True
def keyboard_input(player, con):

    global fog_of_war
    key = tcod.console_wait_for_keypress(True)

    if key.vk == tcod.KEY_ESCAPE:
        return True

    if key.vk == tcod.KEY_SPACE:
        fog_of_war = not fog_of_war
        eraseMap(con)

    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player.move(0, 1)

    if tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player.move(0, -1)

    if tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player.move(-1, 0)

    if tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player.move(1, 0)

    return False
Example #3
0
def handle_keys():
    global fov_recompute

    #key = tcod.console_check_for_keypress()  #real-time
    key = tcod.console_wait_for_keypress(True)  #turn-based

    if key.vk == tcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

    elif key.vk == tcod.KEY_ESCAPE:
        return True  #exit game

    #movement keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player.move(0, -1)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player.move(0, 1)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player.move(-1, 0)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player.move(1, 0)
        fov_recompute = True
Example #4
0
def handle_keys(currPlayer, mapToUse):
    global fov_recompute

    #key = tcod.console_check_for_keypress()  #real-time
    key = tcod.console_wait_for_keypress(True)  #turn-based

    if key.vk == tcod.KEY_ESCAPE:
        sys.exit()

    # if key.vk == tcod.KEY_ENTER and key.lalt:
    #     #Alt+Enter: toggle fullscreen
    #     tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

    #movement keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        mapToUse.movePlayer(currPlayer, 0)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        mapToUse.movePlayer(currPlayer, 2)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        mapToUse.movePlayer(currPlayer, 3)
        fov_recompute = True

    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        mapToUse.movePlayer(currPlayer, 1)
        fov_recompute = True
def handle_keys():
    #key = libtcod.console_check_for_keypress()  #real-time
    key = libtcod.console_wait_for_keypress(True)  #turn-based
 
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
 
    elif key.vk == libtcod.KEY_ESCAPE:
        return 'exit'  #exit game
 
    if game_state == 'playing':
        #movement keys
        if libtcod.console_is_key_pressed(libtcod.KEY_UP):
            player_move_or_attack(0, -1)
 
        elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
            player_move_or_attack(0, 1)
 
        elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
            player_move_or_attack(-1, 0)
 
        elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
            player_move_or_attack(1, 0)
 
        else:
            return 'didnt-take-turn'
Example #6
0
def handle_keys():
    global fov_recompute

    key = get_key_event(TURN_BASED)
 
    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt+Enter: toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
 
    elif key.vk == tcod.KEY_ESCAPE:
        return 'exit'  # exit game
    
    # movement and combat only possible in playing game state
    if game_state == 'playing':

         # movement keys
        if tcod.console_is_key_pressed(tcod.KEY_UP):
            player.move(0,-1)
            fov_recompute = True
 
        elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
            player.move(0,1)
            fov_recompute = True
 
        elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
            player.move(-1,0)
            fov_recompute = True
 
        elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
            player.move(1,0)
            fov_recompute = True
        
        # testing if turn was taken
        else:
            return 'turn_not_taken'
Example #7
0
    def handle_keys(self):
        #key = libtcod.console_check_for_keypress()  #real-time
        key = libtcodpy.console_wait_for_keypress(True)  #turn-based

        #let monsters take their turn
        if self.game_state == 'playing' and self.player_action != 'didnt-take-turn':
            for obj in self.objects:
                if obj.ai:
                    obj.ai.take_turn(self.game_map, self.player)

        if self.game_state == 'playing':
            if key.vk == libtcodpy.KEY_ENTER and key.lalt:
                #Alt+Enter: toggle fullscreen
                libtcodpy.console_set_fullscreen(not libtcodpy.console_is_fullscreen())

            elif key.vk == libtcodpy.KEY_ESCAPE:
                return 'exit'  #exit game

            #movement keys
            if libtcodpy.console_is_key_pressed(libtcodpy.KEY_UP):
                self.game_map.fov_recompute = self.player.move(0, -1, self.is_blocked_and_target)

            elif libtcodpy.console_is_key_pressed(libtcodpy.KEY_DOWN):
                self.game_map.fov_recompute = self.player.move(0, 1, self.is_blocked_and_target)

            elif libtcodpy.console_is_key_pressed(libtcodpy.KEY_LEFT):
                self.game_map.fov_recompute = self.player.move(-1, 0, self.is_blocked_and_target)

            elif libtcodpy.console_is_key_pressed(libtcodpy.KEY_RIGHT):
                self.game_map.fov_recompute = self.player.move(1, 0, self.is_blocked_and_target)

            else:
                return 'didnt-take-turn'
def handle_keys():
    global fov_recompute
 
    #key = libtcod.console_check_for_keypress()  #real-time
    key = libtcod.console_wait_for_keypress(True)  #turn-based
 
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
 
    elif key.vk == libtcod.KEY_ESCAPE:
        return True  #exit game
 
    #movement keys
    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        player.move(0, -1)
        fov_recompute = True
 
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        player.move(0, 1)
        fov_recompute = True
 
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        player.move(-1, 0)
        fov_recompute = True
 
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        player.move(1, 0)
        fov_recompute = True
def handle_keys():
    global playerx, playery
 
    #key = libtcod.console_check_for_keypress()  #real-time
    key = libtcod.console_wait_for_keypress(True)  #turn-based
 
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
 
    elif key.vk == libtcod.KEY_ESCAPE:
        return True  #exit game
 
    #movement keys
    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        playery -= 1
 
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        playery += 1
 
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        playerx -= 1
 
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        playerx += 1
Example #10
0
def handle_keys():
    # key = libtcod.console_check_for_keypress()  #real-time
    key = libtcod.console_wait_for_keypress(True)  # turn-based

    if key.vk == libtcod.KEY_ENTER and key.lalt:
        # Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

    elif key.vk == libtcod.KEY_ESCAPE:
        return 'exit'  # exit game

    if game_state == 'playing':
        # movement keys
        if libtcod.console_is_key_pressed(libtcod.KEY_UP):
            player_move_or_attack(0, -1)

        elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
            player_move_or_attack(0, 1)

        elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
            player_move_or_attack(-1, 0)

        elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
            player_move_or_attack(1, 0)

        else:
            return 'didnt-take-turn'
Example #11
0
def handle_keys():
    global player, fov_recompute, TURN_BASED

    key = get_key_event(TURN_BASED)

    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt+Enter: toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

    elif key.vk == tcod.KEY_ESCAPE:
        return 'exit'  # exit game

    if game_state == 'playing':
        if tcod.console_is_key_pressed(tcod.KEY_UP):
            player_move_or_attack(0, -1)

        elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
            player_move_or_attack(0, 1)

        elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
            player_move_or_attack(-1, 0)

        elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
            player_move_or_attack(1, 0)

    else:
        return 'didnt-take-turn'
Example #12
0
def handle_keys():
    global fov_recompute
     
    key = tcod.console_check_for_keypress(True)
    
    if game_state == 'playing':
        if key.vk == tcod.KEY_ENTER and key.lalt:
            tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
        elif key.vk == tcod.KEY_ESCAPE:
            return 'exit'

        if tcod.console_is_key_pressed(tcod.KEY_UP):
            player_move_atttack(0, -1)
            fov_recompute = True

        elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
            player_move_atttack(0, 1)
            fov_recompute = True

        elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
            player_move_atttack(-1, 0)
            fov_recompute = True

        elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
            player_move_atttack(1, 0)
            fov_recompute = True
        else:
             return 'no-turn'
def handle_keys():
    global exit_game

    player_dx = 0
    player_dy = 0

    #movement keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player_dy = -1
    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player_dy = 1
    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player_dx = -1
    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player_dx = 1

    # move the player
    player.move(player_dx, player_dy)

    # check for specific key presses combos, etc
    key = tcod.console_check_for_keypress()

    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt-enter toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
    elif key.vk == tcod.KEY_ESCAPE:
        exit_game = True
Example #14
0
def handle_player_turn_keys(key):
    key_char = chr(key.c)
    # Movement keys
    if key.vk == libtcod.KEY_KP8 or key.vk == libtcod.KEY_UP:
        return {'move': (0, -1)}
    elif key.vk == libtcod.KEY_KP2 or key.vk == libtcod.KEY_DOWN:
        return {'move': (0, 1)}
    elif key.vk == libtcod.KEY_KP4 or key.vk == libtcod.KEY_LEFT:
        return {'move': (-1, 0)}
    elif key.vk == libtcod.KEY_KP6 or key.vk == libtcod.KEY_RIGHT:
        return {'move': (1, 0)}
    elif key.vk == libtcod.KEY_KP7:
        return {'move': (-1, -1)}
    elif key.vk == libtcod.KEY_KP9:
        return {'move': (1, -1)}
    elif key.vk == libtcod.KEY_KP1:
        return {'move': (-1, 1)}
    elif key.vk == libtcod.KEY_KP3:
        return {'move': (1, 1)}

    if key_char == 'g':
        return {'pickup': True}

    elif key_char == 'i':
        return {'show_inventory': True}

    elif key_char == 'd':
        return {'drop_inventory': True}

    elif key_char == '.' and libtcod.console_is_key_pressed(
            libtcod.KEY_SHIFT):  #key_char == '>'
        return {'take_down_stairs': True}

    elif key_char == ',' and libtcod.console_is_key_pressed(
            libtcod.KEY_SHIFT):  #key_char == '<'
        return {'take_up_stairs': True}

    elif key_char == '.' or key.vk == libtcod.KEY_KP5:
        return {'wait': True}

    elif key_char == 'c':
        return {'show_character_screen': True}

    elif key_char == 'h':
        return {'show_help_screen': True}

    if key.vk == libtcod.KEY_ENTER and key.lalt:
        # Alt+Enter: toggle full screen
        return {'fullscreen': True}

    elif key.vk == libtcod.KEY_ESCAPE:
        # Exit the game
        return {'exit': True}

    return {}
Example #15
0
def handle_keys(player, game_map):
    key = tcod.console_wait_for_keypress(True)
    if key.vk == tcod.KEY_ENTER and key.lalt:
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
    elif key.vk == tcod.KEY_ESCAPE:
        return True

    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player.move(*DIR_NORTH, game_map)
    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player.move(*DIR_SOUTH, game_map)
    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player.move(*DIR_WEST, game_map)
    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player.move(*DIR_EAST, game_map)
Example #16
0
    def input_vk(self):

        if not libtcod.console_is_key_pressed(self.key.vk):
            return

        cpos = self.cursor_pos
        ans = ord(self.keyInput)

        # returning a result
        if (ans == K_ENTER): self.set_result(self.text)
        if (ans == K_ESCAPE): self.set_result(self.default)

        # deleting
        if (ans == K_BACKSPACE):
            self.render_text = True
            self.putCursor(cpos - 1)
            self.delete()
        elif (ans == K_DELETE):
            self.render_text = True
            self.delete()
        # moving
        elif (ans == K_LEFT):
            self.move(cpos - 1)
        elif (ans == K_RIGHT):
            self.move(cpos + 1)

            # insert mode
        elif (ans == K_INSERT):
            self.insert_mode = not self.insert_mode
Example #17
0
def handle_keys():
	#key = libtcod.console_check_for_keypress()  #real-time
	key = libtcod.console_wait_for_keypress(True)  #turn-based
	global toggleDisplay
	global map
 
 
	if key.vk == libtcod.KEY_ALT:
		# random value for 
		mySeed = random.random()
		print(mySeed)
		seed = generate_seed(mySeed)
		map =make_map(seed)
		render_all(map)
		libtcod.console_flush()
	
	if key.vk == libtcod.KEY_ENTER:
		#change color : bi to greys
		
		if toggleDisplay == True:
			toggleDisplay = False
		else:
			toggleDisplay = True
		print('toggleDisplay %s' % toggleDisplay)
		render_all(map)
		libtcod.console_flush()
		
		#data = generate(simple_sine)
	if key.vk == libtcod.KEY_ENTER and key.lalt:
		#Alt+Enter: toggle fullscreen
		libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
 
	elif key.vk == libtcod.KEY_ESCAPE:
		return True  #exit game
 
	#movement keys
	if libtcod.console_is_key_pressed(libtcod.KEY_UP):
		player.move(0, -1)
 
	elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
		player.move(0, 1)
 
	elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
		player.move(-1, 0)
 
	elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
		player.move(1, 0)
Example #18
0
    def handleinput(self):

        key = super().handleinput()
        if tcod.console_is_key_pressed(tcod.KEY_UP):
            self.player.move(self.level, 0, -1)
        elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
            self.player.move(self.level, 0, 1)
        elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
            self.player.move(self.level, -1, 0)
        elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
            self.player.move(self.level, 1, 0)

        elif chr(key.c) in self.keydict:
            (fn, ex) = self.keydict[chr(key.c)]
            fn(key, ex)

        return key
Example #19
0
def main():

    init()

    playing = True
    wina = Window(0, 0, 10, screenheight)
    winb = Window(0, 0, screenwidth, screenheight)
    winc = Window(screenwidth // 2, screenheight // 2, 10, 10)

    winb.print_(50, 20, "Hello World!")
    winb.print_(0, 20, "Here I am!")
    wina.print_(0, 0, "Yo Yo Yo")
    winc.print_(10, 10, '@@YO@@')
    for y in range(winc.height):
        for x in range(winc.width):
            tcod.console_set_char_background(winc, x, y,
                                             tcod.Color(20, 20,
                                                        20), tcod.BKGND_SET)

    while not tcod.console_is_window_closed() and playing:

        root.clear()
        winb.flush()
        wina.flush()
        winc.flush()
        flip()
        key = tcod.console_wait_for_keypress(True)

        if key.vk == tcod.KEY_ENTER and key.lalt:
            # Alt+Enter: toggle fullscreen
            tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

        elif key.vk == tcod.KEY_ESCAPE:
            playing = False
            return
        if tcod.console_is_key_pressed(tcod.KEY_UP):
            winc.y -= 1
        elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
            winc.y += 1
        elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
            winc.x -= 1
        elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
            winc.x += 1
Example #20
0
def handle_keys():
    global exit_game
    global fov_recompute


    player_dx = 0
    player_dy = 0

    # check for specific key presses combos, etc
    key = tcod.console_check_for_keypress()

    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt-enter toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
    elif key.vk == tcod.KEY_ESCAPE:
        return 'exit'

    if (game_state == 'playing'):
        #movement keys
        if tcod.console_is_key_pressed(tcod.KEY_UP):
            player_dy = -1
            # move or attack
            player_move_or_attack(player_dx, player_dy)

        elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
            player_dy = 1
            # move or attack
            player_move_or_attack(player_dx, player_dy)

        elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
            player_dx = -1
            # move or attack
            player_move_or_attack(player_dx, player_dy)

        elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
            player_dx = 1
            # move or attack
            player_move_or_attack(player_dx, player_dy)

        else:
            return 'didnt-take-turn'
Example #21
0
    def get_char(self):
        reply = ''
        if libtcod.console_is_key_pressed(self.key.vk):
            reply = VK_TO_CHAR.get(self.key.vk, None)

        elif self.key.vk == libtcod.KEY_TEXT:
            tx = self.key.text  #.decode()
            if (ord(tx) >= 128 or tx == '%'):
                return ''  # Prevent problem-causing input
            else:
                reply = tx
        self.keyInput = reply
def handle_keys():
    global player_x, player_y
    global exit_game

    #movement keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player_y = player_y - 1
    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player_y = player_y + 1
    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player_x = player_x - 1
    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player_x = player_x + 1

    key = tcod.console_check_for_keypress()

    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt-enter toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
    elif key.vk == tcod.KEY_ESCAPE:
        exit_game = True
Example #23
0
def handle_keys():
    # global player.x, player.y           # Player Position
    global FOV_recompute
    key = get_key_event(TURN_BASED)     # Gather Keyboard Input
    if key.vk == tcod.KEY_ENTER and key.lalt:                           # Key Check For Fullscreen / Exiting
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())   # Alt + Enter : Toggle Fullscreen
    elif key.vk == tcod.KEY_ESCAPE:                                     # Esc : Exit Game
        return True
    #--------------------------------------------------
    # Movement Keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):        # Up Arrow
        player.move(0, -1)
        FOV_recompute = True
    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):    # Down Arrow
        player.move(0, 1)
        FOV_recompute = True
    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):    # Left Arrow
        player.move(-1, 0)
        FOV_recompute = True
    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):   # Right Arrow
        player.move(1, 0)
        FOV_recompute = True
Example #24
0
def handle_keys():
    global player_x, player_y

    key = get_key_event(TURN_BASED)

    if key.vk == tcod.KEY_ENTER and key.lalt:
        # Alt + enter = toggle fullscreen
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

    elif key.vk == tcod.KEY_ESCAPE:
        return True  #  Exit game

    # movement keys
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        player_y -= 1

    elif tcod.console_is_key_pressed(tcod.KEY_DOWN):
        player_y += 1

    elif tcod.console_is_key_pressed(tcod.KEY_LEFT):
        player_x -= 1

    elif tcod.console_is_key_pressed(tcod.KEY_RIGHT):
        player_x += 1
Example #25
0
def handle_keys():
    key = get_key_event()
    if tcod.console_is_key_pressed(tcod.KEY_UP):
        make_map()
    if key.vk == tcod.KEY_ESCAPE:
        return True
Example #26
0
# Select Map Mode
while not tcod.console_is_window_closed():

    # Simulation
    while isRunning == True:

        ProcessCivs(World, Civs, Chars, Colors, Month)

        # DEBUG Print Mounth
        Month += 1
        print("Month: ", Month)

        # End Simulation
        tcod.console_check_for_keypress(True)
        if tcod.console_is_key_pressed(tcod.KEY_SPACE):
            timer = 0
            isRunning = False
            print("*PAUSED*")
            time.sleep(1)

        # Flush Console
        if needUpdate:
            BiomeMap(Chars, Colors)
            needUpdate = False

    key = tcod.console_wait_for_keypress(True)

    # Start Simulation
    if tcod.console_is_key_pressed(tcod.KEY_SPACE):
        isRunning = True
Example #27
0
def test_console_key_input(console):
    libtcodpy.console_check_for_keypress()
    libtcodpy.console_is_key_pressed(libtcodpy.KEY_ENTER)
Example #28
0
def test_console_key_input(console):
    libtcodpy.console_check_for_keypress()
    libtcodpy.console_is_key_pressed(libtcodpy.KEY_ENTER)
Example #29
0
def key_get_pressed():  # get both vk and text in one variable
    k = libtcod.KEY_NONE
    if libtcod.console_is_key_pressed(key.vk): k = key.vk
    if k == libtcod.KEY_CHAR: k = key_getchar(key.c)
    return k