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
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
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'
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'
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
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'
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'
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
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 {}
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)
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
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)
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
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
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'
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
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
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
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
# 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
def test_console_key_input(console): libtcodpy.console_check_for_keypress() libtcodpy.console_is_key_pressed(libtcodpy.KEY_ENTER)
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