Example #1
0
def draw_player_status_bar(the_player, x: int, y: int,
                           root_console: tdl.Console):
    """
    Helper function that draws the player's status bar at the bottom
    of the screen.
    """
    root_console.draw_rect(0,
                           root_console.height - 3,
                           root_console.width,
                           3,
                           None,
                           bg=(200, 200, 200))

    name = f'@{the_player.name}'
    food = f'FOOD: {the_player.food}'
    health = f'{the_player.health}/{the_player.max_health}HP'
    level = f'LEVEL {the_player.level}'
    xp = f'{the_player.experience}/{the_player.experience_to_next_level}XP'

    root_console.draw_str(x, y, name, fg=(0, 0, 0), bg=None)

    x += len(name) + 4

    root_console.draw_str(x, y, health, fg=(0, 0, 0), bg=None)

    x += len(health) + 4

    root_console.draw_str(x, y, food, fg=(0, 0, 0), bg=None)

    x += len(food) + 4

    root_console.draw_str(x, y, level, fg=(0, 0, 0), bg=None)

    x += len(level) + 4

    root_console.draw_str(x, y, xp, fg=(0, 0, 0), bg=None)
Example #2
0
def state(game: GameData, root_console: tdl.Console) -> GameState:

    root_console.clear()
    tdl.flush()

    room_size = 5
    spacing = 0

    the_map = game.current_map

    total_width = (room_size + (spacing * 2)) * the_map.size[0]
    total_height = (room_size + (spacing * 2)) * the_map.size[1]

    map_console = tdl.Console(total_width, total_height)

    legend_scheme = {
        EncounterType.MONSTER: (180, 0, 0),
        EncounterType.SHRINE: (255, 255, 200),
        EncounterType.TREASURE: (200, 200, 0),
        EncounterType.TRAP: (149, 108, 53),
        EncounterType.STAIRS: (0, 200, 235),
        EncounterType.EMPTY: (255, 255, 255)
    }

    # legend
    x = root_console.width - 20
    y = 1
    root_console.draw_str(x, y, 'LEGEND', bg=None, fg=(255, 255, 255))
    y += 1
    root_console.draw_str(x,
                          y,
                          '# Shrine',
                          bg=None,
                          fg=legend_scheme[EncounterType.SHRINE])
    y += 1
    root_console.draw_str(x,
                          y,
                          '# Treasure',
                          bg=None,
                          fg=legend_scheme[EncounterType.TREASURE])
    y += 1
    root_console.draw_str(x,
                          y,
                          '# Monster',
                          bg=None,
                          fg=legend_scheme[EncounterType.MONSTER])
    y += 1
    root_console.draw_str(x,
                          y,
                          '# Trap',
                          bg=None,
                          fg=legend_scheme[EncounterType.TRAP])
    y += 1
    root_console.draw_str(x,
                          y,
                          '# Stairs',
                          bg=None,
                          fg=legend_scheme[EncounterType.STAIRS])
    y += 1
    root_console.draw_str(x,
                          y,
                          '# Empty',
                          bg=None,
                          fg=legend_scheme[EncounterType.EMPTY])
    y += 1
    root_console.draw_str(x, y, '@ Player', bg=None, fg=(255, 255, 255))

    # bottom bar
    root_console.draw_rect(0,
                           root_console.height - 3,
                           root_console.width,
                           3,
                           None,
                           bg=(200, 200, 200))
    root_console.draw_str(1,
                          root_console.height - 2,
                          '[ESC] back',
                          fg=(0, 0, 0),
                          bg=None)
    root_console.draw_str(15,
                          root_console.height - 2,
                          '[Arrow Keys] scroll map',
                          fg=(0, 0, 0),
                          bg=None)
    root_console.draw_str(50,
                          root_console.height - 2,
                          '[Enter] center map',
                          fg=(0, 0, 0),
                          bg=None)

    map_center_x = game.current_room.x * (room_size + spacing) + spacing
    map_center_y = game.current_room.y * (room_size + spacing) + spacing

    # draw the rooms
    while True:
        map_console.clear()
        for room in [room for room in the_map.rooms if room.discovered]:
            x = room.x * (room_size + spacing) + spacing
            y = room.y * (room_size + spacing) + spacing

            for xx in range(x, x + room_size):
                for yy in range(y, y + room_size):
                    t = '.'
                    if xx == x or xx == x + room_size - 1 or yy == y or yy == y + room_size - 1:
                        t = '#'
                    if room.north and yy == y and xx == x + 2:
                        t = '.'
                    if room.south and yy == y + room_size - 1 and xx == x + 2:
                        t = '.'
                    if room.east and yy == y + 2 and xx == x + room_size - 1:
                        t = '.'
                    if room.west and yy == y + 2 and xx == x:
                        t = '.'

                    color = (255, 255, 255)

                    if room.encounter and room.encounter in legend_scheme:
                        color = legend_scheme[room.encounter]

                    map_console.draw_char(xx, yy, t, bg=None, fg=color)

            if room == game.current_room:
                map_console.draw_char(x + int(room_size / 2),
                                      y + int(room_size / 2),
                                      game.the_player.tile,
                                      fg=(255, 255, 255))

        src_x = max(map_center_x - 15, 0)
        src_y = max(map_center_y - 15, 0)
        root_console.draw_rect(0, 0, 30, 30, ' ', bg=(50, 50, 50))
        root_console.blit(map_console, 0, 0, 30, 30, src_x, src_y, 1.0, 0.0)

        tdl.flush()
        response = wait_for_keys([
            'ESCAPE', 'SPACE', 'ENTER', 'm', 'UP', 'DOWN', 'LEFT', 'RIGHT', '0'
        ])
        if response in ['ESCAPE', 'SPACE', 'm']:
            break
        # scroll the map
        if response == 'UP':
            if map_center_y > 0:
                map_center_y -= 1
        elif response == 'DOWN':
            if map_center_y < total_height - 1:
                map_center_y += 1
        elif response == 'LEFT':
            if map_center_x > 0:
                map_center_x -= 1
        elif response == 'RIGHT':
            if map_center_x < total_width - 1:
                map_center_x += 1
        elif response == 'ENTER':
            # recenter the map
            map_center_x = game.current_room.x * (room_size +
                                                  spacing) + spacing
            map_center_y = game.current_room.y * (room_size +
                                                  spacing) + spacing
        elif response == '0':
            # TODO: remove this cheat
            # reveal entire map
            for room in the_map.rooms:
                room.discovered = True

    return GameState.ROOM
Example #3
0
def state(game: GameData, root_console: tdl.Console) -> GameState:

    if game.current_room.monster is None:
        monster = game.current_room.monster = create_monster_for_level(game.current_level)
    else:
        monster = game.current_room.monster

    player: Character = game.the_player
    player_x = int(root_console.width / 2)
    monster_x = player_x
    top = 5
    left = 5
    room_draw_width = game.room_draw_width
    room_draw_height = game.room_draw_height
    center_x = int(math.floor(room_draw_width / 2))
    center_y = int(math.floor(room_draw_height / 2))

    # if you flee a monster and come back, it will return to full health
    monster.reset()

    game.log(f'You encounter a {monster.name}!', (255, 0, 0))

    fighting: bool = True
    did_flee: bool = False
    player_used_turn: bool = False

    player_combat_skills = player.get_combat_skills()

    while fighting:

        if player_used_turn:
            # tick status effects
            player.tick_status_effects()
            monster.tick_status_effects()

            # tick skills
            player.tick_skill_cooldowns()
            monster.tick_skill_cooldowns()

        # clear console
        root_console.clear()

        # draw room
        root_console.draw_rect(left, top, room_draw_width, room_draw_height, '.', (255, 255, 255), (0, 0, 0))
        root_console.draw_frame(left, top, room_draw_width, room_draw_height, '#', (255, 255, 255), (0, 0, 0))
        if game.current_room.north:
            root_console.draw_char(left + center_x, top, '.', (255, 255, 255), (0, 0, 0))
        if game.current_room.south:
            root_console.draw_char(left + center_x, top + room_draw_height - 1, '.', (255, 255, 255), (0, 0, 0))
        if game.current_room.west:
            root_console.draw_char(left, top + center_y, '.', (255, 255, 255), (0, 0, 0))
        if game.current_room.east:
            root_console.draw_char(left + room_draw_width - 1, top + center_y, '.', (255, 255, 255), (0, 0, 0))

        # draw player
        p_x = center_x
        p_y = center_y
        if game.previous_room:
            if game.previous_room == game.current_room.north:
                # came from the north
                p_y = 2
            elif game.previous_room == game.current_room.south:
                # came from the south
                p_y = room_draw_height - 3
            elif game.previous_room == game.current_room.east:
                # came from the east
                p_x = room_draw_width - 3
            elif game.previous_room == game.current_room.west:
                # came from the west
                p_x = 2
        root_console.draw_char(left + p_x, top + p_y, player.tile, bg=None, fg=(255, 255, 255))

        # draw monster
        root_console.draw_char(left + center_x, top + center_y, monster.tile, bg=None, fg=(255, 0, 0))

        # draw the log
        game.draw_log(root_console)

        # Draw Monster Information
        monster_y = 0
        root_console.draw_str(monster_x, monster_y, f'{monster.name}')
        monster_y += 1
        root_console.draw_str(monster_x, monster_y, f'HP: {monster.health} / {monster.max_health}')
        monster_y += 1
        for status in monster.active_status_effects:
            # list each status effect
            root_console.draw_str(monster_x, monster_y,
                                  f'({status.status_effect.name} x{status.duration})',
                                  fg=(255, 255, 0))
            monster_y += 1

        # Draw Player Information
        player_y = 10
        root_console.draw_str(player_x, player_y, f'{player.name}')
        player_y += 1
        root_console.draw_str(player_x, player_y, f'HP: {player.health} / {player.max_health}')
        player_y += 1
        for status in player.active_status_effects:
            # list each status effect
            root_console.draw_str(player_x, player_y,
                                  f'({status.status_effect.name} x{status.duration})',
                                  fg=(255, 0, 0))
            player_y += 1

        player_y += 2
        root_console.draw_str(player_x, player_y, '[A] Attack')
        player_y += 1

        if len(player_combat_skills) > 0:
            for index, skill in enumerate(player_combat_skills, 1):
                skill_text = f'{skill.name}'
                if not skill.ready():
                    skill_text = f'{skill_text} ({skill.cooldown_left} turns)'

                root_console.draw_str(player_x, player_y, f'[{index}] {skill_text}')
                player_y += 1

        root_console.draw_str(player_x, player_y + 5, '[U] Use Item')
        root_console.draw_str(player_x, player_y + 6, '[F] Flee')

        tdl.flush()

        # only allow available keys
        available_keys = ['ESCAPE', 'a', 'f', 'u']
        if len(player_combat_skills) >= 1 and player_combat_skills[0].ready():
            available_keys.append('1')
        if len(player_combat_skills) >= 2 and player_combat_skills[1].ready():
            available_keys.append('2')
        user_input = wait_for_keys(available_keys)

        if user_input == 'ESCAPE':
            return GameState.CLOSE

        # will be set to True if the player attempts to flee below
        tried_to_flee: bool = False
        player_used_turn = False

        # ATTACK
        if user_input == 'a':
            game.log(f'You attack the {monster.name}...')
            player_used_turn = True
            results = do_attack(player, monster)
            if not results.dodged:
                game.log(f'...and hit for {results.damage} damage.')
                # if the player's weapon has the "Vampiric" trait, heal the player (maybe)
                if player.weapon and player.weapon.suffix == WeaponSuffix.Vampirism:
                    did_vamp = random.randint(1, 101) <= player.weapon.life_steal_chance
                    vamp_amount = int(math.ceil(player.weapon.life_steal_percent * results.damage))
                    # TODO: decide whether or not to tell the player...
                    player.heal(vamp_amount)
                # if the player's weapon has the "Doom" trait, kill the monster if it only has 1 HP left
                elif player.weapon and player.weapon.suffix == WeaponSuffix.Doom and monster.health == 1:
                    monster.health = 0
                    game.log(f'DOOM has befallen the {monster.name}!')

            else:
                # enemy dodged the attack
                game.log(f'...and miss as the {monster.name} dodges out of the way.')
        # USE SKILL 1
        elif user_input == '1' and len(player_combat_skills) > 0:
            skill: ActiveSkill = player_combat_skills[0]
            if skill.ready():
                if skill.activate(game):
                    player_used_turn = skill.uses_turn
        # USE SKILL 2
        elif user_input == '2' and len(player_combat_skills) > 1:
            skill: ActiveSkill = player_combat_skills[1]
            if skill.ready():
                if skill.activate(game):
                    player_used_turn = skill.uses_turn
        # ATTEMPT TO FLEE THE MONSTER
        elif user_input == 'f':
            player_used_turn = True
            game.log('You attempt to flee.')
            tried_to_flee = True
            chance_to_flee = 80
            roll = random.randrange(0, 100)
            if roll <= chance_to_flee:
                did_flee = True
        # OPEN INVENTORY
        elif user_input == 'u':
            # only uses a turn if the player uses an item
            player_used_turn = state_usable_inventory(game, root_console)

        # if the monster is dead, combat is over
        if monster.health <= 0:
            fighting = False
            game.log(f'You slay the {monster.name}!')
            continue

        # if monster is alive, it takes a turn (assuming the player did a "used_turn" action)
        # monster gets a turn even if the player succeeded at fleeing
        # make sure the monster is ABLE to attack
        if player_used_turn:
            if not monster.has_status_effect(StatusEffectType.Stunned):
                game.log(f'The {monster.name} attacks...', (255, 0, 0))
                if tried_to_flee and player.armor and player.armor.suffix == ArmorSuffix.Fleeing:
                    game.log(f'...and misses.')
                else:
                    results = do_attack(monster, player)
                    if not results.dodged:
                        game.log(f'...and hits for {results.damage} damage')
                    else:
                        game.log(f'...and misses you when you dodge out of the way.')

                if player.health <= 0:
                    fighting = False
                    # cannot flee if you are dead, Jim
                    did_flee = False
                    continue
                elif tried_to_flee and not did_flee:
                    game.log("You failed to run away", (255, 0, 0))
                elif tried_to_flee and did_flee:
                    fighting = False
                    continue
            else:
                game.log(f'The {monster.name} is STUNNED and cannot attack.')

    if did_flee:
        # fleeing does not mark the encounter as complete
        text = f'You run away from the {monster.name}, returning to the previous room.'
        game.log(text)
        game.current_room = game.previous_room
        game.previous_room = None
        return GameState.ROOM

    game.current_room.encountered = True

    # killed the monster! yay!
    if monster.health <= 0:
        experience_gained = monster.experience
        if player.weapon and player.weapon.suffix == WeaponSuffix.Adventuring:
            # 15% boost to XP gain
            experience_gained = int(math.ceil(experience_gained * 1.15))
        text = f'You have killed the {monster.name}! You have been awarded {experience_gained} XP.'
        game.log(text)
        if player.grant_experience(experience_gained):
            # player leveled up!
            game.log(f'LEVEL UP! You have reached level {player.level}!', (255, 255, 0))

        return GameState.ROOM

    # player is dead
    return GameState.GAME_OVER