Exemple #1
6
 def draw(self):
     gfx.clear()
     if self.moving:
         self.fov = self.raycast(10, 3)
         self.max_y = gfx.scr().getmaxyx()[0]
         self.max_x = int(0.60*gfx.scr().getmaxyx()[1])
         for e in self.entities:
             e.randomMove(self)
         self.moving = False
     for y in range(self.min_y, self.max_y):
         for x in range(self.min_x, self.max_x):
             if (self.player.x, self.player.y) == (x, y):
                 gfx.draw(y, x, "☺", "b")
             elif y>=0 and x>=0 and y<len(self.fov) and x<len(self.fov[0]):
                 if self.fov[y][x] == 1:
                     empty = True
                     for e in self.entities:
                         if (x, y) == (e.x, e.y):
                             empty = False
                             gfx.draw(y, x, e.char, "r")
                     for c in self.chests:
                         if (c.x, c.y) == (x, y):
                             empty = False
                             gfx.draw(y, x, "÷", "c")
                     if empty:
                             c = self.map[y][x]
                             gfx.draw(y, x, c, "g" if c == "." else "y")
                     self.seen[y][x] = 1
                 elif self.seen[y][x]:
                     empty = True
                     for c in self.chests:
                         if (c.x, c.y) == (x, y):
                             empty = False
                             gfx.draw(y, x, "÷", "dc")
                     if empty:
                         c = self.map[y][x]
                         gfx.draw(y, x, c, "dg" if c == "." else "dy")
Exemple #2
0
    def handle(self, c):
        if    c == "up":        self.y -= 1
        elif  c == "down":      self.y += 1
        elif  c == "left":      self.x -= 1
        elif  c == "right":     self.x += 1

        if c:
            gfx.clear()
            gfx.draw(self.x,self.y,'@')
Exemple #3
0
 def _print(self, y, x, text, col="w", limit=0):
     i = 0
     j = 0
     for char in text:
         if limit != 0 and i >= limit:
             i = 0
             j += 1
         gfx.draw(y+j, x+i, char, col)
         i+=1
Exemple #4
0
    def draw(self):
        gfx.clear()

        my_neighbors = view(self.player_x, self.player_y, 3)

        for y in range(self.h):
            for x in range(self.w):
                x_coord = 2 * x + (y % 2)

                if (self.player_x, self.player_y) == (x, y):
                    gfx.draw(x_coord, y, "@")
                elif (x, y) in my_neighbors:
                    gfx.draw(x_coord, y, ".")
Exemple #5
0
    def display_title(self):
        title = [(1,"It'll never catch on!"),
                 (2,"A robot-battle roguelike (VERY) loosely based on TVTROPES"),
                 
                 (4,"    e r               y u     "),
                 (5,"   s   f             h   k    "),
                 (6,"    x c               b n     "),
                 (7,"'Left stick'     'Right stick'"),
                 (8," Aim Target        Move Robot "),

                (10,"Press Z to shot bullet and Q to quit."),
                 
                (12,"Get power ups. Kill robots. Press Enter to start.")]
        gfx.clear()
        for y,t in title:
            x = 40-len(t)//2
            q = y==1
            
            for c in t:
                gfx.draw(x,y,c,'g'+("!" if q else ""))
                x+= 1
Exemple #6
0
    def draw(self):

        # get reference to the back buffer
        scr = gfx.get_back_buffer()

        # clear the screen contents
        gfx.clear()

        view_center_x = self.player.x - self.view_width / 2
        view_center_y = self.player.y - self.view_height / 2

        if view_center_x < 1:
            view_center_x = 1
        if view_center_y < 1:
            view_center_y = 1

        if view_center_x + self.view_width > self.width:
            view_center_x = self.width - self.view_width

        if view_center_y + self.view_height > self.height:
            view_center_y = self.height - self.view_height

        # recompute FOV if needed (player moved or something)
        self._recompute_fov_if_needed()

        # draw the map tiles
        for y in range(self.view_height):
            for x in range(self.view_width):

                visible = libtcod.map_is_in_fov(self.fov_map,
                                x + view_center_x, y + view_center_y)
                tile = self.map[x + view_center_x][y + view_center_y]

                if visible:
                    gfx.draw(x, y, char=tile.char, color=tile.color)

                    #since it's visible, flag it as explored
                    self.map[x + view_center_x][y + view_center_y].explored = True

                elif self.map[x + view_center_x][y + view_center_y].explored:
                    gfx.draw(x, y, char=tile.char, color=tile.dark_color)

        # Draw the player
        draw_player_x = self.player.x - view_center_x
        draw_player_y = self.player.y - view_center_y
        gfx.draw(draw_player_x, draw_player_y,
                 self.player.char, self.player.color)

        # blit contents from back buffer to root window
        libtcod.console_blit(gfx.get_back_buffer(), 0, 0,
                             gfx.SCREEN_WIDTH, gfx.SCREEN_HEIGHT,
                             0, 0, 0)
        libtcod.console_flush()
Exemple #7
0
 def draw_gui(self, vx=41, vy=0, vw=38, vh=20 ):
     x = vx
     for c in "Robot Battle":
         gfx.draw(x,vy,c) 
         x += 1
     x = vx
     for c in "Your HP: %d"%self.player.hp:
         gfx.draw(x,vy+1,c)
         x += 1
 
 
     printy = self.log[-min(vh-3,len(self.log)):]
     y = vy+3
     for p in printy:
         x = vx
         for c in p[:vw]:
             gfx.draw(x,y,c)
             x += 1
         y += 1
Exemple #8
0
 def draw(self, cw=20, ch=20, vx=0, vy=0):
     cx,cy = self.camera
     qx,qy = self.player.x, self.player.y
     if self.player.target:
         qx,qy = self.player.target
     
     dx,dy = qx-cx, qy-cy
     
     if dx > 15 or dx < 5:
         cx = qx - cw/2
     if dy > 15 or dy < 5:
         cy = qy - ch/2
     self.camera = cx,cy
     
     self.anim_tick = (self.anim_tick + 1)%self.anim_speed
     if self.anim_tick == 0:
         if len(self.bullet_anim)>0:
             x,y = self.bullet_anim.pop(0)
             if not self.is_free(x,y):
                 self.bullet_anim = []
             for e in self.entities:
                 if (e.x,e.y) == (x,y):
                     e.hp -= self.bullet_power
                     if e is self.player:
                         self.gui_log("I'm hit!")
                     if e.hp < 1:
                         e.char = "%"
                         self.gui_log("%s has died. :("%(e.name))
                     self.bullet_anim = []
     
     for s in self.stuff[:]:
         if (s.x,s.y)==(self.player.x,self.player.y):
             self.stuff.remove(s)
             if s.name[0] == "+":
                 self.player.hp += 1
                 self.gui_log("You feel healthier!")
             elif s.name[0] == "!":
                 self.player.toughness += 1
                 self.gui_log("You feel tougher!")
             elif s.name[0] == ">":
                 self.player.speed += 1
                 self.gui_log("You are faster now!")
                 
     
     gfx.clear()
     if self.player.target:
         a = angle((self.player.x,self.player.y),self.player.target)
         if a is not None: self.player.angle = a
     my_fov = self.fov(self.player.x,self.player.y,10,[(self.player.angle-self.player.lense,self.player.angle+self.player.lense)])
     #my_fov = self.fov(self.player.x,self.player.y,10)
     #my_fov = []
     #for a in range(self.w):
     #    for b in range(self.h):
     #        my_fov.append((a,b))
     lineee = []
     if self.player.target:
         lineee = line((self.player.x,self.player.y),self.player.target)
     all_fovs = {}
     for e in self.entities:
         all_fovs[e] = self.fov(e.x,e.y,10,[(e.angle-e.lense,e.angle+e.lense)])
     for y in range(self.h):
         odd = True if y % 2 == 1 else False
         for x in range(self.w):
             if not(x >= cx and x < cx+cw and y >= cy and y < cy+ch):
                 continue
         
         
             ax = (x-cx+vx)*2 + (1 if odd else 0)
             ay = (y-cy+vy)
         
             # For each tile that can be seen, determine what will be drawn
             # there.
             if (x,y) in my_fov:
                 empty = True
                 for s in self.stuff:
                     if (s.x,s.y) == (x,y):
                         gfx.draw(ax,ay,s.char,"m!")
                         empty = False
                 for e in self.entities:
                     if (e.x,e.y) == (x,y):
                         gfx.draw(ax,ay,e.char,"b!" if e is self.player else "r!")
                         empty = False
                 if empty:
                     c = self.map[y][x]
                     gfx.draw(ax,ay,c,"g" if c == "." else "y")
                 if len(self.bullet_anim)>0 and self.bullet_anim[0] == (x,y):
                     gfx.draw(ax,ay,"*",'r')
             else:
                 for e in self.entities:
                     if (e is not self.player and (e.x,e.y)==(x,y) and
                         (self.player.x,self.player.y) in all_fovs[e]):
                             gfx.draw(ax,ay,"\"","r!")
             if self.player.target == (x,y):
                 gfx.draw(ax-1,ay,"[")
                 gfx.draw(ax+1,ay,"]")
Exemple #9
0
    def draw_edges(self, minY, minX, maxY, maxX):
        for i in range(minY+1, maxY-1):
            gfx.draw(i, minX, "║", "w")
            gfx.draw(i, maxX, "║", "w")

        for i in range(minX+1, maxX):
            gfx.draw(minY, i, "═", "w")
            gfx.draw(maxY-1, i, "═", "w")

        gfx.draw(minY, maxX, "╗", "w")
        gfx.draw(maxY-1, maxX, "╝", "w")
        gfx.draw(maxY-1, minX, "╚", "w")
        gfx.draw(minY, minX, "╔", "w")
Exemple #10
0
 def draw_lifebar(self, y, x, size, percent, col="g"):
     gfx.draw(y, x, "[", "w")
     gfx.draw(y, x+size, "]", "w")
     barsize = int((size-1)*percent)
     for i in range(0, barsize):
         gfx.draw(y, x+i+1, ":", col)
Exemple #11
0
 def clear(self, minY, minX, maxY, maxX):
     for j in range(minY, maxY):
         for i in range(minX, maxX):
             gfx.draw(j, i, " ")
Exemple #12
0
 def draw_separator(self, y):
     gfx.draw(y, self.x, "╠", "w")
     gfx.draw(y, self.max_x, "╣", "w")
     for i in range(self.x+1, self.max_x):
         gfx.draw(y, i, "═", "w")