def __init__(self): # Console information self.width = CONSOLE_WIDTH self.height = CONSOLE_HEIGHT # Font information libtcod.console_set_custom_font('dejavu16x16_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) # Initialize root console libtcod.console_init_root(self.width, self.height, 'Destard', False) # Renderer method #libtcod.sys_set_renderer(libtcod.RENDERER_SDL) # Map info. MapFactory is the map construction object. Maybe this should be generic so that new levels can be built. MapFactory = map.new_caf() self.map = map.new_map(self, MapFactory) self.rooms = map.get_rooms(MapFactory) self.level = 1 # Objects self.objects = [] lightsource_component = actors.LightSource(self, "torch", mobile=True) mover_component = actors.Mover() self.player = actors.Object(5, 5, '@', 'player', libtcod.white, blocks=True, lightsource=lightsource_component, mover=mover_component) self.objects.append(self.player) lightsource_component = actors.LightSource(self, "brazier") temptorch = actors.Object(14, 12, 'X', 'brazier', libtcod.black, blocks=True, lightsource=lightsource_component) self.objects.append(temptorch) map.place_player(self, MapFactory) #map.fill_rooms # This is the 'painting' console. Map height and width are set up by the map gen. self.canvas_width = self.map_width self.canvas_height = self.map_height self.canvas = libtcod.console_new(self.canvas_width, self.canvas_height) libtcod.console_set_default_background(self.canvas, libtcod.black) libtcod.console_clear(self.canvas) # FOV map for rendering purposes. self.map_movement = True self.map_change = True self.fov_map = map.new_fov_map(self) # Torch info. Should be replaced with torch object held by player or defaulting to some small value. #self.torch_radius = 20 #self.torch_flicker_exponent = 1 #self.torch_flicker_style = 'Random' # Game state information self.state = 'playing' # Debug setting. Other functions will use this for debug info. HOPEFULLY self.debug = DEBUG
def __init__(self): # Console information self.width = CONSOLE_WIDTH self.height = CONSOLE_HEIGHT self.objects = [] # Font information libtcod.console_set_custom_font('fonts/prestige12x12_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) #libtcod.console_set_custom_font('fonts/dejavu_wide12x12_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) #libtcod.console_set_custom_font('fonts/terminal16x16_gs_ro.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW) # Initialize root console libtcod.console_init_root(self.width, self.height, 'Destard', False) # Renderer method #libtcod.sys_set_renderer(libtcod.RENDERER_SDL) # Map info. Level is the map construction object - Maybe this should be generic so that new levels can be built. self.level = map.new_level(1) self.map = map.get_map_from_level(self) self.objects = map.get_objects_from_level(self) #self.rooms = self.factory.get_rooms(self.map) # Objects lightsource_component = actors.LightSource(self.map, "torch", mobile=True) mover_component = actors.Mover() self.player = actors.Object(5, 5, '@', 'player', libtcod.white, blocks=True, lightsource=lightsource_component, mover=mover_component) self.objects.append(self.player) map.initial_place_player(self) # This is the 'painting' console. Map height and width are set up by the map gen. self.canvas_width = self.map_width self.canvas_height = self.map_height self.canvas = libtcod.console_new(self.canvas_width, self.canvas_height) libtcod.console_set_default_background(self.canvas, libtcod.black) libtcod.console_clear(self.canvas) # FOV map for rendering purposes. self.map_movement = True self.map_change = True self.fov_map = map.new_fov_map(self.map) # Torch info. Should be replaced with torch object held by player or defaulting to some small value. #self.torch_radius = 20 #self.torch_flicker_exponent = 1 #self.torch_flicker_style = 'Random' # Game state information self.state = 'playing' # Debug setting. Other functions will use this for debug info. HOPEFULLY self.debug_showexplored = False self.debug_troubletiles = False
def __init__(self, game, style="torch", mobile=False): if style == "brazier": radius = 20 else: style = "torch" radius = 12 self.style = style self.radius = radius self.flickerexponent = 0.8 self.flicker() self.mobile = mobile self.fov_map = map.new_fov_map(game)
def __init__(self, levelmap, style="torch", mobile=False): if style == "brazier": radius = 12 else: style = "torch" radius = 8 self.style = style self.radius = radius self.flickerexponent = 0.8 self.flicker() self.mobile = mobile self.fov_map = map.new_fov_map(levelmap)
def __init__(self): # Console information self.width = CONSOLE_WIDTH self.height = CONSOLE_HEIGHT self.objects = [] # Font information libtcod.console_set_custom_font( 'fonts/prestige12x12_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) #libtcod.console_set_custom_font('fonts/dejavu_wide12x12_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) #libtcod.console_set_custom_font('fonts/terminal16x16_gs_ro.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW) # Initialize root console libtcod.console_init_root(self.width, self.height, 'Destard', False) # Renderer method #libtcod.sys_set_renderer(libtcod.RENDERER_SDL) # Map info. Level is the map construction object - Maybe this should be generic so that new levels can be built. self.level = map.new_level(1) self.map = map.get_map_from_level(self) self.objects = map.get_objects_from_level(self) #self.rooms = self.factory.get_rooms(self.map) # Objects lightsource_component = actors.LightSource(self.map, "torch", mobile=True) mover_component = actors.Mover() self.player = actors.Object(5, 5, '@', 'player', libtcod.white, blocks=True, lightsource=lightsource_component, mover=mover_component) self.objects.append(self.player) map.initial_place_player(self) # This is the 'painting' console. Map height and width are set up by the map gen. self.canvas_width = self.map_width self.canvas_height = self.map_height self.canvas = libtcod.console_new(self.canvas_width, self.canvas_height) libtcod.console_set_default_background(self.canvas, libtcod.black) libtcod.console_clear(self.canvas) # FOV map for rendering purposes. self.map_movement = True self.map_change = True self.fov_map = map.new_fov_map(self.map) # Torch info. Should be replaced with torch object held by player or defaulting to some small value. #self.torch_radius = 20 #self.torch_flicker_exponent = 1 #self.torch_flicker_style = 'Random' # Game state information self.state = 'playing' # Debug setting. Other functions will use this for debug info. HOPEFULLY self.debug_showexplored = False self.debug_troubletiles = False