Esempio n. 1
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def get_names_under_mouse():
    #return a string with the names of all objects under the mouse
    mouse = libtcod.mouse_get_status()
    (x, y) = (mouse.cx, mouse.cy)
 
    #create a list with the names of all objects at the mouse's coordinates and in FOV
    names = [obj.name for obj in objects
        if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
 
    names = ', '.join(names)  #join the names, separated by commas
    return names.capitalize()
Esempio n. 2
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def get_names_under_mouse():
    #return a string with the names of all objects under the mouse
    mouse = libtcod.mouse_get_status()
    (x, y) = (mouse.cx, mouse.cy)

    #create a list with the names of all objects at the mouse's coordinates and in FOV
    names = [
        obj.name for obj in objects if obj.x == x and obj.y == y
        and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)
    ]

    names = ', '.join(names)  #join the names, separated by commas
    return names.capitalize()
Esempio n. 3
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def target_tile(max_range=None):
    #return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
    while True:
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
        render_graphics()
        libtcod.console_flush()
 
        key = libtcod.console_check_for_keypress()
        mouse = libtcod.mouse_get_status()  #get mouse position and click status
        (x, y) = (mouse.cx, mouse.cy)
 
        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            return (None, None)  #cancel if the player right-clicked or pressed Escape
 
        #accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
        if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
            (max_range is None or player.distance(x, y) <= max_range)):
            return (x, y)
Esempio n. 4
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def target_tile(max_range=None):
    #return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
    while True:
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
        render_graphics()
        libtcod.console_flush()

        key = libtcod.console_check_for_keypress()
        mouse = libtcod.mouse_get_status(
        )  #get mouse position and click status
        (x, y) = (mouse.cx, mouse.cy)

        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            return (None, None
                    )  #cancel if the player right-clicked or pressed Escape

        #accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
        if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y)
                and (max_range is None or player.distance(x, y) <= max_range)):
            return (x, y)
Esempio n. 5
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def handle_input():
    key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED)
    mouse = libtcod.mouse_get_status()
    (x, y) = (mouse.cx, mouse.cy)

    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

    elif chr(key.c) == 'r':
        reset()

    if game_state == 'playing':
        #movement keys
        if key.vk == libtcod.KEY_KP8 or key.vk == libtcod.KEY_UP:
            player_move_or_attack(0, -1)
 
        elif key.vk == libtcod.KEY_KP2 or key.vk == libtcod.KEY_DOWN:
            player_move_or_attack(0, 1)
 
        elif key.vk == libtcod.KEY_KP4 or key.vk == libtcod.KEY_LEFT:
            player_move_or_attack(-1, 0)
 
        elif key.vk == libtcod.KEY_KP6 or key.vk == libtcod.KEY_RIGHT:
            player_move_or_attack(1, 0)

        elif key.vk == libtcod.KEY_KP7:
            player_move_or_attack(-1, -1)

        elif key.vk == libtcod.KEY_KP9:
            player_move_or_attack(1, -1)

        elif key.vk == libtcod.KEY_KP1:
            player_move_or_attack(-1, 1)

        elif key.vk == libtcod.KEY_KP3:
            player_move_or_attack(1, 1)

        #if nearest player neighbor is clicked
        elif mouse.lbutton:
            angle = math.atan2(player.y-y, player.x-x)/math.pi*180
            if angle > 157.5:
                player_move_or_attack(1, 0)
            elif 157.5 > angle > 112.5:
                player_move_or_attack(1, -1)
            elif 112.5 > angle > 67.5:
                player_move_or_attack(0, -1)
            elif 67.5 > angle > 22.5:
                player_move_or_attack(-1, -1)
            elif 22.5 > angle > -22.5:
                player_move_or_attack(-1, 0)
            elif -22.5 > angle > -67.5:
                player_move_or_attack(-1, 1)
            elif -67.5 > angle > -112.5:
                player_move_or_attack(0, 1)
            elif -112.5 > angle > -157.5:
                player_move_or_attack(1, 1)
            elif -157.5 > angle:
                player_move_or_attack(1, 0)
        else:
            #test for other keys
            key_char = chr(key.c)

            if key_char == 'n':
                for object in objects:  #look for an item in the player's tile
                    if object.x == player.x and object.y == player.y and isinstance(object, Object):
                        if object.name == 'hole':
                            next_level()
                            break
                        else:
                            no_hole = True
                if no_hole == True:
                    message('There is no hole down there.')

            if key_char == 'g':
                #pick up an item
                for object in objects:  #look for an item in the player's tile
                    if object.x == player.x and object.y == player.y and isinstance(object, Item):
                        object.pick_up()
                        break
 
            if key_char == 'i':
                #show the inventory; if an item is selected, use it
                chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
                if chosen_item is not None:
                    chosen_item.use()
 
            if key_char == 'd':
                #show the inventory; if an item is selected, drop it
                chosen_item = inventory_menu('Press the key next to an item to drop it, or any other to cancel.\n')
                if chosen_item is not None:
                    chosen_item.drop()
 
            return 'didnt-take-turn'
Esempio n. 6
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def render_graphics():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global fov_recompute
    global emitters
    emitters = []
    global glosnosc
    glosnosc = {}

    if fov_recompute:
        #recompute FOV if needed (the player moved or something)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
 
        #go through all tiles, and set their background color according to the FOV
        for y in range(MAP_HEIGHT):
            for x in range(MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = map[x][y].block_sight

                if not visible:
                    #if it's not visible right now, the player can only see it if it's explored
                    if map[x][y].explored:
                        if wall:
                            libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET)
                else:
                    #it's visible
                    if wall:
                        libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET )
                    else:
                        libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET )
                    #since it's visible, explore it
                    map[x][y].explored = True

    #draw all objects in the list, except the player. we want it to
    #always appear over all other objects! so it's drawn later.
    for object in objects:
        if object != player:
            object.draw()
    player.draw()
 
    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
 
    #prepare to render the GUI panel
    libtcod.console_set_background_color(panel, libtcod.black)
    libtcod.console_clear(panel)
 
    #print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_foreground_color(panel, color)
        libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line)
        y += 1

    #show the player's stats
    render_bar(1, 1, BAR_WIDTH, 'HP', player.hp, player.max_hp,
        libtcod.light_red, libtcod.darker_red)

    render_bar(1, 2, BAR_WIDTH, 'XP', player.xp, 100,
        libtcod.light_blue, libtcod.darker_blue)

    render_info(1, 4, BAR_WIDTH, 'Floor: ' + str(floor))
 
    #display names of objects under the mouse
    libtcod.console_set_foreground_color(panel, libtcod.light_gray)
    libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse())

    mouse = libtcod.mouse_get_status()
    (x1, y1) = (mouse.cx, mouse.cy)

    #print str(math.atan2(player.y-y1, player.x-x1)/math.pi*180)
 
    #blit the contents of "panel" to the root console
    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
Esempio n. 7
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def handle_input():
    key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED)
    mouse = libtcod.mouse_get_status()
    (x, y) = (mouse.cx, mouse.cy)

    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

    elif chr(key.c) == 'r':
        reset()

    if game_state == 'playing':
        #movement keys
        if key.vk == libtcod.KEY_KP8 or key.vk == libtcod.KEY_UP:
            player_move_or_attack(0, -1)

        elif key.vk == libtcod.KEY_KP2 or key.vk == libtcod.KEY_DOWN:
            player_move_or_attack(0, 1)

        elif key.vk == libtcod.KEY_KP4 or key.vk == libtcod.KEY_LEFT:
            player_move_or_attack(-1, 0)

        elif key.vk == libtcod.KEY_KP6 or key.vk == libtcod.KEY_RIGHT:
            player_move_or_attack(1, 0)

        elif key.vk == libtcod.KEY_KP7:
            player_move_or_attack(-1, -1)

        elif key.vk == libtcod.KEY_KP9:
            player_move_or_attack(1, -1)

        elif key.vk == libtcod.KEY_KP1:
            player_move_or_attack(-1, 1)

        elif key.vk == libtcod.KEY_KP3:
            player_move_or_attack(1, 1)

        #if nearest player neighbor is clicked
        elif mouse.lbutton:
            angle = math.atan2(player.y - y, player.x - x) / math.pi * 180
            if angle > 157.5:
                player_move_or_attack(1, 0)
            elif 157.5 > angle > 112.5:
                player_move_or_attack(1, -1)
            elif 112.5 > angle > 67.5:
                player_move_or_attack(0, -1)
            elif 67.5 > angle > 22.5:
                player_move_or_attack(-1, -1)
            elif 22.5 > angle > -22.5:
                player_move_or_attack(-1, 0)
            elif -22.5 > angle > -67.5:
                player_move_or_attack(-1, 1)
            elif -67.5 > angle > -112.5:
                player_move_or_attack(0, 1)
            elif -112.5 > angle > -157.5:
                player_move_or_attack(1, 1)
            elif -157.5 > angle:
                player_move_or_attack(1, 0)
        else:
            #test for other keys
            key_char = chr(key.c)

            if key_char == 'n':
                for object in objects:  #look for an item in the player's tile
                    if object.x == player.x and object.y == player.y and isinstance(
                            object, Object):
                        if object.name == 'hole':
                            next_level()
                            break
                        else:
                            no_hole = True
                if no_hole == True:
                    message('There is no hole down there.')

            if key_char == 'g':
                #pick up an item
                for object in objects:  #look for an item in the player's tile
                    if object.x == player.x and object.y == player.y and isinstance(
                            object, Item):
                        object.pick_up()
                        break

            if key_char == 'i':
                #show the inventory; if an item is selected, use it
                chosen_item = inventory_menu(
                    'Press the key next to an item to use it, or any other to cancel.\n'
                )
                if chosen_item is not None:
                    chosen_item.use()

            if key_char == 'd':
                #show the inventory; if an item is selected, drop it
                chosen_item = inventory_menu(
                    'Press the key next to an item to drop it, or any other to cancel.\n'
                )
                if chosen_item is not None:
                    chosen_item.drop()

            return 'didnt-take-turn'
Esempio n. 8
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def render_graphics():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global fov_recompute
    global emitters
    emitters = []
    global glosnosc
    glosnosc = {}

    if fov_recompute:
        #recompute FOV if needed (the player moved or something)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS,
                                FOV_LIGHT_WALLS, FOV_ALGO)

        #go through all tiles, and set their background color according to the FOV
        for y in range(MAP_HEIGHT):
            for x in range(MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = map[x][y].block_sight

                if not visible:
                    #if it's not visible right now, the player can only see it if it's explored
                    if map[x][y].explored:
                        if wall:
                            libtcod.console_set_back(con, x, y,
                                                     color_dark_wall,
                                                     libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_back(con, x, y,
                                                     color_dark_ground,
                                                     libtcod.BKGND_SET)
                else:
                    #it's visible
                    if wall:
                        libtcod.console_set_back(con, x, y, color_light_wall,
                                                 libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_back(con, x, y, color_light_ground,
                                                 libtcod.BKGND_SET)
                    #since it's visible, explore it
                    map[x][y].explored = True

    #draw all objects in the list, except the player. we want it to
    #always appear over all other objects! so it's drawn later.
    for object in objects:
        if object != player:
            object.draw()
    player.draw()

    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)

    #prepare to render the GUI panel
    libtcod.console_set_background_color(panel, libtcod.black)
    libtcod.console_clear(panel)

    #print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_foreground_color(panel, color)
        libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line)
        y += 1

    #show the player's stats
    render_bar(1, 1, BAR_WIDTH, 'HP', player.hp, player.max_hp,
               libtcod.light_red, libtcod.darker_red)

    render_bar(1, 2, BAR_WIDTH, 'XP', player.xp, 100, libtcod.light_blue,
               libtcod.darker_blue)

    render_info(1, 4, BAR_WIDTH, 'Floor: ' + str(floor))

    #display names of objects under the mouse
    libtcod.console_set_foreground_color(panel, libtcod.light_gray)
    libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE,
                               get_names_under_mouse())

    mouse = libtcod.mouse_get_status()
    (x1, y1) = (mouse.cx, mouse.cy)

    #print str(math.atan2(player.y-y1, player.x-x1)/math.pi*180)

    #blit the contents of "panel" to the root console
    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
                         PANEL_Y)