def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute if fov_recompute: fov_recompute = False libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fov_map, x, y) tile = map[x][y].sort if not visible: if map[x][y].explored: if tile == 'wall': libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET) elif tile == 'metal1': libtcod.console_set_back(con, x, y, color_dark_metal1, libtcod.BKGND_SET) elif tile == 'metal2': libtcod.console_set_back(con, x, y, color_dark_metal2, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET) else: if tile == 'wall': libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) elif tile == 'metal1': libtcod.console_set_back(con, x, y, color_light_metal1, libtcod.BKGND_SET) elif tile == 'metal2': libtcod.console_set_back(con, x, y, color_light_metal2, libtcod.BKGND_SET) else: libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) map[x][y].explored = True for object in objects: if object != player: object.draw() player.draw() libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0) libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) 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 render_bar(1, 1, BAR_WIDTH, 'John\'s Oxygen', player.spaceman.oxygen, player.spaceman.max_oxygen, libtcod.light_red, libtcod.darker_red) render_bar(1, 3, BAR_WIDTH, 'Adam\'s Oxygen', npc.spaceman.oxygen, npc.spaceman.max_oxygen, libtcod.light_magenta, libtcod.darker_magenta) libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y) for object in objects: object.clear()
def menu(header, options, width, skip=None): maxoptions = 26 if skip: maxoptions = 25 if len(options) > maxoptions: raise ValueError("Cannot have a menu with more than 26 options.") # calculate total height for the header (after auto-wrap) and one line per option header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header) if header == "": header_height = 0 height = len(options) + header_height # create an off-screen console that represents the menu's window window = libtcod.console_new(width, height) # print the header, with auto-wrap libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) # print all the options y = header_height letter_index = ord("a") for option_text in options: if skip and letter_index == ord(skip): letter_index += 1 text = "(" + chr(letter_index) + ") " + option_text libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letter_index += 1 # blit the contents of "window" to the root console x = SCREEN_WIDTH / 2 - width / 2 y = SCREEN_HEIGHT / 2 - height / 2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) # present the root console to the player and wait for a key-press libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) if key.vk == libtcod.KEY_ENTER and key.lalt: # (special case) Alt+Enter: toggle fullscreen libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) # convert the ASCII code to an index; if it corresponds to an option, return it index = key.c - ord("a") maxindex = len(options) - 1 if skip and index > ord(skip) - ord("a"): maxindex = len(options) if index >= 0 and index <= maxindex: if skip: skippedindex = ord(skip) - ord("a") if index == skippedindex: return None if index > skippedindex: return index - 1 return index return None
def draw_messages(player, start_pos = 0): X, Y, W, H = 30, 40, 50, 10 libtcod.console_set_background_color(0, libtcod.black) libtcod.console_rect(0, X, Y, W, H, True, libtcod.BKGND_SET) libtcod.console_set_foreground_color(0, libtcod.white) if start_pos > 0: offset = 1 libtcod.console_print_left(0, X + 1, Y + 0, libtcod.BKGND_NONE, '? Too many messages; [any] to see more') else: offset = 0 try: for m, message in enumerate(player.message_log[start_pos:]): color = message.has_seen and libtcod.grey or libtcod.white libtcod.console_set_foreground_color(0, color) wrapped = wrap_text(message.text, W - 3, subsequent_indent = ' ') for line, text in enumerate(wrapped): if line == 0: if message.symbol1: libtcod.console_put_char_ex( 0, X + ((message.symbol2 is None) and 1 or 0), Y + offset, message.symbol1[0], message.symbol1[1] * (message.has_seen and 0.5 or 1), message.symbol1[2] * (message.has_seen and 0.5 or 1)) if message.symbol2: libtcod.console_put_char_ex( 0, X + 1, Y + offset, message.symbol2[0], message.symbol2[1] * (message.has_seen and 0.5 or 1), message.symbol2[2] * (message.has_seen and 0.5 or 1)) parsed_text, parse_data = parse_colors(text) libtcod.console_print_left(0, X + 3, Y + offset, libtcod.BKGND_NONE, parsed_text%parse_data) offset += 1 if offset >= H: if (not message.has_seen and line + 1 < len(wrapped)) or (m + 1 < len(player.message_log) and not player.message_log[start_pos+m+1].has_seen): raise TooManyMessages() else: raise LogIsFull() except LogIsFull: pass except TooManyMessages: draw_messages(player, start_pos + 1) return for message in player.message_log[start_pos:]: message.has_seen = True if start_pos > 0: libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) draw_messages(player)
def start_menu(): title.init_blood() libtcod.console_credits_reset() finished_libtcod_credits = False selection = 0 while True: title.update() libtcod.console_clear(0) title.draw_blood() title.draw_title() libtcod.console_set_background_color(0, libtcod.dark_grey) libtcod.console_rect(0, 24, 14, 32, 7, False, libtcod.BKGND_MULTIPLY) libtcod.console_set_foreground_color(0, libtcod.red) libtcod.console_print_center(0, 40, 15, libtcod.BKGND_NONE, "Brutal RL: Slaves to Slaughter") libtcod.console_set_foreground_color(0, libtcod.white) libtcod.console_print_left(0, 35, 17, libtcod.BKGND_NONE, "New Game") libtcod.console_print_left(0, 35, 18, libtcod.BKGND_NONE, "Load Game") libtcod.console_print_left(0, 35, 19, libtcod.BKGND_NONE, "Quit") libtcod.console_print_left(0, 33, 17 + selection, libtcod.BKGND_NONE, ">") libtcod.console_print_left(0, 45, 17 + selection, libtcod.BKGND_NONE, "<") if not finished_libtcod_credits: finished_libtcod_credits = libtcod.console_credits_render(65, 43, True) libtcod.console_flush() key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED) if key.vk == libtcod.KEY_ESCAPE: if selection == 2: raise SetState("quit") else: selection = 2 elif key.vk in DIRECTION_KEYS and DIRECTION_KEYS[key.vk][0] == 0: selection += DIRECTION_KEYS[key.vk][1] selection %= 3 elif key.vk in [libtcod.KEY_ENTER, libtcod.KEY_KPENTER]: raise SetState([new_game, load_game, "quit"][selection]) mouse = libtcod.mouse_get_status() if mouse.lbutton: title.set_full(mouse.cx, mouse.cy) elif mouse.rbutton: title.set_empty(mouse.cx, mouse.cy)
def nextMessage(): global messageBuffer, messageField if messageBuffer: message = messageBuffer.popleft() if messageBuffer: message = message + " --MORE--" libtcod.console_print_left(messageField, 0, 0, libtcod.BKGND_NONE, message) libtcod.console_blit(messageField, 0, 0, config.SCREEN_WIDTH, 1, 0, 0, config.SCREEN_HEIGHT - 4, 1, 1) libtcod.console_clear(messageField) else: libtcod.console_blit(messageField, 0, 0, config.SCREEN_WIDTH, 1, 0, 0, config.SCREEN_HEIGHT - 4, 1, 1)
def Game(): while not libtcod.console_is_window_closed(): libtcod.console_set_foreground_color(0, libtcod.white) libtcod.console_print_left(0, Player.location_x, Player.location_y, libtcod.BKGND_NONE, Player.avatar) libtcod.console_flush() libtcod.console_print_left(0, Player.location_x, Player.location_y, libtcod.BKGND_NONE, ' ') exit = handle_keys() if exit: break
def menu(header, options, width): if len(options) > MAX_OPTIONS: raise ValueError("Cannot have a meny with more than " + str(MAX_OPTIONS) + "options.") #calculate the height for the menu, inclues 1 tile per line of header (after wrap) #and 1 line per option if header == "": headerHeight = 0 else: headerHeight = libtcod.console_height_left_rect( con, 0, 0, width, SCREEN_HEIGHT, header) height = len(options) + headerHeight #make an off-screen console that is the menu window window = libtcod.console_new(width, height) #print header, with word wrap libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) #prints the options to the menu y = headerHeight letterIndex = ord("a") for optionText in options: text = "(" + chr(letterIndex) + ")" + optionText libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letterIndex += 1 #blit the contents of the window to the root console x = SCREEN_WIDTH / 2 - width / 2 y = SCREEN_HEIGHT / 2 - height / 2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) #present the root console to player and wait for a keypress libtcod.console_flush() keyPressed = libtcod.console_wait_for_keypress(True) #Allows for full-screening with Alt+Enter in menus if keyPressed.vk == libtcod.KEY_ENTER and (keyPressed.lalt or keyPressed.ralt): libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen) #after they press a key, see which it was an do the appropriate thing index = keyPressed.c - ord("a") if index >= 0 and index < len(options): return index return None
def draw_hud(player): libtcod.console_set_foreground_color(0, libtcod.white) X, Y, W, H = 0, 40, 30, 10 libtcod.console_set_background_color(0, libtcod.black) libtcod.console_rect(0, X, Y, W, H, True, libtcod.BKGND_SET) libtcod.console_put_char_ex(0, X + 1, Y + 1, player.symbol, player.color, libtcod.black) libtcod.console_print_left(0, X + 3, Y + 1, libtcod.BKGND_NONE, player.name) libtcod.console_print_left(0, X + 1, Y + 8, libtcod.BKGND_NONE, 'In {:s}'.format(player.map.name)) for i in range(10): if i * player.max_health > player.health * 10: libtcod.console_put_char_ex(0, X + 1 + i, Y + 3, ' ', libtcod.black, libtcod.darker_red) elif (i+1) * player.max_health > player.health * 10: libtcod.console_put_char_ex(0, X + 1 + i, Y + 3, ' ', libtcod.black, libtcod.color_lerp(libtcod.darker_red, libtcod.red, 10.*player.health/player.max_health - i)) else: libtcod.console_put_char_ex(0, X + 1 + i, Y + 3, ' ', libtcod.black, libtcod.red) for i in range(10): if player.energy > i: libtcod.console_put_char_ex(0, X + 1 + i, Y + 4, 'O', libtcod.blue + libtcod.white * 0.2, libtcod.black) else: libtcod.console_put_char_ex(0, X + 1 + i, Y + 4, 'O', libtcod.desaturated_blue * 0.5, libtcod.black) libtcod.console_print_left(0, X + 12, Y + 3, libtcod.BKGND_NONE, 'MH: - {}'.format(player.mainhand and player.mainhand.name or '-')) if player.mainhand: libtcod.console_put_char_ex(0, X + 16, Y + 3, player.mainhand.symbol, player.mainhand.color, libtcod.black) libtcod.console_print_left(0, X + 12, Y + 4, libtcod.BKGND_NONE, 'OH: - {}'.format(player.offhand and player.offhand.name or player.mainhand and player.mainhand.wield_twohands and player.mainhand.name or '-')) if player.offhand: libtcod.console_put_char_ex(0, X + 16, Y + 4, player.offhand.symbol, player.offhand.color, libtcod.black) elif player.mainhand and player.mainhand.wield_twohands: libtcod.console_put_char_ex(0, X + 16, Y + 4, player.mainhand.symbol, player.mainhand.color, libtcod.black) libtcod.console_print_left(0, X + 12, Y + 5, libtcod.BKGND_NONE, 'AR: - {}'.format(player.wearing and player.wearing.name or '-')) if player.wearing: libtcod.console_put_char_ex(0, X + 16, Y + 5, player.wearing.symbol, player.wearing.color, libtcod.black) draw_messages(player)
def display_help(): help_menu_console = libtcod.console_new(80, 50) while True: for line, text in enumerate(HELP_TEXT): parsed_text, parse_data = parse_colors(text) libtcod.console_print_left(help_menu_console, 0, line, libtcod.BKGND_NONE, parsed_text%parse_data) libtcod.console_blit(help_menu_console, 0, 0, 80, 50, 0, 0, 0) libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) if key.vk == libtcod.KEY_ESCAPE or key.c == ord('?'): break libtcod.console_delete(help_menu_console)
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): # render a bar (HP, experience, etc). # first calculate the width of the bar bar_width = int(float(value) / maximum * total_width) # render the background first libtcod.console_set_background_color(panel, back_color) libtcod.console_rect(panel, x, y, total_width, 1, False) # now render the bar on top libtcod.console_set_background_color(panel, bar_color) if bar_width > 0: libtcod.console_rect(panel, x, y, bar_width, 1, False) # finally, some centered text with the values libtcod.console_set_foreground_color(panel, libtcod.white) libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE, name + ': ' + str(value) + '/' + str(maximum)) # show the player's stats libtcod.console_set_foreground_color(con, libtcod.white) libtcod.console_print_left(con, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE, 'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp) +' ')
def menu(header, options, width): if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options') #calculate height for the header after auto-wrap and one line per option header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header) if header == '': header_height = 0 height = len(options) + header_height #Create an off-screen console that represents the menu window window = libtcod.console_new(width, height) #Print the header with auto-wrap libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) #Print all the options y = header_height letter_index = ord('a') for option_text in options: text = '(' + chr(letter_index) + ')' + option_text libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letter_index += 1 #Blit the contents of "window" to the root console x = SCREEN_WIDTH / 2 - width / 2 y = SCREEN_HEIGHT / 2 - height / 2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) #Present the player with the root console and wait for a key-press libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) #Convert the ASCII code to an index, and if it corresponds an option, return it index = key.c - ord('a') if index >= 0 and index < len(options): return index #alt-enter fullscreens if key.vk == libtcod.KEY_ENTER and key.lalt: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) return None
def render(): for player in players: if not player.dead: tcod.console_put_char_ex(0, player.x, player.y, player_chars[(player.dx, player.dy)], tcod.black, player.color) if winner: tcod.console_set_foreground_color(0, winner.color) tcod.console_print_left(0, 0, map_size[1] - 1, tcod.BKGND_NONE, 'Player ' + str(players.index(winner) + 1) + ' is the winner!') tcod.console_flush() # erase player arrows from their old positions for player in players: if not player.dead: tcod.console_put_char(0, player.x, player.y, ' ', tcod.BKGND_NONE)
def menu(header, options, width): if len(options) > MAX_OPTIONS: raise ValueError("Cannot have a meny with more than " + str(MAX_OPTIONS) + "options.") #calculate the height for the menu, inclues 1 tile per line of header (after wrap) #and 1 line per option if header == "": headerHeight = 0 else: headerHeight = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header) height = len(options) + headerHeight #make an off-screen console that is the menu window window = libtcod.console_new(width, height) #print header, with word wrap libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) #prints the options to the menu y = headerHeight letterIndex = ord("a") for optionText in options: text = "(" + chr(letterIndex) + ")" + optionText libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letterIndex += 1 #blit the contents of the window to the root console x = SCREEN_WIDTH/2 - width/2 y = SCREEN_HEIGHT/2 - height/2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) #present the root console to player and wait for a keypress libtcod.console_flush() keyPressed = libtcod.console_wait_for_keypress(True) #Allows for full-screening with Alt+Enter in menus if keyPressed.vk == libtcod.KEY_ENTER and (keyPressed.lalt or keyPressed.ralt): libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen) #after they press a key, see which it was an do the appropriate thing index = keyPressed.c - ord("a") if index >= 0 and index < len(options): return index return None
def render_all(): global fov_recompute fov_recompute = True # go through all tiles, and set their background color according to the FOV 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) 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: # it's out of the player's FOV if map[x][y].explored: libtcod.console_put_char_ex(con, x, y, *map[x][y].render_data(False)) else: # it's visible libtcod.console_put_char_ex(con, x, y, *map[x][y].render_data(True)) mouse = libtcod.mouse_get_status() if x == mouse.cx and y == mouse.cy: libtcod.console_set_back(con, x, y, libtcod.yellow, libtcod.BKGND_SET) map[x][y].explored = True for object in objects: if libtcod.map_is_in_fov(fov_map, object.x, object.y): object.draw() player.draw() # 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.fighter.hp, player.fighter.max_hp, libtcod.dark_green, libtcod.red) # 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()) # Display on main console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) # blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render(self, current_level, player): lines = [] lines.append("Dlvl: %s" % current_level) lines.append("") lines.append("HP: %s/%s" % (player.health, player.max_health)) lines.append("Wpn: %s" % (player.weapon.describe() + (" (" + str(player.get_ammo()) + ")" if isinstance(player.weapon, RangedWeapon) else "") if player.weapon else "None")) lines.append("Fear: %s" % player.fear) lines.append("Exp: %s" % player.exp) lines.append("Turns: %s" % player.turns) lines.append("") if player.panicked: lines.append("-- PANICKED --") T.console_print_left(self.con, 0, 0, T.BKGND_NONE, "\n".join(lines))
def render_panel(): libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #bar libtcod.console_set_foreground_color(panel, libtcod.white) for x in range(SCREEN_WIDTH): libtcod.console_put_char(panel, x, 0, '_', libtcod.BKGND_NONE) for y in range(PANEL_HEIGHT - 1): libtcod.console_put_char(panel, STATS_WIDTH, y+1, '|', libtcod.BKGND_NONE) #stats libtcod.console_print_left(panel, 1, 2, libtcod.BKGND_NONE, 'Level '+str(player.level)) libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE, 'Health: '+str(player.health)+'/'+str(player.max_health)) draw_bar(1, 4, STATS_WIDTH-2, player.health, player.max_health, libtcod.Color(255,0,0), libtcod.Color(128,0,0)) libtcod.console_print_left(panel, 1, 6, libtcod.BKGND_NONE, 'Exp: '+str(experience)+'/'+str(player.level*10)) draw_bar(1, 7, STATS_WIDTH-2, experience, player.level*10, libtcod.Color(0,255,255),libtcod.Color(0,64,64)) libtcod.console_print_left(panel, 1, 9, libtcod.BKGND_NONE, 'Strength: '+str(player.strength)+' (x'+str(player.weapon.power)+')') libtcod.console_print_left(panel, 1, 10, libtcod.BKGND_NONE, 'Agility: '+str(player.agility)) render_blotter()
def render_inventory(): libtcod.console_set_background_color(inv_con, libtcod.black) libtcod.console_clear(inv_con) libtcod.console_set_foreground_color(inv_con, libtcod.white) for y in range(MAP_HEIGHT): libtcod.console_put_char(inv_con, 0, y, '|', libtcod.BKGND_NONE) libtcod.console_print_left(inv_con, 2, 1, libtcod.BKGND_NONE, 'Inventory:') y = 3 for item_index in range(len(inventory)): if inv_select == item_index: libtcod.console_set_foreground_color(inv_con, libtcod.white) libtcod.console_put_char(inv_con, 2, y, '>', libtcod.BKGND_NONE) else: libtcod.console_set_foreground_color(inv_con, libtcod.Color(128,128,128)) libtcod.console_put_char(inv_con, 2, y, '-', libtcod.BKGND_NONE) name = inventory[item_index].name sprite = inventory[item_index].sprite libtcod.console_put_char(inv_con, 3, y, sprite.char, libtcod.BKGND_NONE) y += libtcod.console_print_left_rect(inv_con, 5, y, INVENTORY_WIDTH-4, 0, libtcod.BKGND_NONE, name)
def doMenu(self): tcod.console_set_foreground_color(0, tcod.white); selectedLine = 1 while True: tcod.console_clear(0) index = 1 for mode, name in self.options: tcod.console_print_left( 0, self.MENU_LEFT+2, self.MENU_TOP+index, tcod.BKGND_NONE, name) if (selectedLine == index): self._selection = mode tcod.console_put_char(0, self.MENU_LEFT+1, self.MENU_TOP+index, '>') index += 1 tcod.console_flush(); # Get Input key = tcod.console_wait_for_keypress(True); if (key.vk == tcod.KEY_DOWN): selectedLine += 1 if (selectedLine > len(self.options)): selectedLine = 1 elif (key.vk == tcod.KEY_UP): selectedLine -= 1 if (selectedLine <= 0): selectedLine = len(self.options) if (key.vk == tcod.KEY_ENTER): return self._selection
def menu(header, options, width): if len(options) > 16: raise ValueError('Cannot have a menu with more than 26 options.') header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header) if header == '': header_height = 0 height = len(options) + header_height window = libtcod.console_new(width, height) libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) y = header_height letter_index = ord('a') for option_text in options: text = '(' + chr(letter_index) + ') ' + option_text libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letter_index += 1 x = SCREEN_WIDTH / 2 - width / 2 y = SCREEN_HEIGHT / 2 - height / 2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) if key.vk == libtcod.KEY_ENTER and key.lalt: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) index = key.c - ord('a') if index >= 0 and index < len(options): return index return None
def doMenu(self): tcod.console_set_foreground_color(0, tcod.white) selectedLine = 1 while True: tcod.console_clear(0) index = 1 for mode, name in self.options: tcod.console_print_left(0, self.MENU_LEFT + 2, self.MENU_TOP + index, tcod.BKGND_NONE, name) if (selectedLine == index): self._selection = mode tcod.console_put_char(0, self.MENU_LEFT + 1, self.MENU_TOP + index, '>') index += 1 tcod.console_flush() # Get Input key = tcod.console_wait_for_keypress(True) if (key.vk == tcod.KEY_DOWN): selectedLine += 1 if (selectedLine > len(self.options)): selectedLine = 1 elif (key.vk == tcod.KEY_UP): selectedLine -= 1 if (selectedLine <= 0): selectedLine = len(self.options) if (key.vk == tcod.KEY_ENTER): return self._selection
def menu(header, options, width): if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.') # calculate total height for the header (after auto-wrap) and one line per option header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header) if header == '': header_height = 0 height = len(options) + header_height # create an off-screen console that represents the menu's window window = libtcod.console_new(width, height) #print the header, with auto-wrap libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) # print all the options y = header_height letter_index = ord('a') for option_text in options: text = '(' + chr(letter_index) + ') ' + option_text libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letter_index += 1 # blit the contents of "window" to the root console x, y = SCREEN_WIDTH / 2 - width / 2, SCREEN_HEIGHT / 2 - height / 2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) # present the root console to the player and wait for a key-press libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) # convert the ASCII code to an index; if it corresponds to an option, return it index = key.c - ord('a') if index >= 0 and index < len(options): return index if key.vk == libtcod.KEY_ENTER and key.lalt: # (special case) Alt+Enter: toggle fullscreen libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) return None
def render(self, current_level, player): lines = [] lines.append("Dlvl: %s" % current_level) lines.append("") lines.append("HP: %s/%s" % (player.health, player.max_health)) lines.append( "Wpn: %s" % ( player.weapon.describe() + (" (" + str(player.get_ammo()) + ")" if isinstance(player.weapon, RangedWeapon) else "") if player.weapon else "None" ) ) lines.append("Fear: %s" % player.fear) lines.append("Exp: %s" % player.exp) lines.append("Turns: %s" % player.turns) lines.append("") if player.panicked: lines.append("-- PANICKED --") T.console_print_left(self.con, 0, 0, T.BKGND_NONE, "\n".join(lines))
def menu(header, options, width): if len(options) > 16: raise ValueError('Cannot have a menu with more than 26 options.') header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header) if header == '': header_height = 0 height = len(options) + header_height window = libtcod.console_new(width, height) libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header) y = header_height letter_index = ord('a') for option_text in options: text = '(' + chr(letter_index) + ') ' + option_text libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text) y += 1 letter_index += 1 x = SCREEN_WIDTH/2 - width/2 y = SCREEN_HEIGHT/2 - height/2 libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7) libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) if key.vk == libtcod.KEY_ENTER and key.lalt: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) index = key.c - ord('a') if index >= 0 and index < len(options): return index return None
def draw_objects(self): fov_map = self.state.fov_map for obj in self.state.objects: if libtcod.map_is_in_fov(fov_map, obj.x, obj.y): libtcod.console_set_foreground_color(self.console, obj.color) libtcod.console_print_left(self.console, obj.x, obj.y, obj.color, obj.character)
def render_all(): global color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute if fov_recompute: #recompute FOV if needed (such as player movement or spellcasting or light or something) fov_recompute = True libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) #Go through tiles, set BG color 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: #Even if it isn't visible it should be "remembered" if map[x][y].explored: #out of player FOV 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 is 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) map[x][y].explored = True #Draw all objects in the object list for object in objects: if object != player: object.draw() player.draw() #Blit the contents of the "con" console to the root console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) #prepare to render GUI panels 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 player's stats render_bar(1, 1, BAR_WIDTH, 'HP', player.combat.hp, player.combat.max_hp, libtcod.light_red, libtcod.darker_red) libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE, 'Dungeon level ' + str(dungeon_level)) #Display names of things under mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) #blit the contents of the 'panel' to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render(self): T.console_print_left(self.con, 0, 0, T.BKGND_NONE, "\n".join(self.messages[-self.height:]))
def render(self, text): T.console_print_left(self.con, 0, 0, T.BKGND_NONE, text)
def render(self, map, items, npcs, player): T.console_print_left(self.con, 0, 0, T.BKGND_NONE, map.get_string()) self.render_objects(items, map, player) self.render_objects(npcs, map, player) self.render_objects([player], map, player)
def render(self, prompt, options): T.console_print_left(self.con, 0, 0, T.BKGND_NONE, prompt)
def render(self): T.console_print_left(self.con, 0, 0, T.BKGND_NONE, self.info)
def render_all(): global color_light_wall, color_light_ground global color_dark_wall, color_dark_ground global fov_map, fov_recompute global player, map # draw the map 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: # it's out of the player's FOV # 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 # explore the tile since it is visible right now map[x][y].explored = True 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) # draw all objects in the list, except the player, we want it to # always appear over all the other objects! so it's drawn later. for object in objects: if object != player: object.draw() player.draw() # blit off-screen console to root one 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.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.dark_red) # mouse look command libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) # blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute 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 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 # #find doorways # for object in objects: # if object.x == x and object.y == y and object.door: # doorway = True # else: # doorway = False 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: #it's out of the player's FOV if wall: libtcod.console_put_char_ex(con, x, y, '#', libtcod.white, libtcod.darker_grey) else: libtcod.console_put_char_ex(con, x, y, '.', libtcod.white, libtcod.darker_grey) else: #it's visible if wall: libtcod.console_put_char_ex(con, x, y, '#', libtcod.white, libtcod.desaturated_yellow) else: libtcod.console_put_char_ex(con, x, y, '.', libtcod.white, libtcod.desaturated_yellow) #since it's visible, explore it map[x][y].explored = True #draw all objects for object in objects: if object != player: if (object.stairs or object.door) and map[object.x][object.y].explored: libtcod.console_set_foreground_color(con, object.color) libtcod.console_put_char(con, object.x, object.y, object.char, libtcod.BKGND_NONE) else: object.draw() player.draw() #blit 'con' to '0' 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.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse()) #display names of objects under the mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 2, libtcod.BKGND_NONE, 'Current floor: ' + str(current_floor)) #blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def draw_stats(self): fighter = self.state.player.fighter hp_string = 'HP: %d/%d' % (fighter.hp, fighter.max_hp) libtcod.console_set_foreground_color(self.console, libtcod.white) libtcod.console_print_left(self.console, 1, self.screen_height - 2, libtcod.BKGND_NONE, hp_string)
def clear_objects(self): for obj in self.state.objects: libtcod.console_print_left(self.console, obj.x, obj.y, libtcod.BKGND_NONE, ' ')
def renderAll(): global fovMap, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fovRecompute if fovRecompute: #message("Recomputing the FOV", libtcod.orange) fovRecompute = False libtcod.map_compute_fov(fovMap, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO) for y in range(MAP_HEIGHT): for x in range(MAP_WIDTH): visible = libtcod.map_is_in_fov(fovMap, x, y) wall = map[x][y].block_sight visited = map[x][y].explored if not visible: if visited: #if a tile is not visible but it was visited, we still display it if wall: #message("Not visible and a wall", libtcod.orange) 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: #Once we see a tile it is considered explored map[x][y].explored = True #currently visible to the player if wall: #message("Visible and a wall", libtcod.orange) libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET) else: #message("Visible and ground", libtcod.orange) libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET) #draw all objects in the list for object in objects: if object != player: object.draw() #draw player last so it is always on top player.draw() #blit the contents of "con" to the root console libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0) #prepares the GUI panel libtcod.console_set_background_color(panel, libtcod.black) libtcod.console_clear(panel) #shows the players stats renderBar(1, 1, BAR_WIDTH, "HP", player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) #message(the game messages, one line at a time, libtcod.orange) y = 1 for (line, color) in gameMessages: libtcod.console_set_foreground_color(panel, color) libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line) y += 1 #display names under the mouse libtcod.console_set_foreground_color(panel, libtcod.light_gray) libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, getNamesUnderMouse()) #blit the panel to the root console libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute, make_map 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 = 0 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, 0, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red) #render_bar(2, 0, BAR_WIDTH, 'MP', player.fighter.mp, player.fighter.mp, # libtcod.light_blue, libtcod.darker_blue) #blit the contents of "panel" to the root console libtcod.console_blit(panel, 0, 0, MAP_WIDTH, PANEL_HEIGHT, 0, 0, SCREEN_HEIGHT-PANEL_HEIGHT)
def updateDisplay(player): libtcod.console_set_color_control(libtcod.COLCTRL_1, libtcod.red, libtcod.black) statusString = player.name + " HP:" + str(player.hp) + "/" + str(player.hpmax) + " Level " + str(player.level) libtcod.console_clear(statusCon) libtcod.console_print_left(statusCon, 0, 0, libtcod.BKGND_NONE, statusString) libtcod.console_blit(statusCon, 0, 0, config.SCREEN_WIDTH, 2, 0, 0, config.SCREEN_HEIGHT - 2, 1, 1)
def render(self): T.console_print_left(self.con, 0, 0, T.BKGND_NONE, "\n".join(self.messages[-self.height :]))
def player_card(): #create an off-screen console that represents the card's window window = libtcod.console_new(30, 20) #print player stats libtcod.console_set_foreground_color(window, libtcod.white) libtcod.console_print_left(window, 1, 1, libtcod.BKGND_NONE, 'Player') libtcod.console_print_left(window, 1, 2, libtcod.BKGND_NONE, 'Class: ' + player.stats.plclass) libtcod.console_print_left(window, 1, 3, libtcod.BKGND_NONE, 'STR:' + str(player.stats.str)) libtcod.console_print_left(window, 1, 4, libtcod.BKGND_NONE, 'DEX:' + str(player.stats.dex)) libtcod.console_print_left(window, 1, 5, libtcod.BKGND_NONE, 'CON:' + str(player.stats.con)) libtcod.console_print_left(window, 1, 6, libtcod.BKGND_NONE, 'INT:' + str(player.stats.int)) libtcod.console_print_left(window, 1, 7, libtcod.BKGND_NONE, 'FTH:' + str(player.stats.fth)) libtcod.console_print_left(window, 1, 8, libtcod.BKGND_NONE, 'PER:' + str(player.stats.per)) libtcod.console_print_left(window, 1, 10, libtcod.BKGND_NONE, 'AC: ' + str(player.stats.ac)) libtcod.console_print_left(window, 1, 11, libtcod.BKGND_NONE, 'Encumbrance: ') libtcod.console_print_left(window, 1, 13, libtcod.BKGND_NONE, 'Hit %: ' + str((20-player.stats.hitdie)*5)) libtcod.console_print_left(window, 1, 14, libtcod.BKGND_NONE, 'Damage: ' + str(player.stats.mindmg) + ' - ' + str(player.stats.maxdmg)) #blit the contents of "window" to the root console libtcod.console_blit(window, 0, 0, 30, 20, 0, 1, 1, 1.0, 0.7) #present the root console to the player and wait for a key-press libtcod.console_flush() key = libtcod.console_wait_for_keypress(True) if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen()) return None