Esempio n. 1
0
def character_selection(constants, con, panel):

    character_menu(con, constants['screen_width'], constants['screen_height'])
    libtcod.console_flush()

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
        action = handle_character_selection(key)
        BandL = action.get('B&L')
        SandV = action.get('S&V')
        Mix = action.get('Mix')
        if BandL:
            fighter_component = Fighter(
                const.Base_Line_Fighter_Component_Value['hp'],
                const.Base_Line_Fighter_Component_Value['defense'],
                const.Base_Line_Fighter_Component_Value['power'])
            character = const.Base_Line_Player_tile
            equipable_component = const.Base_Line_Equipable_Component
            wearable_component = const.Base_Line_Wearable_Component
            player, entities, game_map, message_log, game_state = get_game_variables(
                constants, fighter_component, character, equipable_component,
                wearable_component)
            play_game(player, entities, game_map, message_log, con, panel,
                      constants)
        elif SandV:
            fighter_component = Fighter(
                const.Serve_And_Volley_Fighter_Component_Value['hp'],
                const.Serve_And_Volley_Fighter_Component_Value['defense'],
                const.Serve_And_Volley_Fighter_Component_Value['power'])
            character = const.Serve_And_Volley_Player_tile
            equipable_component = const.Serve_And_Volley_Equipable_Component
            wearable_component = const.Serve_And_Volley_Wearable_Component
            player, entities, game_map, message_log, game_state = get_game_variables(
                constants, fighter_component, character, equipable_component,
                wearable_component)
            play_game(player, entities, game_map, message_log, con, panel,
                      constants)

        elif Mix:
            character = const.Mixed_Player_tile
            fighter_component = Fighter(
                const.Mixed_Fighter_Component_Value['hp'],
                const.Mixed_Fighter_Component_Value['defense'],
                const.Mixed_Fighter_Component_Value['power'])
            equipable_component = const.Mixed_Equipable_Component
            wearable_component = const.Mixed_Wearable_Component
            player, entities, game_map, message_log, game_state = get_game_variables(
                constants, fighter_component, character, equipable_component,
                wearable_component)
            play_game(player, entities, game_map, message_log, con, panel,
                      constants)
Esempio n. 2
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 def testMessageLog(self):
     constants = initialize_new_game.get_constants()
     new_game = initialize_new_game.get_game_variables(constants)
     message_log = new_game[3]
     self.assertTrue(message_log.messages == [])
     self.assertTrue(message_log.width <= constants.get('screen_width'))
     self.assertTrue(message_log.height <= constants.get('screen_height'))
Esempio n. 3
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def main():
    constants = get_constants()

    libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)
    libtcod.console_init_root(constants['screen_width'], constants['screen_height'], constants['window_title'], False)

    con = libtcod.console_new(constants['screen_width'], constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'], constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50, constants['screen_width'], constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(constants)
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con, panel, constants)
            show_main_menu = True
Esempio n. 4
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 def testMakeMap(self):
     #carte = game_map.GameMap(30, 30)
     constants = initialize_new_game.get_constants()
     player, entities, game_map, message_log, game_state = initialize_new_game.get_game_variables(
         constants)
     game_map.make_map(5, 5, 8, 20, 20, player, entities,
                       constants.get('graphics'))
     self.assertNotEqual(len(entities), 1)
     for e in entities:
         if e.fighter:
             self.assertTrue(e.blocks)
Esempio n. 5
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def handle_main_menu_operations(con, main_menu_background_image, constants,
                                show_load_error_message, key, mouse, player,
                                entities, game_map, message_log, game_state,
                                show_main_menu):
    exit_game_break = False
    main_menu(con, main_menu_background_image, constants['screen_width'],
              constants['screen_height'], constants['window_title'], key,
              mouse, game_state)

    if show_load_error_message:
        message_box(con, 'No save game to load', 50, constants['screen_width'],
                    constants['screen_height'])

    libtcod.console_flush()

    options = get_main_menu_options()
    action = handle_main_menu(key, mouse, game_state, options, con, constants,
                              player)

    new_game = action.get(Action.NEW_GAME)
    load_saved_game = action.get(Action.LOAD_GAME)
    exit_game = action.get(Action.EXIT)

    if show_load_error_message and (new_game or load_saved_game or exit_game):
        show_load_error_message = False
    elif new_game:
        reset_game()
        player, entities, game_map, message_log, game_state = get_game_variables(
            constants)
        game_state = GameStates.PLAYERS_TURN

        show_main_menu = False
    elif load_saved_game:
        try:
            player, entities, game_map, message_log, game_state = load_game()
            show_main_menu = False
        except FileNotFoundError:
            show_load_error_message = True
    elif exit_game:
        exit_game_break = True

    return exit_game_break, action, show_load_error_message, player, entities, game_map, message_log, game_state, show_main_menu
Esempio n. 6
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def main():
    constants = get_constants()

    libtcod.console_set_custom_font(
        'TiledFont.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD, 32, 10)

    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_character_screen = False
    start_game = None
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')
            choose_fighter = action.get('choose_fighter')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants, 'barbarian')
                game_state = GameStates.PLAYER_TURN

                show_main_menu = False
                start_game = True
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                    start_game = True
                except FileNotFoundError:
                    show_load_error_message = True
            elif choose_fighter:
                show_main_menu = False
                #show_character_screen = True
                new_character_screen(con, main_menu_background_image,
                                     constants['screen_width'],
                                     constants['screen_height'])
                libtcod.console_flush()
                '''TODO: Задать переменную, отвечающую за то, что открыто ли окно choose_fighter или нет'''
                action_character_menu = handle_new_character_menu_keys(key)

                warrior = 'warrior'
                thief = 'thief'
                barbarian = 'barbarian'
                exit_character_menu = 'exit'

                if action_character_menu.get('warrior') == warrior:
                    player, entities, game_map, message_log, game_state = get_game_variables(
                        constants, warrior)

                    game_state = GameStates.PLAYER_TURN
                    #show_character_screen = False
                    #show_main_menu = False
                    #start_game = True
                    #start_game = True
                    choose_fighter = False

                elif action_character_menu.get('thief') == thief:
                    player, entities, game_map, message_log, game_state = get_game_variables(
                        constants, thief)
                    #game_state = GameStates.PLAYER_TURN
                    #show_character_screen = False
                    choose_fighter = False

                elif action_character_menu.get('barbarian') == barbarian:
                    player, entities, game_map, message_log, game_state = get_game_variables(
                        constants, barbarian)
                    game_state = GameStates.PLAYER_TURN
                    #show_character_screen = False
                elif action_character_menu.get('exit') == exit_character_menu:
                    show_character_screen = False
                    show_main_menu = True
                    main_menu(con, main_menu_background_image,
                              constants['screen_width'],
                              constants['screen_height'])
                    libtcod.console_flush()

                show_character_screen = False

            elif choose_fighter == False:
                start_game = True
                game_state.PLAYER_TURN

            elif exit_game:
                break
        elif start_game == True:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)

            show_main_menu = True
Esempio n. 7
0
def main():
    """
    L'une des deux fonctions principales du jeu, elle est appelée une seule et unique fois : au démarrage du jeu.
    Elle a la charge de gérer le choix d'affichage des menus et les réactions aux inputs du joueur.
    Lorsque le joueur quitte un menu pour retourner en jeu, elle appelle la deuxième fonction de ce module : play_game

    Parametres:
    ----------
    Aucun

    Renvoi:
    -------
    Aucun

    """
    # Initialise le jeu en commencant par afficher le menu principal
    constants = get_constants()
    # The font has 32 chars in a row, and there's a total of 10 rows. Increase the "10" when you add new rows to the sample font file
    libtcod.console_set_custom_font('textures.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD, 32, 10)
    load_customfont()

    libtcod.console_init_root(constants['screen_width'], constants['screen_height'], "Rogue doesn't like", False)

    con = libtcod.console_new(constants['screen_width'], constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'], constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False
    show_command_menu = False
    show_scores = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    play_bg_music = False
    bg_music = sm.choose_sound(constants.get('sound').get('background_music'))

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    score = (1, 0)

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
        # Si le menu principal est affiche :
        if show_main_menu:
            main_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])
            if show_load_error_message:
                message_box(con, 'Rien a charger', 70, constants['screen_width'], constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')
            sound = action.get('sound')
            command = action.get('command')
            back_to_game = action.get('back_to_game')
            scores = action.get('scores')

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            # Cree une nouvelle partie
            elif new_game:
                if score != (1, 0):
                    save_score(score)
                player, entities, game_map, message_log, game_state = get_game_variables(constants)
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            # Charge une partie existante, si possible
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state, score = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                if score != (1, 0):
                    save_game(player, entities, game_map, message_log, game_state, score)
                sm.close_sound()
                break
            # Lit ou arrete la musique de fond
            elif sound:
                play_bg_music = not play_bg_music
                bg_music.playpause()
            elif command:
                show_command_menu = True
                show_main_menu = False
            elif back_to_game and show_main_menu and game_state != GameStates.PLAYER_DEAD:
                show_main_menu = False
            elif scores:
                show_main_menu = False
                show_scores = True

        # Affiche le menu des commandes
        elif show_command_menu:
            action = handle_main_menu(key)
            command_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])
            libtcod.console_flush()
            back_to_game = action.get('back_to_game')
            if back_to_game:
                show_main_menu = True
                show_command_menu = False
                libtcod.console_clear(con)

        # Affiche les trois meilleurs scores et le dernier
        elif show_scores:
            action = handle_main_menu(key)
            scores_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])
            libtcod.console_flush()
            back_to_game = action.get('back_to_game')
            if back_to_game:
                show_main_menu = True
                show_scores = False
                libtcod.console_clear(con)

        # Lance une partie
        else:
            libtcod.console_clear(con)
            player, entities, game_map, message_log, game_state, bg_music, play_bg_music, score = play_game(player, entities, game_map, message_log, game_state, con, panel, constants, bg_music, play_bg_music, score)
            if game_state == GameStates.PLAYER_DEAD:
                show_scores = True
            else:
                show_main_menu = True
Esempio n. 8
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def main():
    """Main function for the game."""

    constants = get_constants()

    # setup Font
    font_path = '/home/bobbias/roguelike/arial10x10.png'
    font_flags = tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD
    tcod.console_set_custom_font(font_path, font_flags)

    # init screen
    # window_title = 'Python 3 libtcod tutorial'
    con = tcod.console_init_root(constants['screen_width'],
                                 constants['screen_height'],
                                 order='F',
                                 renderer=tcod.RENDERER_OPENGL2)
    panel = tcod.console_new(constants['screen_width'],
                             constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_imgage = tcod.image_load('menu_background.png')

    key = tcod.Key()
    mouse = tcod.Mouse()

    while not tcod.console_is_window_closed():
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key,
                                 mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_imgage,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load!', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            tcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_saved_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            tcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)
            show_main_menu = True
Esempio n. 9
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def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True
    fov_map = initialize_fov(game_map)

    previous_game_state = game_state

    targeting_item = None

    message_log.add_message(
        Message(f'You are a ghost.  You have nothing.', libtcod.white))
    message_log.add_message(
        Message(f'Use the arrow keys to move', libtcod.white))
    message_log.add_message(
        Message(f'Press \'p\' to possess a creature and gain its abilities...',
                libtcod.white))
    message_log.add_message(
        Message(f'(Mouse over symbols for more information)', libtcod.white))

    first_body = True
    first_inventory = True
    mouse_event = None
    while True:
        key_event = None
        left_click = None
        right_click = None
        exit_game = False

        for event in libtcod.event.get():
            #print(f"Got Event: {event.type}")
            if event.type in ("QUIT"):
                print("QUIT event: Exiting")
                raise SystemExit()
            if event.type == "KEYDOWN":
                if event.sym == libtcod.event.K_ESCAPE:
                    print(f"{event.type} K_ESCAPE: Exiting")
                    exit_game = True
                else:
                    key_event = event
                #print(f"Got Event: {event.type}: {key}")
            if event.type == "MOUSEMOTION":
                mouse_event = event
                if event.state & libtcod.event.BUTTON_LMASK:
                    left_click = mouse_event
                if event.state & libtcod.event.BUTTON_RMASK:
                    right_click = mouse_event

        if exit_game:
            break

        fov_radius = player.fighter.fov(
        ) if player.fighter else Constants.min_fov_radius
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          Constants.fov_light_walls, Constants.fov_algorithm)

        render_all(con, panel, entities, player, game_map, fov_map,
                   fov_recompute, message_log, Constants.screen_width,
                   Constants.screen_height, Constants.bar_width,
                   Constants.panel_height, Constants.panel_y, mouse_event,
                   Constants.colors, game_state)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)
        action = handle_keys(key_event, game_state)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        possession = action.get('possession')
        #start_test_mode = action.get('start_test_mode')
        restart = action.get('restart')

        player_turn_results = []

        if False:  # start_test_mode:
            fighter_component = Fighter(hp=30,
                                        defense=2,
                                        power=8,
                                        body='god mode',
                                        xp=100,
                                        will_power=4)
            player.fighter = fighter_component
            player.fighter.owner = player
            player.inventory = Inventory(26)
            player.equipment = Equipment()
            player.inventory.owner = player
            player.equipment.owner = player
            equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                              power_bonus=1)
            item = Entity(player.x,
                          player.y,
                          '/',
                          libtcod.red,
                          'Small Dagger',
                          equippable=equippable_component)
            entities.append(item)

        if restart:
            player, entities, game_map, message_log, game_state = get_game_variables(
                Constants)
            game_state = GameStates.PLAYERS_TURN
            fov_map = initialize_fov(game_map)
            fov_recompute = True
            con.clear()

        if possession:
            if not player.fighter:
                for entity in entities:
                    if entity.fighter and entity.x == player.x and entity.y == player.y:
                        if player.level.current_level >= entity.fighter.will_power:
                            message_log.add_message(
                                Message(
                                    f"You take control of the {entity.name}'s body...",
                                    libtcod.white))
                            if first_body:
                                message_log.add_message(
                                    Message(f'(Press p to release it)',
                                            libtcod.gray))
                                first_body = False
                            if entity.inventory and first_inventory:
                                message_log.add_message(
                                    Message(
                                        f'(Press g to Get items, i for Inventory)',
                                        libtcod.gray))
                                first_inventory = False
                            player.fighter = entity.fighter
                            player.inventory = entity.inventory
                            player.equipment = entity.equipment
                            player.possessed_entity = entity
                            player.fighter.owner = player
                            player.char = entity.char
                            player.render_order = entity.render_order
                            player.name = f'Ghost/{entity.name}'
                            entities.remove(entity)
                        else:
                            message_log.add_message(
                                Message(
                                    f'The {entity.name} is too powerful for you to possess!',
                                    libtcod.yellow))

            else:
                message_log.add_message(
                    Message(
                        f'You cast your spirit out of the {player.possessed_entity.name}, leaving a shambling husk behind...',
                        libtcod.red))
                ai_component = SlowMonster()
                zombie_name = f'Zombie {player.possessed_entity.name}'
                zombie_char = player.possessed_entity.char
                zombie = Entity(player.x,
                                player.y,
                                zombie_char,
                                libtcod.desaturated_green,
                                zombie_name,
                                blocks=True,
                                render_order=RenderOrder.ACTOR,
                                fighter=player.fighter,
                                ai=ai_component,
                                inventory=player.inventory,
                                equipment=player.equipment)
                zombie.fighter.xp = 5
                zombie.fighter.owner = zombie
                entities.append(zombie)

                player.fighter = None
                player.inventory = None
                player.equipment = None
                player.char = ' '
                player.render_order = RenderOrder.GHOST
                player.name = 'Ghost'

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy
            if not game_map.is_blocked(destination_x, destination_y):
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)

                if target and player.fighter:
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                else:
                    player.move(dx, dy)
                    fov_recompute = True
                    over_entities = [
                        e for e in entities
                        if e.x == player.x and e.y == player.y and e != player
                    ]
                    if over_entities:
                        over_fighters = [e for e in over_entities if e.fighter]
                        over_items = [
                            e for e in over_entities if not e.fighter
                        ]
                        if over_fighters:
                            over_fighter = over_fighters[0]
                            message_log.add_message(
                                Message(
                                    f'Your shadow falls over the {over_fighter.name}...',
                                    libtcod.white))
                        elif over_items:
                            if len(over_items) == 1:
                                over_items_list = f'{over_items[0].name}'
                            elif len(over_items) == 2:
                                over_items_list = f'{over_items[1].name} and a {over_items[0].name}'
                            else:
                                over_items_list = [
                                    n.name for n in over_items[:-1]
                                ].join(', a ')
                                over_items_list += "and a {over_items[-1].name}"
                            message_log.add_message(
                                Message(f'There is a {over_items_list} here.',
                                        libtcod.white))
                            if 'Staircase' in [e.name for e in over_items
                                               ] and player.fighter:
                                message_log.add_message(
                                    Message(
                                        f'(Press enter/return to use stairs)',
                                        libtcod.gray))
                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            if player.inventory:
                for entity in entities:
                    if entity.item and entity.x == player.x and entity.y == player.y:
                        pickup_results = player.inventory.add_item(entity)
                        player_turn_results.extend(pickup_results)

                        break
                else:
                    message_log.add_message(
                        Message('There is nothing here to pick up!',
                                libtcod.yellow))
            elif player.fighter:
                message_log.add_message(
                    Message('This creature cannot carry items.',
                            libtcod.yellow))
            else:
                message_log.add_message(
                    Message(
                        "You can't pick up items without a body of some kind...",
                        libtcod.yellow))

        if show_inventory:
            if player.inventory:
                previous_game_state = game_state
                game_state = GameStates.SHOW_INVENTORY
            elif player.fighter:
                message_log.add_message(
                    Message('This creature cannot carry items.',
                            libtcod.yellow))
            else:
                message_log.add_message(
                    Message('You lack a body to carry items...',
                            libtcod.yellow))

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and player.inventory and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.inventory.items):
            item = player.inventory.items[inventory_index]
            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_stairs and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', libtcod.yellow))

        if level_up:
            if player.fighter:
                if level_up == 'hp':
                    player.fighter.base_max_hp += 20
                    player.fighter.hp += 20
                elif level_up == 'str':
                    player.fighter.base_power += 1
                elif level_up == 'def':
                    player.fighter.base_defense += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            equip = player_turn_result.get('equip')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(
                    Message('Targeting cancelled', libtcod.yellow))

            if dead_entity:
                if dead_entity.fighter == player.fighter:
                    message, game_state = kill_player(dead_entity)
                else:
                    message = kill_monster(dead_entity)

                message_log.add_message(message)

            if xp:
                leveled_up = player.level.add_xp(xp)
                fighter_leveled_up = player.fighter.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp),
                            libtcod.white))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'You grow stronger! You reached level {0}'.format(
                                player.level.current_level) + '!',
                            libtcod.green))
                    message_log.add_message(
                        Message('You can now possess larger creatures...',
                                libtcod.red))

                if fighter_leveled_up:
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if equip:
                equip_results = player.equipment.toggle_equip(equip)

                for equip_result in equip_results:
                    equipped = equip_result.get('equipped')
                    dequipped = equip_result.get('dequipped')

                    if equipped:
                        message_log.add_message(
                            Message('You equipped the {0}'.format(
                                equipped.name)))

                    if dequipped:
                        message_log.add_message(
                            Message('You dequipped the {0}'.format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_result in enemy_turn_results:
                        message = enemy_turn_result.get('message')
                        dead_entity = enemy_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity.fighter == player.fighter:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break

            else:
                game_state = GameStates.PLAYERS_TURN
Esempio n. 10
0
def main():

    arial_font_path = app_path('assets', 'images', 'arial10x10.png')

    libtcod.console_set_custom_font(
        arial_font_path,
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    libtcod.console_init_root(Constants.screen_width,
                              Constants.screen_height,
                              Constants.window_title,
                              False,
                              libtcod.RENDERER_SDL2,
                              vsync=False)

    con = libtcod.console.Console(Constants.screen_width,
                                  Constants.screen_height)
    panel = libtcod.console.Console(Constants.screen_width,
                                    Constants.panel_height)

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    bg_path = app_path('assets', 'images', 'menu_fire_background.png')
    main_menu_background_image = libtcod.image_load(bg_path)

    while True:
        key_event = None
        for event in libtcod.event.get():
            if event.type in ("QUIT"):
                print("QUIT event: Exiting")
                raise SystemExit()
            if event.type == "KEYDOWN":
                if event.sym == libtcod.event.K_ESCAPE:
                    print(f"{event.type} K_ESCAPE: Exiting")
                    raise SystemExit()
                else:
                    key_event = event
                #print(f"Got Event: {event.type}: {key_event}")

        if show_main_menu:
            main_menu(con, main_menu_background_image, Constants.screen_width,
                      Constants.screen_height)

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            Constants.screen_width, Constants.screen_height)

            libtcod.console_flush()

            action = handle_main_menu(key_event)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')
            fullscreen = action.get('fullscreen')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    Constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

            if fullscreen:
                libtcod.console_set_fullscreen(
                    not libtcod.console_is_fullscreen())

        else:
            con.clear()
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, Constants)

            show_main_menu = True
Esempio n. 11
0
def main():
	#define main variables
	constants = get_constants()
	
	# Limit FPS to 100 so we dont kill CPUs
	libtcod.sys_set_fps(60)

	# Load font and create root console (what you see)
	libtcod.console_set_custom_font(os.path.join(definitions.ROOT_DIR,'Nice_curses_12x12.png'), libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW)
	libtcod.console_init_root(constants['screen_width'], constants['screen_height'], constants['window_title'], False)

	# Create game area and info area, this will be drawn to our root console so that we can see them
	con = libtcod.console_new(constants['screen_width'], constants['screen_height'])
	panel = libtcod.console_new(constants['screen_width'], constants['panel_height'])

	player = get_dummy_player(Warrior())
	entities = []
	game_map = None
	message_log: MessageLog  = None
	game_state = None

	show_main_menu = True
	show_game = False
	show_load_error_message = False

	main_menu_background_image = libtcod.image_load(os.path.join(definitions.ROOT_DIR,'data','menu_background.png'))

	# Capture keyboard and mouse input
	key = libtcod.Key()
	mouse = libtcod.Mouse()


	mixer.init()
	mixer.music.load(os.path.join(definitions.ROOT_DIR, 'data', 'music', 'title.mp3'))
	#mixer.music.play(loops=-1)
	#Our main loop
	while not libtcod.console_is_window_closed():
		# Check for input
		libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
		
		
		
		if show_main_menu:

			main_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])

			if show_load_error_message:
				message_box(con, 'No save game to load', 50, constants['screen_width'], constants['screen_height'])

			libtcod.console_flush()

			
			action = handle_main_menu(key)

			new_game = action.get('new_game')
			load_saved_game = action.get('load_game')
			exit_game = action.get('exit')

			if show_load_error_message and (new_game or load_saved_game or exit_game):
				show_load_error_message = False
			elif new_game:
				show_main_menu = False
				show_game = True
			
			elif load_saved_game:
				try:
					player, entities, game_map, message_log, game_state = load_game()
					show_main_menu = False
				except FileNotFoundError:
					show_load_error_message = True
			
			elif exit_game:
				break

		elif show_game == True:
			action = handle_role_select(key)
			warrior = action.get('warrior')
			ranger = action.get('ranger')
			rogue = action.get('rogue')
			paladin = action.get('paladin')
			warlock = action.get('warlock')
			back = action.get('exit')
			accept = action.get('accept')
			libtcod.console_clear(0)
			role_menu(con,constants['screen_width'],constants['screen_height'], player.role)
			libtcod.console_flush()

			if warrior:
				player = get_dummy_player(Warrior())
				role_menu(con,constants['screen_width'],constants['screen_height'], player.role)
				libtcod.console_flush()
			if ranger:
				player = get_dummy_player(Ranger())
				role_menu(con,constants['screen_width'],constants['screen_height'], player.role)
				libtcod.console_flush()
			if rogue:
				player = get_dummy_player(Rogue())
				role_menu(con,constants['screen_width'],constants['screen_height'], player.role)
				libtcod.console_flush()
			if paladin:
				player = get_dummy_player(Paladin())
				role_menu(con,constants['screen_width'],constants['screen_height'], player.role)
				libtcod.console_flush()
			if warlock:
				player = get_dummy_player(Warlock())
				role_menu(con,constants['screen_width'],constants['screen_height'], player.role)
				libtcod.console_flush()
			if accept:
				player, entities, game_map, message_log, game_state = get_game_variables(constants, player)
				show_game = False
			if back:
				show_main_menu = True

		else:
			libtcod.console_clear(con)
			game_state = GameStates.PLAYERS_TURN
			play_game(player, entities, game_map, message_log, game_state, con, panel, constants)

			show_main_menu = True
Esempio n. 12
0
def main():
    consts = get_constants()

    tcod.console_set_custom_font(
        'consolas10x10_gs_tc.png',
        tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)
    tcod.console_init_root(consts['scrn_width'], consts['scrn_height'],
                           consts['window_title'], False)
    con = tcod.console_new(consts['scrn_width'], consts['scrn_height'])
    panel = tcod.console_new(consts['scrn_width'], consts['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_err_msg = False

    key = tcod.Key()
    mouse = tcod.Mouse()

    while not tcod.console_is_window_closed():
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key,
                                 mouse)
        if show_main_menu:
            main_menu(con, consts['scrn_width'], consts['scrn_height'])

            if show_load_err_msg:
                message_box(con, 'No save game to load', 50,
                            consts['scrn_width'], consts['scrn_height'])

            tcod.console_flush()

            action = handle_main_menu(key)
            new_game = action.get('new_game')
            load_save = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_err_msg and (new_game or load_save or exit_game):
                show_load_err_msg = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    consts)
                game_state = GameStates.PLAYER_TURN
                show_main_menu = False
            elif load_save:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_err_msg = True
            elif exit_game:
                break
        else:
            tcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, consts)
            show_main_menu = True
Esempio n. 13
0
def main():
    '''
    Loads and initializes all it needs. Starts game
    '''
    constants = get_constants()

    # uses custom font image
    libtcod.console_set_custom_font("./art/terminal8x8_gs_ro.png",
        libtcod.FONT_LAYOUT_ASCII_INROW)
    libtcod.console_init_root(constants['screen_width'], constants['screen_height'],
        constants['window_title'], False)

    con = libtcod.console_new(constants['screen_width'], constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'], constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    # uses custom background image
    main_menu_background_image = libtcod.image_load('./art/background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE,
            key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image, constants['screen_width'],
                constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50, constants['screen_width'],
                    constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            rules_menu = action.get('rules_menu')
            exit_game = action.get('exit')
            fullscreen = action.get('fullscreen')

            # toggle fullscreen
            if fullscreen:
                libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = \
                    get_game_variables(constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif rules_menu:
                show_rules()
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                panel, constants)

            show_main_menu = True
Esempio n. 14
0
def main():
    # pull variables
    constants = get_constants()

    # set graphics template (source, type, layout)

    # --- original setup ---
    # libtcod.console_set_custom_font(
    #     'arial10x10.png',
    #     libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)

    # --- new font file ---
    libtcod.console_set_custom_font(
        'TiledFont.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD, 32, 10)

    # create screen (width, height, title, fullscreen_boolean)
    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)

    # initialize console
    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    libtcod.console_set_fullscreen(True)

    # mixer.music.play(-1)
    # music_loop = mixer.Sound('Cave_Loop.wav')
    # mixer.Sound.play(music_loop)

    mixer.init()
    music_loop = mixer.Sound('Cave_Loop.wav')
    mixer.Sound.play(music_loop, loops=-1)

    while not libtcod.console_is_window_closed():

        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False

            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYER_TURN
                show_main_menu = False

            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True

            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)
            show_main_menu = True
Esempio n. 15
0
def main():
    constants = get_constants()

    libtcod.sys_set_fps(30)

    # Animate
    anim_time = libtcod.sys_elapsed_milli()
    anim_frame = 0

    libtcod.console_set_custom_font(
        'sprite-font.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD, 32, 48)
    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)
    libtcod.console_set_default_background(0, colors.get('dark'))

    load_customfont()

    con = libtcod.console_new(constants['map_width'] * 3,
                              constants['map_height'] * 2)
    panel = libtcod.console_new(constants['panel_width'],
                                constants['screen_height'])
    tooltip = libtcod.console_new(constants['screen_width'], 1)
    messages_pane = libtcod.console_new(constants['message_width'], 1000)
    inventory_pane = libtcod.console_new(constants['message_width'], 40)

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image_0 = libtcod.image_load('menu_background_0.png')
    main_menu_background_image_1 = libtcod.image_load('menu_background_1.png')
    main_menu_background_image_2 = libtcod.image_load('menu_background_2.png')
    main_menu_background_image_3 = libtcod.image_load('menu_background_3.png')

    log_scroll = 0
    inv_scroll = 0

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():

        anim_frame, anim_time = animation(anim_frame, anim_time)

        if anim_frame == 0:
            main_menu_background_image = main_menu_background_image_0
        elif anim_frame == 1:
            main_menu_background_image = main_menu_background_image_1
        elif anim_frame == 2:
            main_menu_background_image = main_menu_background_image_2
        else:
            main_menu_background_image = main_menu_background_image_3

        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'],
                      constants['window_title'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            cam_x, cam_y = update_cam(player, constants)

            log_height, inv_height = update_panels_heights(
                player, constants['panel_height'])
            log_scroll = 0
            inv_scroll = 0
            inv_selected = 0

            play_game(player, entities, game_map, message_log, con, panel,
                      tooltip, messages_pane, inventory_pane, constants, cam_x,
                      cam_y, anim_frame, anim_time, log_scroll, log_height,
                      inv_scroll, inv_height, inv_selected)

            show_main_menu = True
Esempio n. 16
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def main():
	constants = get_constants()

	libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

	libtcod.console_init_root(constants['screen_width'], constants['screen_height'], constants['window_title'], False)

	con = libtcod.console_new(constants['screen_width'], constants['screen_height'])
	panel = libtcod.console_new(constants['screen_width'], constants['panel_height'])

	player = None
	entities = []
	game_map = None
	message_log = None
	game_state = None

	show_main_menu = True
	show_load_error_message = False

	main_menu_background_image = libtcod.image_load('menu_background1.png')

	key = libtcod.Key()
	mouse = libtcod.Mouse()

	while not libtcod.console_is_window_closed():
		libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

		if show_main_menu:
			main_menu(con, main_menu_background_image, constants['screen_width'],
					  constants['screen_height'])

			if show_load_error_message:
				message_box(con, 'No save game to load', 50, constants['screen_width'], constants['screen_height'])

			libtcod.console_flush()

			action = handle_main_menu(key)

			new_game = action.get('new_game')
			load_saved_game = action.get('load_game')
			exit_game = action.get('exit')

			if show_load_error_message and (new_game or load_saved_game or exit_game):
				show_load_error_message = False
			elif new_game:
				player, entities, game_map, message_log, game_state = get_game_variables(constants)
				game_state = GameStates.PLAYERS_TURN

				show_main_menu = False
			elif load_saved_game:
				try:
					player, entities, game_map, message_log, game_state = load_game()
					show_main_menu = False
				except FileNotFoundError:
					show_load_error_message = True
			elif exit_game:
				break

		else:
			libtcod.console_clear(con)
			play_game(player, entities, game_map, message_log, game_state, con, panel, constants)

			show_main_menu = True
Esempio n. 17
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def main():
	constants = get_constants()
	libtcod.console_set_custom_font('images/simplerl_12x12.png',
									libtcod.FONT_LAYOUT_ASCII_INROW | libtcod.FONT_TYPE_GREYSCALE)
	libtcod.console_init_root(constants['screen_width'], constants['screen_height'],
							constants['window_title'], False, libtcod.RENDERER_SDL2, 'F', True)

	con = libtcod.console.Console(constants['screen_width'], constants['screen_height'])
	panel = libtcod.console.Console(constants['screen_width'], constants['panel_height'])

	player = None
	entities = []
	game_map = None
	message_log = None
	game_state = None
	show_main_menu = True
	show_load_error_message = False

	main_menu_background_image = libtcod.image_load('images/menu_background1.png')

	in_handle = InputHandler()
# main game loop
	while True:
		if show_main_menu:
			main_menu(con, main_menu_background_image,
					constants['screen_width'], constants['screen_height'])

			if show_load_error_message:
				message_box(con, 'No save game to load', 50,
							constants['screen_width'], constants['screen_height'])

			libtcod.console_flush()
			game_state = GameStates.MAIN_MENU
			in_handle.set_game_state(game_state)
			for event in tcod.event.get():
				in_handle.dispatch(event)
			action = in_handle.get_action()
			new_game = action.get('new_game')
			load_saved_game = action.get('load_game')
			exit_game = action.get('exit')

			if show_load_error_message and (new_game or load_saved_game or exit_game):
				show_load_error_message = False

			elif new_game:
				player, entities, game_map, message_log, game_state = get_game_variables(constants)
				game_state = GameStates.PLAYERS_TURN

				show_main_menu = False
			elif load_saved_game:
				try:
					player, entities, game_map, message_log, game_state = load_game()
					show_main_menu = False
				except FileNotFoundError:
					show_load_error_message = True
			elif exit_game:
				break

		else:
			con.clear(fg=[63, 127, 63])
			play_game(player, entities, game_map, message_log, game_state, con, panel, constants)

			show_main_menu = True
Esempio n. 18
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def main():
    constants = get_constants()

    libtcod.console_set_custom_font(
        'arial10x10.png',
        libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)
    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'],
                              fullscreen=False,
                              renderer=libtcod.RENDERER_SDL2,
                              vsync=False)

    con = libtcod.console.Console(constants['screen_width'],
                                  constants['screen_height'])
    panel = libtcod.console.Console(constants['screen_width'],
                                    constants['panel_height'])

    player = None
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                # This a terrible hack and doing this the "right" way will require tinkering with the render functions
                message_box(con, 'No save game to load', 20,
                            constants['screen_width'],
                            constants['screen_height'] // 2)

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            elif load_saved_game:
                try:
                    player, game_map, message_log, game_state = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            con.clear(fg=(191, 0, 0))
            play_game(player, game_map, message_log, game_state, con, panel,
                      constants)
            show_main_menu = True
Esempio n. 19
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def main():
    # game "constants" / "globals" setup
    debug_f = True
    omnivision = False
    constants = get_constants()

    # initial game state
    game_state = GameStates.MAIN_MENU
    show_load_error_message = False

    # input handling setup
    in_handle = InputHandler()
    mouse_x = 0
    mouse_y = 0

    # set tcod font
    tcod.console_set_custom_font(
            "arial10x10.png",
            tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD
            )

    # set up ui elements
    panel_ui = tcod.console.Console(constants["panel_ui_width"],
                                    constants["panel_ui_height"])
    panel_map = tcod.console.Console(constants["panel_map_width"],
                                     constants["panel_map_height"])
    main_menu_bg = tcod.image_load("menu_background1.png")

    # open tcod console context
    with tcod.console_init_root(
            constants["screen_width"], constants["screen_height"],
            constants["window_title"], fullscreen=False,
            renderer=tcod.RENDERER_SDL2, vsync=False) as root_console:

        while True:
            if game_state == GameStates.MAIN_MENU:
                in_handle.set_game_state(game_state)
                main_menu(root_console, main_menu_bg,
                          constants["screen_width"],
                          constants["screen_height"])

                if show_load_error_message:
                    message_box(root_console, "No save game to load", 50,
                                constants["screen_width"],
                                constants["screen_height"])

                tcod.console_flush()

                for event in tcod.event.get():
                    in_handle.dispatch(event)

                user_in = in_handle.get_user_input()

                want_exit = user_in.get("exit")
                new_game = user_in.get("new_game")
                load_save = user_in.get("load_game")

                if (show_load_error_message
                        and (new_game or load_save or want_exit)):
                    show_load_error_message = False
                elif want_exit:
                    return
                elif new_game:
                    # set up game "runtime global" variables from scratch
                    g_var = get_game_variables(constants, root_console,
                                               panel_map, debug_f)
                    (player, entities, controlled_entity, curr_entity,
                     game_state, prev_state, message_log, game_map, timeq,
                     next_turn, render_update, targeting_item) = g_var
                elif load_save:
                    # load game "runtime global" variables from save file
                    try:
                        g_var = load_game(constants)
                    except FileNotFoundError:
                        show_load_error_message = True

                    if not show_load_error_message:
                        (player, entities, controlled_entity, curr_entity,
                         game_state, prev_state, message_log, game_map, timeq,
                         next_turn, render_update, targeting_item) = g_var
                    else:
                        game_state = GameStates.MAIN_MENU

            else:
                play_game(constants, root_console, panel_ui, panel_map, debug_f,
                          omnivision, in_handle, mouse_x, mouse_y,
                          player, entities, controlled_entity, curr_entity,
                          game_state, prev_state, message_log, game_map, timeq,
                          next_turn, render_update, targeting_item)
                game_state = GameStates.MAIN_MENU
Esempio n. 20
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def main():
    constants = get_constants()

    # tell libtcod which font to use; dictate the file to read from, and the other two arguments tell libtcod which
    # type of file is being read
    libtcod.console_set_custom_font(
        'arial10x10.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

    # create the screen with specified width and height; title; boolean value to say full screen or not
    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              'libtcod tutorial revised', False)

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])

    # create a new console to hold the HP bar and message log
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()
            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)

            show_main_menu = True
Esempio n. 21
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    def main(self):

        # Set font
        libtcod.console_set_custom_font(
            'dejavu_wide16x16_gs_tc.png',
            libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
        # Create game window
        libtcod.console_init_root(self.constants['screen_width'],
                                  self.constants['screen_height'],
                                  self.constants['window_title'], False)

        # Create a console (Drawing Layer?)
        con = libtcod.console_new(self.constants['screen_width'],
                                  self.constants['screen_height'])
        panel = libtcod.console_new(self.constants['screen_width'],
                                    self.constants['panel_height'])

        players = []
        entity = []
        game_map = None
        message_log = None
        self.game_state = None
        self.active_player = 0

        show_main_menu = True
        show_load_error_message = False

        main_menu_background_image = libtcod.image_load('menu_background.png')

        # Holds keyboard and mouse input
        key = libtcod.Key()
        mouse = libtcod.Mouse()

        # Menu loop
        while not libtcod.console_is_window_closed():
            libtcod.sys_check_for_event(
                libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

            if show_main_menu:
                main_menu(con, main_menu_background_image,
                          self.constants['screen_width'],
                          self.constants['screen_height'])

                if show_load_error_message:
                    message_box(con, 'No save game to load', 50,
                                self.constants['screen_width'],
                                self.constants['screen_height'])

                libtcod.console_flush()

                action = handle_main_menu(key)

                new_game = action.get('new_game')
                load_saved_game = action.get('load_game')
                exit_game = action.get('exit')

                if show_load_error_message and (new_game or load_saved_game
                                                or exit_game):
                    show_load_error_message = False
                elif new_game:
                    players, entities, game_map, message_log, self.game_state = get_game_variables(
                        self.constants)
                    self.game_state = GameStates.PLAYERS_TURN

                    show_main_menu = False
                elif load_saved_game:
                    try:
                        players, entities, game_map, message_log, self.game_state, self.active_player = load_game(
                            self.constants['player_count'])
                        self.game_state = GameStates.PLAYERS_TURN

                        show_main_menu = False
                    except FileNotFoundError:
                        show_load_error_message = True
                elif exit_game:
                    break
            else:
                libtcod.console_clear(con)
                self.play_game(players, entities, game_map, message_log,
                               self.game_state, con, panel, self.constants)

                show_main_menu = True
Esempio n. 22
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def main():
    constants = get_constants()
    main_menu_background_image = tcod.image_load('menu_background.png')
    tcod.console_set_custom_font(
        'arial10x10.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)

    root_con = tcod.console_init_root(constants["screen_width"],
                                      constants["screen_height"],
                                      constants["window_title"],
                                      order="C",
                                      renderer=tcod.RENDERER_SDL2,
                                      vsync=True)

    con = tcod.console.Console(constants['screen_width'],
                               constants['screen_height'])
    panel = tcod.console.Console(constants['screen_width'],
                                 constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    while show_main_menu:
        main_menu(con, main_menu_background_image, constants['screen_width'],
                  constants['screen_height'], root_con)

        if show_load_error_message:
            message_box(con, 'No save game to load', 50,
                        constants['screen_width'], constants['screen_height'],
                        root_con)

        tcod.console_flush()
        action = {}
        for event in tcod.event.get():
            if isinstance(event, tcod.event.KeyDown):
                action = handle_main_menu(event)

        new_game = action.get('new_game')
        load_saved_game = action.get('load_game')
        exit_game = action.get('exit')

        if show_load_error_message and (new_game or load_saved_game
                                        or exit_game):
            show_load_error_message = False
        elif new_game:
            player, entities, game_map, message_log, game_state = get_game_variables(
                constants)
            game_state = GameStates.PLAYER_TURN
            show_main_menu = False
        elif load_saved_game:
            try:
                player, entities, game_map, message_log, game_state = load_game(
                )
                show_main_menu = False
            except FileNotFoundError:
                show_load_error_message = True
        elif exit_game:
            quit()
    else:
        con.clear()
        play_game(player, entities, game_map, message_log, game_state, con,
                  panel, constants, root_con)
        main()
Esempio n. 23
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def main():
    constants = initialize_new_game.get_constants()
    position = 0

    terminal.open()
    terminal.set("window: size=" + str(constants['screen_width']) + "x" +
                 str(constants['screen_height']) + ', title=Space Game')
    terminal.set("font: fonts\courbd.ttf, size=" + constants.get('fontsize'))
    # terminal.set("input.filter={keyboard, mouse}")

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    while True:
        # show the background image, at twice the regular console resolution
        # clear scene especially after quitting game
        terminal.layer(0)
        terminal.clear()
        # show the game's title, and some credits!
        title = 'SPACE GAME'
        titlex = int(constants['screen_width'] / 2 - len(title) / 2)
        titley = int(constants['screen_height'] / 2)

        subtitle = 'Game by Eric Younkin'
        subtitlex = int(constants['screen_width'] / 2 - len(subtitle) / 2)
        subtitley = int(constants['screen_height'] / 2 + 2)

        terminal.color('yellow')
        terminal.print_(titlex, titley, '[align=center]' + title)
        terminal.print_(subtitlex, subtitley,
                        '[align=center][font=0xE000]' + subtitle)

        # show options and wait for the player's choice
        options = ['Play a new game', 'Continue last game', 'Quit']
        menu('',
             options,
             30,
             constants['screen_width'],
             constants['screen_height'],
             position=position,
             type='main')

        key = terminal.read()
        action = input_handlers.handle_menu_keys(key)

        menupos = action.get('menupos')
        select = action.get('select')
        ex = action.get('exit')
        resize = action.get('resize')

        if ex:
            break
        elif menupos:
            position += menupos
            if position < 0:
                position = 0
            if position >= len(options) - 1:
                position = len(options) - 1
        elif select:
            if position == 0:
                player, entities, game_map, message_log, game_state = initialize_new_game.get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN
                play_game(player, entities, game_map, message_log, game_state,
                          constants)
            elif position == 1:  # load last game
                try:
                    player, entities, game_map, message_log, game_state = data_loaders.load_game(
                    )
                    play_game(player, entities, game_map, message_log,
                              game_state, constants)
                except FileNotFoundError:
                    message_box('No save game to load', 50,
                                constants['screen_width'],
                                constants['screen_height'])
                    play_game(player, entities, game_map, message_log,
                              game_state, constants)
            elif position == 2:  # quit
                break
        elif resize:
            print(size)
            if size == '8':
                size = '12'
            elif size == '12:':
                size = '16'
            elif size == '16':
                size = '8'
                terminal.set("font: fonts\courbd.ttf, size=" + size)
Esempio n. 24
0
def main():
    #initialize constants, game variables, fov, message log, and font
    const = get_constants()
    player, entities, game_map, fov_recompute, fov_map, message_log, hp_regen_tick, mp_regen_tick = get_game_variables(
        const)

    # font from: http://rogueliketutorials.com/tutorials/tcod/part-0/
    tcod.console_set_custom_font(
        'arial10x10.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)

    #sets game state to be players turn to begin with
    game_state = GameStates.PLAYERS_TURN

    # main game loop. Root console being created in context with 'with' so that it closes nicely instead of freezing and crashing
    with tcod.console_init_root(const['screen_width'],
                                const['screen_height'],
                                const['window_title'],
                                fullscreen=False,
                                order='F',
                                vsync=True) as root_console:
        # initializes main console and console for UI elements
        con = tcod.console.Console(const['screen_width'],
                                   const['screen_height'],
                                   order='F')
        panel = tcod.console.Console(const['screen_width'],
                                     const['panel_height'],
                                     order='F')

        # main game loop
        while True:
            # gets user input and sends input events to a handler that returns a dictionary of actions
            for event in tcod.event.wait():
                action = event_dispatcher(event)

            # recomputes fov when necessary
            if (fov_recompute == True):
                recompute_fov(fov_map, player.x, player.y, player.fov_range,
                              const['fov_light_walls'], const['fov_algorithm'])

            # renders whole map on console
            render_all(con, panel, message_log, entities, player, game_map,
                       fov_map, fov_recompute, const['screen_width'],
                       const['screen_height'], const['bar_width'],
                       const['panel_height'], const['panel_y'])
            tcod.console_flush()

            # resets fov_recompute to prevent wasteful computation
            fov_recompute = False

            # clears console to avoid trails when moving
            clear_all(con, entities)

            # gets actions inputted by player from dictionary
            move = action.get('move')
            exit_game = action.get('exit_game')
            fullscreen = action.get('fullscreen')
            restart = action.get('restart')
            take_stairs = action.get('take_stairs')
            toggle_lights = action.get('toggle_lights')
            spell = action.get('spell')

            # player's turn taken only if player gives input
            if (move != None) and (game_state == GameStates.PLAYERS_TURN) and (
                    player.is_dead == False):
                dx, dy = move
                # only move player if the cell is unblocked and moving within the map
                if ((player.x + dx < game_map.width - 1)
                        and (player.y + dy < game_map.height - 1) and
                    (not game_map.is_blocked(player.x + dx, player.y + dy))):
                    # checks for entities that block movement in destination being moved to
                    target = get_blocking_entities_at_location(
                        entities, player.x + dx, player.y + dy)

                    # space is empty so player moves. if player is waiting in place it is treated as a normal move to prevent them from atacking themselves
                    if (target == None) or (dx == 0 and dy == 0):
                        player.move(dx, dy)
                        # only recomputes fov when player moves to avoid unnecessary computation
                        fov_recompute = True
                    # attack target
                    else:
                        player.attack(target, message_log)

                # increments tick by one if the player is below full health/mp. Player must always wait for the full delay after losing hp/mp at max
                if (player.hp < player.max_hp):
                    hp_regen_tick += 1
                if (player.mp < player.max_mp):
                    mp_regen_tick += 1

                # player statically regenerates hp and mp periodically
                if (hp_regen_tick == const['hp_regen_delay']):
                    player.heal(1)
                    hp_regen_tick = 0  # resets tick
                if (mp_regen_tick == const['mp_regen_delay']):
                    player.restore_mp(1)
                    mp_regen_tick = 0  # resets tick

                # resets players fov range in case they have casted flash
                player.fov_range = const['default_fov_radius']

                # passes turn to enemies. this happens even if player walks into a wall
                game_state = GameStates.ENEMY_TURN

            # handles spells
            if (spell != None) and (game_state == GameStates.PLAYERS_TURN
                                    ) and (player.is_dead == False):
                # f key casts a fireball spell that does damage in a radius around the player
                if (spell == 'fireball'):
                    player.cast_fireball(entities, message_log)
                # h key casts cure which heals for a portion of players max hp
                elif (spell == 'cure'):
                    player.cast_cure(message_log)
                # v key casts clairvoyance which reveals position of stairs
                elif (spell == 'clairvoyance'):
                    player.cast_clairvoyance(game_map, message_log)
                # g key casts flash which increases the distance the player can see for a turn
                elif (spell == 'flash'):
                    player.cast_flash(message_log)
                # arrow keys cast in appropriate direction
                elif (spell == 'tunnel_up'):
                    player.cast_tunnel(game_map, fov_map, message_log, 0, -1)
                elif (spell == 'tunnel_down'):
                    player.cast_tunnel(game_map, fov_map, message_log, 0, 1)
                elif (spell == 'tunnel_left'):
                    player.cast_tunnel(game_map, fov_map, message_log, -1, 0)
                elif (spell == 'tunnel_right'):
                    player.cast_tunnel(game_map, fov_map, message_log, 1, 0)

                # increments tick by one if the player is below full health.
                if (player.hp < player.max_hp):
                    hp_regen_tick += 1
                # resets mp regen tick so a player must wait full delay after casting a spell to start mp regen
                mp_regen_tick = 0

                # hp regen unaffected by casting a spell
                if (hp_regen_tick == const['hp_regen_delay']):
                    player.heal(1)
                    hp_regen_tick = 0  # resets tick

                # resets player's fov range unless they cast flash. this makes flash only last one turn
                if (spell != 'flash'):
                    player.fov_range = const['default_fov_radius']

                # recomputes fov since some spells affect the map/fov
                fov_recompute = True

                game_state = GameStates.ENEMY_TURN

            # enemy's turn
            if (game_state == GameStates.ENEMY_TURN):
                # loops through all enemies
                for entity in entities:
                    if (isinstance(entity, Enemy)):
                        # enemy gets a real turn if they are within the players fov, or if they have seen the player
                        if ((fov_map.fov[entity.y, entity.x])
                                or (entity.knows_player_location == True)):
                            # attacks player if they are adjacent or moves towards player using bfs pathfinding algorithm
                            entity.take_turn(player, game_map, entities,
                                             message_log)

                            # enemy will continue to follow the player after being seen for the first time, regardless of fov
                            if entity.knows_player_location == False:
                                entity.knows_player_location = True

                        # enemies outside of fov just move around at random
                        else:
                            entity.random_move(game_map, entities)

                # checks to see if the player died
                if (player.is_dead == True):
                    game_state = GameStates.PLAYER_DEATH
                else:
                    # passes turn back to player even if the enemies didn't do anything
                    game_state = GameStates.PLAYERS_TURN

            # handles death of player
            if (game_state == GameStates.PLAYER_DEATH):
                message_log.add_message(Message('You Lose', tcod.darker_red))

            # takes player to new floor
            if (take_stairs == True) and (player.x == game_map.stairs.x) and (
                    player.y == game_map.stairs.y):
                # makes new floor and resets entities list
                entities = game_map.stairs.take_stairs(player, game_map,
                                                       entities, message_log)

                # resets fov
                fov_map = initialize_fov(game_map)
                fov_recompute = True

                # clears the console to remove the last floor from the screen
                clear_console(con, const['screen_width'],
                              const['screen_height'])

                # player wins if they make it to the 4th floor
                if (game_map.depth == const['winning_floor']):
                    game_state = GameStates.PLAYER_WINS

            # player wins after getting to a set floor
            if game_state == GameStates.PLAYER_WINS:
                message_log.add_message(Message('You Win!', tcod.yellow))

            # restarts game
            if (restart == True):
                # resets everything to beginning state
                const = get_constants()
                player, entities, game_map, fov_recompute, fov_map, message_log, hp_regen_tick, mp_regen_tick = get_game_variables(
                    const)

                # clears the console to remove the last floor from the screen
                clear_console(con, const['screen_width'],
                              const['screen_height'])

                # new game starts with players turn
                game_state = GameStates.PLAYERS_TURN

            # toggles lights to see the whole map for deomonstration
            if (toggle_lights == True):
                game_map.lights_on = not game_map.lights_on
                if game_map.lights_on == False:
                    clear_console(con, const['screen_width'],
                                  const['screen_height'])
                fov_recompute = True

            # breaks loop if player exits
            if (exit_game == True):
                raise SystemExit()

            # toggles fullscreen
            if (fullscreen == True):
                tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
Esempio n. 25
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def main():
    """ Main game loop

    Init console + wraps key events

    """

    constants = get_constants()

    tcod.console_set_custom_font(
        "arial10x10.png", tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)
    tcod.console_init_root(
        constants["screen_width"],
        constants["screen_height"],
        constants["window_title"],
        False,
        constants["sdl_renderer"],
    )

    console = tcod.console.Console(constants["screen_width"],
                                   constants["screen_height"])
    panel = tcod.console_new(constants["screen_width"],
                             constants["panel_height"])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = tcod.image_load('menu_background.png')

    key = tcod.Key()
    mouse = tcod.Mouse()

    while not tcod.console_is_window_closed():
        tcod.sys_check_for_event(tcod.EVENT_KEY_PRESS | tcod.EVENT_MOUSE, key,
                                 mouse)

        if show_main_menu:
            main_menu(console, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(console, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            tcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break
        else:
            tcod.console_clear(console)
            play_game(player, entities, game_map, message_log, game_state,
                      console, panel, constants)
            show_main_menu = True
Esempio n. 26
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def main():
    constants = get_constants()

    player = None
    entities = []
    game_map = None
    message_log = []
    game_state = None
    animator = None

    tcod.console_set_custom_font("Codepage-437.png", tcod.FONT_LAYOUT_CP437)

    tileset = tcod.tileset.load_tilesheet("Codepage-437.png", 16, 16,
                                          tcod.tileset.CHARMAP_CP437)

    panel = tcod.console.Console(constants['screen_width'],
                                 constants['panel_height'])

    show_main_menu = True
    show_load_error_message = False

    with tcod.console_init_root(w=constants['screen_width'],
                                h=constants['screen_height'],
                                title=constants['window_title'],
                                order="F",
                                vsync=True) as root_console:
        while True:
            if show_main_menu:
                main_menu(root_console, constants['screen_width'],
                          constants['screen_height'])
                tcod.console_flush()

                if show_load_error_message:
                    message_box(root_console, 'No save game to load', 50,
                                constants['screen_width'],
                                constants['screen_height'])

                # Handle Events
                for event in tcod.event.wait():
                    if event.type == "KEYDOWN":
                        action: [Action,
                                 None] = handle_keys_main_menu(event.sym)
                        if action:
                            action_type: ActionType = action.action_type

                            show_load_error_message = False

                            if action_type == ActionType.NEW_GAME:
                                player, entities, animator, turn_count, game_map, message_log, game_state = get_game_variables(
                                    constants)
                                show_main_menu = False
                            elif action_type == ActionType.LOAD_GAME:
                                try:
                                    player, entities, animator, turn_count, game_map, message_log, game_state = load_game(
                                    )
                                    show_main_menu = False
                                except FileNotFoundError:
                                    show_load_error_message = True
                                    show_main_menu = True
                            elif action_type == ActionType.ESCAPE:
                                raise SystemExit()
                    if event.type == "QUIT":
                        raise SystemExit()
            else:
                play_game(root_console, player, entities, animator, turn_count,
                          game_map, message_log, game_state, panel, constants)
Esempio n. 27
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def main():
    constants = get_constants()

    libtcod.console_set_custom_font(
        'arial10x10.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'], 'rogue', False)

    con = libtcod.console_new(constants['screen_width'],
                              constants['screen_height'])
    panel = libtcod.console_new(constants['screen_width'],
                                constants['panel_height'])

    player, entities, game_map, message_log, game_state = get_game_variables(
        constants)

    fov_recompute = True

    fov_map = initialize_fov(game_map)

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    previous_game_state = game_state

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, constants['fov_radius'],
                          constants['fov_light_walls'],
                          constants['fov_algorithm'])

        render_all(con, panel, entities, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'],
                   constants['mouse'], constants['colors'], game_state)
        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy

            if not game_map.is_blocked(player.x + dx, player.y + dy):
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)

                if target:
                    player.fighter.attack(target)
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                else:
                    player.move(dx, dy)
                    fov_recompute = True
                game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.item and entity.x == player.x and entity.y == player.y:
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    break
                else:
                    message_log.add_message(
                        Message('There is nothing here to pick up.',
                                libtcod.yellow))

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.inventory.items):
            item = player.inventory.items[inventory_index]
            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.append(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (game_state.SHOW_INVENTORY,
                              game_state.DROP_INVENTORY):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')

            if message:
                message_log.add_message(message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled'))

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)
                else:
                    message = kill_monster(dead_entity)

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)

                game_state = game_state.ENEMY_TURN

            if item_consumed:
                game_state.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if item_dropped:
                entities.append(item_dropped)
                game_state = GameStates.ENEMY_TURN

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_result in enemy_turn_results:
                        message = enemy_turn_result.get('message')
                        dead_entity = enemy_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)

                        message_log.add_message(message)

                        if game_state == GameStates.PLAYER_DEAD:
                            break

                    if game_state == GameStates.PLAYER_DEAD:
                        break

            else:
                game_state = GameStates.PLAYERS_TURN
Esempio n. 28
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def main():

    constants = get_constants()
    names_list = get_unidentified_names()
    colors_list = get_render_colors()
    load_customfont()

    libtcod.console_set_custom_font(
        'fontplus.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW, 16, 30)

    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)

    con = libtcod.console.Console(constants['screen_width'],
                                  constants['screen_height'])
    panel = libtcod.console.Console(constants['screen_width'],
                                    constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                constants = get_constants()
                names_list = get_unidentified_names()
                colors_list = get_render_colors()

                if intro(constants):
                    if not game_options(constants) == "nah":
                        if not origin_options(constants) == "nah":
                            if not character_name(constants) == 'nah':
                                player, entities, game_map, message_log, game_state = get_game_variables(
                                    constants, names_list, colors_list)
                                game_state = GameStates.PLAYERS_TURN

                                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state, constants = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True

            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants, names_list, colors_list)

            show_main_menu = True
Esempio n. 29
0
def main():
    # 定数を読み込む
    constants = get_constants()

    # フォントの指定と(libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)でどのタイプのファイルを読み取るのかを伝える
    libtcod.console_set_custom_font("arial10x10.png", libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)

    # ここで実際に画面を作成する、画面サイズとタイトルとフルスクリーンとレンダラーと画面の垂直同期を指定している
    libtcod.console_init_root(constants["screen_width"], constants["screen_height"], constants["window_title"], False)

    con = libtcod.console.Console(constants["screen_width"], constants["screen_height"])
    panel = libtcod.console.Console(constants["screen_width"], constants["panel_height"])

    player = None

    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load("menu_background.png")

    main_window = libtcod.console_is_window_closed()

    

    while True:
        if show_main_menu:
            main_menu(con, main_menu_background_image, constants["screen_width"],
                      constants["screen_height"])

            if show_load_error_message:
                message_box(con, "No save game to load", 50, constants["screen_width"], constants["screen_height"])

            libtcod.console_flush()
            for events in libtcod.event.get():
                if events.type == "KEYDOWN":
                    action = handle_main_menu(events)

                    new_game = action.get("new_game")
                    load_saved_game = action.get("load_game")
                    exit_game = action.get("exit")

                    if show_load_error_message and (new_game or load_saved_game or exit_game):
                        show_load_error_message = False
                    elif new_game:
                        player, entities, game_map, message_log, game_state = get_game_variables(constants)
                        game_state = GameStates.PLAYERS_TURN

                        show_main_menu = False
                    elif load_saved_game:
                        try:
                            player, entities, game_map, message_log, game_state = load_game()
                            show_main_menu = False
                        except FileNotFoundError:
                            show_load_error_message = True
                    elif exit_game:
                        return False


        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con, panel, constants)

            show_main_menu = True
Esempio n. 30
0
def main():
    constants = get_constants()

    tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)

    root_console = tdl.init(constants['screen_width'],
                            constants['screen_height'],
                            constants['window_title'])
    con = tdl.Console(constants['screen_width'], constants['screen_height'])
    panel = tdl.Console(constants['screen_width'], constants['panel_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = image_load('menu_background.png')

    while not tdl.event.is_window_closed():
        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
        else:
            user_input = None

        if show_main_menu:
            main_menu(con, root_console, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'],
                      constants['colors'])

            if show_load_error_message:
                message_box(con, root_console, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            tdl.flush()

            action = handle_main_menu(user_input)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False
            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            root_console.clear()
            con.clear()
            panel.clear()
            play_game(player, entities, game_map, message_log, game_state,
                      root_console, con, panel, constants)

            show_main_menu = True
Esempio n. 31
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def main():
    constants = get_constants()
    tc.console_set_custom_font('arial10x10.png',
                               tc.FONT_TYPE_GREYSCALE | tc.FONT_LAYOUT_TCOD)
    tc.console.Console(constants['screen_width'], constants['screen_height'])
    tc.console_init_root(constants['screen_width'], constants['screen_height'],
                         constants['window_title'], False, tc.RENDERER_SDL2,
                         "F", True)

    con = tc.console.Console(constants['screen_width'],
                             constants['screen_height'])
    panel = tc.console.Console(constants['screen_width'],
                               constants['screen_height'])

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    # main_menu_background_image = tc.image_load('menu_background.png')
    main_menu_background_image = tc.image_load('')

    key = tc.Key()
    mouse = tc.Mouse()

    event = tc.event.get()

    # for event in tcod.event.wait():
    while event != "QUIT":
        tc.sys_check_for_event(tc.EVENT_KEY_PRESS | tc.EVENT_MOUSE, key, mouse)

        if show_main_menu:
            con.clear()
            clear_all(con, entities)
            tc.console_blit(con, 0, 0, constants['screen_width'],
                            constants['screen_height'], 0, 0, 0, 1.0, 1.0)
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            tc.console_flush()
            action = handle_main_menu(key)
            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False

            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                show_main_menu = False
                #REVERT BEFORE COMMIT
                # game_state = GameStates.SHOW_TUTORIAL
                game_state = GameStates.PLAYERS_TURN

            elif load_saved_game:

                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False

                except FileNotFoundError:
                    show_load_error_message = True

            elif exit_game:
                break

        else:
            con.clear()
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)
            show_main_menu = True