Esempio n. 1
0
def new_game():
	global birthdaysuit, barehands

	config.turns = 0
	
	#create the dungeon floor list
	config.floors = []
	config.current_floor = 0

	#create list of nodes
	config.nodes = []
	config.flares = []
	
	#create object representing the player
	armor_component = game.Armor(ac=0)
	item_component = game.Item(armor=armor_component)
	birthdaysuit = game.Object(0, 0, '[', 'Birthday Suit (worn)', libtcod.dark_orange, item = item_component)
	
	weapon_component = game.Weapon(mindmg=1, maxdmg=3, hitdie=2)
	item_component = game.Item(weapon=weapon_component)
	barehands = game.Object(0, 0, ')', 'Bare hands (wielded)', libtcod.light_blue, item = item_component)
	
	scanner_component = game.Scanner()
	item_component = game.Item(scanner=scanner_component)
	def_scanner = game.Object(0, 0, 's', 'Scanner', libtcod.dark_green, item = item_component)
	
	fighter_component = game.Fighter(plclass='Hellstronaut', ac=0, str=10, dex=10, con=10, int=10, fth=10, per=10, equipweapon=barehands, 
								equiparmor=birthdaysuit, equipscanner=def_scanner, equipheadlamp=None, equiptank=None, equipcamo=None, 
								hitdie = 0, mindmg = 0, maxdmg = 0, hp=100, defense=2, power=5, o2=200, death_function=game.player_death)
	config.player = game.Object(0, 0, '@', 'Dwayne', libtcod.white, blocks=True, fighter=fighter_component)
			
	mapgen.make_map()
	
	config.floors.append([config.map, config.objects, config.nodes, config.flares])
	
	gfx.initialize_fov()
	
	#create inventory
	config.inventory = []
	config.inventory.append(def_scanner)
	def_scanner.item.equip_scanner()
	
	#create the list of game messages and their colors, starts empty
	config.game_msgs = []
	
	config.game_state = 'playing'
	
	#a warm welcoming message!
	gfx.message('Welcome to Hell.', libtcod.red)
Esempio n. 2
0
def go_to_floor(dest):

	#pdb.set_trace()
	
	if dest > (len(config.floors)-1):
		#floor has not been generated yet, so generate it
		#store previous floor
		config.floors[config.current_floor][0] = config.map
		config.floors[config.current_floor][1] = config.objects
		config.floors[config.current_floor][2] = config.nodes
		config.floors[config.current_floor][3] = config.flares
		mapgen.make_map()
		config.floors.append([config.map, config.objects, config.nodes, config.flares])
	else:
		#floor has been generated
		config.map = config.floors[dest][0]
		config.objects = config.floors[dest][1]
		config.nodes = config.floors[dest][2]
		config.flares = config.floors[dest][3]
		
		if dest < config.current_floor:
			#ascending
			for object in config.objects:
				if object.stairs and object.stairs.direction == "down":
					#find location of stairs_down from destination floor and place config.player there
					config.player.x = object.x
					config.player.y = object.y
					break
		elif dest > config.current_floor:
			#descending
			for object in config.objects:
				if object.stairs and object.stairs.direction == "up":
					#find location of stairs_down from destination floor and place config.player there
					config.player.x = object.x
					config.player.y = object.y
					break
		else:
			gfx.message('Something\'s kinda weird.', libtcod.red)
	
	config.current_floor = dest
	
	gfx.initialize_fov()