Esempio n. 1
0
def runEndGame():
    messager.addMessage("You have passed Trigger's gauntlet!")
    messager.addMessage("You escape into the Net, discovering freedom...")
    while messager.moreMessages():
        messager.nextMessage()
        libtcod.console_flush()
        libtcod.console_wait_for_keypress(True)
    print "I... have quite perished... yet..."
    exit()
Esempio n. 2
0
    
while not libtcod.console_is_window_closed():
    libtcod.console_set_foreground_color(0, libtcod.white)
    #clear the player's old position
    libtcod.console_print_left(0, player.X, player.Y, libtcod.BKGND_NONE, ' ')

            
    #print terrain
    for y in range(len(saturnSeven.floor[player.Z][0])):
        for x in range(len(saturnSeven.floor[player.Z])):
            symbol = saturnSeven.getTerrainSymbol(x, y, player.Z)
            libtcod.console_print_left(0, x, y, libtcod.BKGND_NONE, symbol)
    libtcod.console_print_left(0, player.X, player.Y, libtcod.BKGND_NONE, '@')
    statusinfo.updateDisplay(player)
    inventory.updateDisplay()
    messager.nextMessage()
    libtcod.console_flush()
    #handle input (player moves first, if he moves at all)
    key = libtcod.console_wait_for_keypress(True)
    inputValid = input.handleInput(player, key, saturnSeven)
    libtcod.console_flush()
    if not inputValid:
        continue
    player.tick()
    enemiesToRemove = []
    #Eliminate old enemies
    for enemy in entity.enemies:
        if enemy.dead:
            enemiesToRemove.append(enemy)
            x, y, z = enemy.X, enemy.Y, enemy.Z
            saturnSeven.floor[z][x][y].entity = None