/
rl.py
271 lines (222 loc) · 9.48 KB
/
rl.py
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import libtcodpy as libtcod
class Tile:
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
self.explored = False
self.block_sight = block_sight
if self.block_sight is None:
self.block_sight = blocked
class Rect:
# a rectangle on the map, aka a room
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x+w
self.y2 = y+h
self.centerxy = self.center()
def center(self):
center_x = (self.x1+self.x2)/2
center_y = (self.y1+self.y2)/2
return (center_x, center_y)
def intersect(self, other):
x_intersect = self.x1 <= other.x2 and self.x2 >= other.x1
y_intersect = self.y1 <= other.y2 and self.y2 >= other.y1
return (x_intersect and y_intersect)
def random_pos(self):
return (libtcod.random_get_int(0, self.x1, self.x2),
libtcod.random_get_int(0, self.y1, self.y2))
class Map():
def __init__(self, width, height, tiles=None, labels=False):
self.width = width
self.height = height
if tiles is None:
self.generate(self.width, self.height)
else:
self.tiles = tiles
self.labels = labels
def generate(self, w, h):
# fill map with blocked tiles
self.tiles = [[Tile(True)
for y in xrange(h)]
for x in xrange(w)]
#place two pillars to test the map
self.rooms = []
for r in xrange(MAX_ROOMS):
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = libtcod.random_get_int(0, 0, self.width - w - 1)
y = libtcod.random_get_int(0, 0, self.height - h - 1)
new_room = Rect(x, y, w, h)
for other_room in self.rooms:
intersect = new_room.intersect(other_room)
if intersect:
break
else:
# there were no intersections, so we can go ahead and make it
self.create_room(new_room)
(new_x, new_y) = new_room.center()
if len(self.rooms) > 0:
# center of previous room
(prev_x, prev_y) = self.rooms[-1].center()
if libtcod.random_get_int(0, 0, 1):
# first horizontally, than vertically
self.create_h_tunnel(prev_x, new_x, prev_y)
self.create_v_tunnel(prev_y, new_y, new_x)
else:
# first vertically, than horizontally
self.create_v_tunnel(prev_y, new_y, prev_x)
self.create_h_tunnel(prev_x, new_x, new_y)
self.rooms.append(new_room)
def create_room(self, room):
for x in xrange(room.x1, room.x2+1):
for y in xrange(room.y1, room.y2+1):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def create_h_tunnel(self, x1, x2, y):
# horizontal tunnel
for x in xrange(min(x1, x2), max(x1, x2) + 1):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def create_v_tunnel(self, y1, y2, x):
# vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
class World:
def __init__(self, map_width, map_height):
# generate map
self.map = Map(map_width, map_height)
self.npcs = []
self.populate()
if self.map.labels:
for i, r in enumerate(self.map.rooms):
(rx, ry) = r.center()
room_no = Object(self.map, rx, ry, chr(65+i), libtcod.white)
self.npcs.insert(0, room_no) #draw early, so monsters are drawn on top
def render_all(self, target):
if target is not None:
global color_light_wall
global color_light_ground
for y in xrange(self.map.height):
for x in xrange(self.map.width):
visible = libtcod.map_is_in_fov(self.hero.fov_map, x, y)
wall = self.map.tiles[x][y].block_sight
if visible:
if wall:
libtcod.console_set_char_background(target, x, y, color_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(target, x, y, color_light_ground, libtcod.BKGND_SET)
self.map.tiles[x][y].explored = True
else:
if self.map.tiles[x][y].explored:
if wall:
libtcod.console_set_char_background(target, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(target, x, y, color_dark_ground, libtcod.BKGND_SET )
for o in self.npcs:
if libtcod.map_is_in_fov(self.hero.fov_map, o.x, o.y):
o.draw(target)
self.hero.draw(target)
libtcod.console_blit(target, 0, 0, SCREEN_WIDE, SCREEN_HIGH, 0, 0, 0)
def clear_all(self, target):
for o in self.npcs:
o.clear(target)
self.hero.clear(target)
def populate(self):
for i in xrange(len(self.map.rooms)):
room = self.map.rooms[i]
if not i:
#first room, put player here
(startx,starty) = room.center()
self.hero = Object(self.map, startx, starty, '@', libtcod.white)
self.hero.create_fov_map()
self.hero.refresh_fov_map()
else:
# enemies and other characters
for n in xrange(10):
(startx,starty) = room.random_pos()
self.npcs.append(Object(self.map, startx, starty, 'F', libtcod.yellow))
class Object:
def __init__(self, levelmap, x, y, char, color):
self.x = x
self.y = y
self.char = char
self.color = color
self.map = levelmap
self.fov_map = None
self.torch_radius = 10
def move(self, dx, dy):
if not self.map.tiles[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
self.refresh_fov_map()
def draw(self, target):
libtcod.console_set_default_foreground(target, self.color)
libtcod.console_put_char(target, self.x, self.y, self.char, libtcod.BKGND_NONE)
def clear(self, target):
libtcod.console_put_char(target, self.x, self.y, ' ', libtcod.BKGND_NONE)
def create_fov_map(self):
self.fov_map = libtcod.map_new(self.map.width,
self.map.height)
for x in xrange(self.map.width):
for y in xrange(self.map.height):
libtcod.map_set_properties(self.fov_map, x, y,
not self.map.tiles[x][y].block_sight,
not self.map.tiles[x][y].blocked)
def refresh_fov_map(self):
if self.fov_map is None:
return
libtcod.map_compute_fov(self.fov_map,
self.x,
self.y,
self.torch_radius,
True,
0)
def handle_keys():
key = libtcod.console_check_for_keypress() #real-time
#key = libtcod.console_wait_for_keypress(True) #turn-based
if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return True #exit game
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
world.hero.move(0, -1)
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
world.hero.move(0, 1)
if libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
world.hero.move(-1, 0)
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
world.hero.move(1, 0)
#############################################
# Initialization & Main Loop
#############################################
LIMIT_FPS = 20
# size of the screen
SCREEN_WIDE = 80
SCREEN_HIGH = 50
# size of the map
MAP_WIDE = 80
MAP_HIGH = 45
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 10
#color_dark_wall = libtcod.Color(0, 0, 100)
color_dark_wall = libtcod.Color(30, 30, 30)
color_light_wall = libtcod.Color(130, 110, 50)
#color_dark_ground = libtcod.Color(50, 50, 150)
color_dark_ground = libtcod.Color(20, 18, 5)
color_light_ground = libtcod.Color(200, 180, 50)
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDE, SCREEN_HIGH, 'Bakachooka', False)
con = libtcod.console_new(SCREEN_WIDE, SCREEN_HIGH)
libtcod.sys_set_fps(LIMIT_FPS)
world = World(MAP_WIDE, MAP_HIGH)
world.map.labels = False
while not libtcod.console_is_window_closed():
world.render_all(con)
libtcod.console_flush()
world.clear_all(con)
exit = handle_keys()
if exit:
break