def __init__(self, root_window=None): """Init the SDL surface and prepare for draw calls.""" flags = libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW libtcod.console_set_custom_font(b"resources/terminal10x18_gs_ro.png", flags) rows, cols = WindowSystem.game_dimensions libtcod.console_init_root(cols, rows, GameConf.default_game_name.encode(), False, libtcod.RENDERER_SDL)
def __init__ (self): """ Initialise the game """ # Setup logging self.log = getlog(self.__class__.__name__) # Console size self.width = 80 self.height = 50 # libtcod initialization libtcod.console_set_custom_font('consolas10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(self.width, self.height, 'Darkness', False) # Command initialization self.commands = { # Commands that do not cause the player to take a turn libtcod.KEY_ESCAPE: lambda self: self.stop(), } self.ingame_commands = { # Commands that are a player turn libtcod.KEY_UP: lambda self: self.player.move(dy = -1), libtcod.KEY_DOWN: lambda self: self.player.move(dy = +1), libtcod.KEY_LEFT: lambda self: self.player.move(dx = -1), libtcod.KEY_RIGHT: lambda self: self.player.move(dx = +1), } # Select options self.options = { 'fov_torch_radius': 6, 'fov_light_walls': True, } # Create player self.player = Player() # Load map map_type, map_args = RandomDungeon, () self.load_map(map_type, *map_args)
FOV_ALGO = libtcod.FOV_SHADOW FOV_LIGHT_WALLS = True TORCH_RADIUS = 8 void_color = libtcod.Color(0, 0, 0) color_pairs = { "void": (libtcod.Color(0, 0, 0), libtcod.Color(0, 0, 0)), "bg_wall": (libtcod.Color(25, 25, 25), libtcod.Color(50, 50, 25)), "fg_wall": (libtcod.Color(50, 50, 50), libtcod.Color(75, 75, 50)), "bg_floor": (libtcod.Color(50, 50, 50), libtcod.Color(75, 75, 50)), "fg_floor": (libtcod.Color(75, 75, 75), libtcod.Color(100, 100, 75)), "fg_stairs": (libtcod.Color(100, 100, 75), libtcod.Color(125, 125, 75)), } libtcod.console_set_custom_font('consolas_unicode_12x12.png', libtcod.FONT_LAYOUT_ASCII_INROW | libtcod.FONT_TYPE_GREYSCALE, nb_char_horiz=32, nb_char_vertic=64) libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'rbowl', False) libtcod.sys_set_fps(LIMIT_FPS) class Game: def __init__(self): self.state = 'playing' self.player_action = None self.map = Map() self.player = Object(self.map, self.map.start_x, self.map.start_y, '@', 'player', blocks=True) self.screen = Screen(self, self.map)
input.MovementInputHandler(player, dungeon_map), input.GeneralInputHandler()) def main_loop(self): while not libtcod.console_is_window_closed(): self.render_all() should_exit = self.handle_keys() if should_exit: break def render_all(self): self.environment.dungeon_map.draw(self.renderer) for object in self.environment.objects: object.draw(self.renderer) self.renderer.render() for object in self.environment.objects: object.clear(self.renderer) def handle_keys(self): return self.input_handler.handle() if __name__ == '__main__': libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False) libtcod.sys_set_fps(LIMIT_FPS) Game().main_loop()
Arguments: (minwidth, minheight) : the minimum expected dimensions for the screen areas : areas dictionary (see package documentation for more info) maximize : maximize screen dimensions. Default: False forcemindims : forces screen dimensions to maximum allowed by the terminal. Default: False Returns: tuple with screen size in (x,y), negative numbers if terminal doesn't satisfies minimum requirements """ libtcod.console_set_custom_font(fontFile='data/fonts/terminal12x12_gs_ro.png', flags=libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW) if forcedim: (width, height) = libtcod.sys_get_current_resolution() (chw, chh) = libtcod.sys_get_char_size() width = (width / chw) height = (height / chh) libtcod.console_init_root(w=width, h=height, title='RogueLike', fullscreen=maximize) libtcod.sys_set_fps(LIMIT_FPS) # consoles w = width h = height*10//100 x = 0 y = 0
def main(): # setup screen ltc.console_set_custom_font('lucida10x10_gs_tc.png', ltc.FONT_TYPE_GREYSCALE | ltc.FONT_LAYOUT_TCOD) ltc.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/ltc tutorial', fullscreen=False) ltc.sys_set_fps(LIMIT_FPS) con = ltc.console_new(LEVEL_WIDTH, LEVEL_HEIGHT) gui_panel = ltc.console_new(PANEL_WIDTH, PANEL_HEIGHT) # setup level leveldata, start_pos = leveltools.make_level(LEVEL_WIDTH, LEVEL_HEIGHT) fov_recompute = True # setup player leveldata.player = rlplayer.create_player(start_pos[0], start_pos[1]) leveldata.objects.insert(0, leveldata.player) rlmobs.populate_enemies(leveldata) rlitems.populate_items(leveldata) src.rlmsglog.m('Welcome to the dungeon!') # game state game_state = GS_PLAYING # MAIN LOOP while not ltc.console_is_window_closed(): # get user input mouse = ltc.Mouse() key = ltc.Key() ltc.sys_check_for_event(ltc.EVENT_KEY_PRESS | ltc.EVENT_MOUSE, key, mouse) if fov_recompute: leveldata.recompute_fov(TORCH_RADIUS) # draw level draw_level(con, leveldata) # noinspection PyTypeChecker draw_gui(gui_panel, con, leveldata, mouse) # display level ltc.console_blit(con, 0, 0, LEVEL_WIDTH, LEVEL_HEIGHT, 0, 0, 0) ltc.console_blit(gui_panel, 0, 0, PANEL_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y) ltc.console_flush() clear_console(con) clear_console(gui_panel) # handle user input # noinspection PyTypeChecker player_taken_turn = handle_input(key, mouse, game_state, leveldata, con) if should_exit: break # all objects take their turn - player is first if game_state == GS_PLAYING and player_taken_turn: fov_recompute = True for o in leveldata.objects: o.take_turn(leveldata) if not leveldata.player.fighter.is_alive(): game_state = GS_DEAD
import os from libtcod import libtcodpy as libtcod import map_vars as M # Set the fps. libtcod.sys_set_fps(45) # Font path font = os.path.join(b'data', b'fonts', b'consolas10x10_gs_tc.png') # Set the custom font. libtcod.console_set_custom_font(font, libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) # Initialize the root console. libtcod.console_init_root (M.SCREEN_WIDTH, M.SCREEN_HEIGHT, b'zombie.py', False) # Create the game console. game_console = libtcod.console_new(M.MAP_WIDTH, M.MAP_HEIGHT) gun_console = libtcod.console_new(M.MAP_WIDTH, M.MAP_HEIGHT) # Make the background of gun_console transparent on black. libtcod.console_set_key_color(gun_console,libtcod.black) # Create an items console items_console = libtcod.console_new(30, 40) menu_console = libtcod.console_new(M.SCREEN_WIDTH, M.SCREEN_HEIGHT)
def __init__(self): libtcod.console_set_custom_font("./font.png", libtcod.FONT_LAYOUT_ASCII_INROW | libtcod.FONT_TYPE_GREYSCALE) self.console = libtcod.console_init_root(W, H, TITLE)