예제 #1
0
    def make_map(self, destination):

        # Set debug level
        if destination == "debug":
            game_map = GameMap(20, 20, "debug")
            game_map.owner = self
            # game_map.generate_trees(0, 0, game_map.width,
            #                        game_map.height, 20, block_sight=True)
            # game_map.generate_forest()
            # game_map.generate_cavern()
            game_map.place_entities()
            # Initialize field of view
            self.player.light_source.initialize_fov(game_map)

        elif destination == "dream":
            level_params = self.generate_level_params()
            level_data = MenuData(name="choose_level", params=level_params)
            self.owner.menus.create_or_show_menu(level_data)
            if not self.owner.menus.choose_level.event:
                return
            self.world_tendency = self.params["modifier"]
            game_map = GameMap(width=50,
                               height=50,
                               name="dream",
                               title=self.params["title"])
            game_map.owner = self
            game_map.generate_map()
            self.items[game_map.name] = game_map
            self.current_map = game_map
            game_map.place_entities()
            # Initialize field of view
            self.player.light_source.initialize_fov(game_map)
            self.player.light_source.radius = self.player.fighter.fov
            self.player.light_source.recompute_fov(self.player.x,
                                                   self.player.y)
예제 #2
0
class Dungeon:
    def __init__(self, game, name="dungeon"):
        self.game = game
        self.name = name
        self.current_floor = 1
        self.current_map = None

        config = get_dungeon_config(self.name)
        self.max_floor = config["max_floor"]
        self.floors = config["floors"]

    def initialize(self):
        self.generate_floor(self.get_floor_to_create())

    def get_floor_to_create(self):
        current_floor = self.current_floor
        map_to_create = None
        while not map_to_create:
            try:
                map_to_create = self.floors[str(current_floor)]
            except:
                current_floor -= 1
                if current_floor == 0:
                    map_to_create = "standard_map"
        return map_to_create

    def generate_floor(self, map_to_create):
        self.current_map = GameMap(self, map_to_create)
        self.current_map.add_player(self.game.player)
        self.current_map.generate_map()

    def next_floor(self):
        new_floor = self.current_floor + 1
        if new_floor <= self.max_floor:
            self.current_floor += 1
            self.generate_floor(self.get_floor_to_create())
            self.game.recompute_fov()
            # empecher artefacts de la carte precedente. Fix merdique. Dans Engine, render et Game aussi.
            self.game.reset_game_windows = True

            self.game.player.fighter.heal(self.game.player.fighter.max_hp // 2)
            self.game.events.add_event(
                {
                    "message": Texts.get_text('REST_AFTER_LANDMARK'),
                    "color": color_config.REST_AFTER_LANDMARK_COLOR,
                }
            )
        else:
            self.game.events.add_event({"victory": True})
예제 #3
0
def main():
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 45

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 0
    fov_light_walls = True
    fov_radius = 10

    colors = {
        'dark_wall': libtcod.Color(0, 0, 100),
        'dark_ground': libtcod.Color(50, 50, 150),
        'light_wall': libtcod.Color(130, 110, 50),
        'light_ground': libtcod.Color(200, 180, 50),
    }

    player = Entity(int(screen_width / 2), int(screen_height / 2), '@',
                    libtcod.white)
    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), '@',
                 libtcod.yellow)
    entities = [npc, player]

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

    libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial',
                              False)

    con = libtcod.console.Console(screen_width, screen_height)

    game_map = GameMap(map_width, map_height)
    game_map.generate_map(max_rooms, room_min_size, room_max_size, map_width,
                          map_height, player)

    fov_recompute = True
    fov_map = initialize_fov(game_map)

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

    while not libtcod.console_is_window_closed():
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          fov_light_walls, fov_algorithm)

        render_all(con, entities, game_map, fov_map, fov_recompute,
                   screen_width, screen_height, colors)
        fov_recompute = False
        libtcod.console_flush()

        clear_all(con, entities)

        key = libtcod.console_check_for_keypress()
        action = handle_keys(key)

        move = action.get('move')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        if move:
            dx, dy = move
            if not game_map.is_blocked(player.x + dx, player.y + dy):
                player.move(dx, dy)
                fov_recompute = True

        if exit:
            return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
        time.sleep(.01)