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handle_keys.py
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handle_keys.py
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import libtcodpy as libtcod
import settings
import color
from map_gen import make_map
from message import message
from Rect import Rect
from menu import menu
def handle_keys():
if settings.key.vk == libtcod.KEY_ENTER and settings.key.lalt:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif settings.key.vk == libtcod.KEY_ESCAPE:
return 'exit'
if settings.game_state == 'playing':
if settings.key.vk == libtcod.KEY_UP or \
settings.key.vk == libtcod.KEY_KP8:
player_move_or_attack(0, -1)
elif settings.key.vk == libtcod.KEY_DOWN or \
settings.key.vk == libtcod.KEY_KP2:
player_move_or_attack(0, 1)
elif settings.key.vk == libtcod.KEY_LEFT or \
settings.key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif settings.key.vk == libtcod.KEY_RIGHT or \
settings.key.vk == libtcod.KEY_KP6:
player_move_or_attack(1, 0)
elif settings.key.vk == libtcod.KEY_HOME or \
settings.key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1, -1)
elif settings.key.vk == libtcod.KEY_PAGEUP or \
settings.key.vk == libtcod.KEY_KP9:
player_move_or_attack(1, -1)
elif settings.key.vk == libtcod.KEY_END or \
settings.key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif settings.key.vk == libtcod.KEY_PAGEDOWN or \
settings.key.vk == libtcod.KEY_KP3:
player_move_or_attack(1, 1)
elif settings.key.vk == libtcod.KEY_KP5:
pass
else:
key_char = chr(settings.key.c)
if key_char == 'g':
for object in settings.objects:
if object.x == settings.player.x and \
object.y == settings.player.y and object.item:
object.item.pick_up()
break
if key_char == 'i':
chosen_item = inventory_menu('Press the key next to an ' +
'item to use it, or any ' +
'other to cancel.\n')
if chosen_item is not None:
chosen_item.use()
if key_char == 'd':
chosen_item = inventory_menu('Press the key next to an ' +
'to drop it, or any ' +
'other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
if key_char == 'c':
level_up_xp = settings.LEVEL_UP_BASE + \
settings.player.level * \
settings.LEVEL_UP_FACTOR
msgbox('Character information\n\nLevel: ' +
str(settings.player.level) +
'\nExperiance: ' + str(settings.player.fighter.xp) +
'\nExperiance to level up: ' + str(level_up_xp) +
'\nMaximum HP: ' + str(settings.player.fighter.max_hp) +
'\nAttack: ' + str(settings.player.fighter.power) +
'\nDefense: ' + str(settings.player.fighter.defense),
settings.CHARACTER_SCREEN_WIDTH)
if key_char == '<':
if settings.stairs.x == settings.player.x and \
settings.stairs.y == settings.player.y:
next_level()
return 'didnt-take-turn'
def next_level():
message('You take a moment to rest, and recover your strength',
color.light_violet)
settings.player.fighter.heal(settings.player.fighter.max_hp / 2)
settings.dungeon_level += 1
message('After a rare moment of peace, you descend deeper into ' +
'the heart of the dungeon...', color.red)
(cx, cy) = Rect(0, 0, settings.MAP_WIDTH, settings.MAP_HEIGHT).center
if settings.stairs.x < cx:
cx = 0
else:
cx = 1
if settings.stairs.y < cy:
cy = 0
else:
cy = 2
make_map(cx + cy)
initialize_fov()
def initialize_fov():
settings.fov_recompute = True
settings.fov_map = libtcod.map_new(settings.MAP_WIDTH, settings.MAP_HEIGHT)
for y in range(settings.MAP_HEIGHT):
for x in range(settings.MAP_WIDTH):
libtcod.map_set_properties(settings.fov_map, x, y,
not settings.map[x][y].block_sight,
not settings.map[x][y].blocked)
libtcod.console_clear(settings.con)
def player_move_or_attack(dx, dy):
x = settings.player.x + dx
y = settings.player.y + dy
target = None
for object in settings.objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
if target is not None:
settings.player.fighter.attack(target)
else:
settings.player.move(dx, dy)
settings.fov_recompute = True
def msgbox(text, width=50):
menu(text, [], width)
def inventory_menu(header):
if len(settings.inventory) == 0:
options = ['Inventory is empty.']
else:
options = []
for item in settings.inventory:
text = item.name
if item.equipment and item.equipment.is_equipped:
text = text + ' (on ' + item.equipment.slot + ')'
options.append(text)
index = menu(header, options, settings.INVENTORY_WIDTH)
if index is None or len(settings.inventory) == 0:
return None
return settings.inventory[index].item