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Launcher.py
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Launcher.py
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__author__ = 'Toni'
import tdl
from random import randint
import math
import textwrap
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 65
MAX_ROOM_MONSTERS = 3
#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 50
#sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
INVENTORY_WIDTH = 50
LIMIT_FPS = 20
playerX = SCREEN_WIDTH/2
playerY = SCREEN_HEIGHT/2
MOUSE_COORD = {'x':0, 'y':0}
console = tdl.init(SCREEN_WIDTH, SCREEN_HEIGHT, title = "Roguelike")
panel = tdl.Console(SCREEN_WIDTH, PANEL_HEIGHT)
con = tdl.Console(MAP_WIDTH, MAP_HEIGHT)
tdl.setFPS(LIMIT_FPS)
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_ITEMS = 2
fov_recompute = False
FOV_ALGO = 0 #default FOV algorithm
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
HEAL_AMOUNT = 4
color_dark_wall = [0, 0, 100]
color_light_wall = [130, 110, 50]
color_dark_ground = [50, 50, 150]
color_light_ground = [200, 180, 50]
color_yellow = [255, 255, 0]
color_green = [0, 255, 0]
color_dark_green = [0, 153, 0]
color_dark_red = [204, 0, 0]
color_violet = [255, 0, 255]
game_state = 'playing'
player_action = None
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
#all tiles start unexplored
self.explored = False
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Rect:
#a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = int((self.x1 + self.x2) / 2)
center_y = int((self.y1 + self.y2) / 2)
return (center_x, center_y)
def intersect(self, other):
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
def take_damage(self, damage):
#apply damage if possible
if damage > 0:
self.hp -= damage
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
def attack(self, target):
#a simple formula for attack damage
damage = self.power - target.fighter.defense
if damage > 0:
#make the target take some damage
print (self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
print (self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def heal(self, amount):
#heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
class BasicMonster:
#AI for a basic monster.
def take_turn(self):
global visible_tiles
#a basic monster takes its turn. If you can see it, it can see you
monster = self.owner
#if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
coord = (monster.x, monster.y)
if coord in visible_tiles:
#move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
class GameObject:
# this is a generic object: the player, a monster, an item, the stairs...
# it's always represented by a character on screen.
def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None, item=None):
self.name = name
self.blocks = blocks
self.x = x
self.y = y
self.char = char
self.color = color
self.fighter = fighter
if self.fighter: #let the fighter component know who owns it
self.fighter.owner = self
self.ai = ai
if self.ai: #let the AI component know who owns it
self.ai.owner = self
self.item = item
if self.item: #let the Item component know who owns it
self.item.owner = self
def move(self, dx, dy):
#move by the given amount, if the destination is not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
#print(str(self.x) + " " + str(self.y))
def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
#normalize it to length 1 (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
#return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def draw(self):
global visible_tiles
coord = (self.x, self.y)
if coord in visible_tiles:
con.drawChar(self.x, self.y, self.char, self.color)
def clear(self):
con.drawChar(self.x, self.y, ' ')
def send_to_back(self):
#make this object be drawn first, so all others appear above it if they're in the same tile.
global objects
objects.remove(self)
objects.insert(0, self)
class Item:
#an item that can be picked up and used.
def __init__(self, use_function=None):
self.use_function = use_function
def pick_up(self):
#add to the player's inventory and remove from the map
if len(inventory) >= 26:
message('Your inventory is full, cannot pick up ' + self.owner.name + '.', color_dark_red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', color_green)
def use(self):
#just call the "use_function" if it is defined
if self.use_function is None:
message('The ' + self.owner.name + ' cannot be used.')
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner) #destroy after use, unless it was cancelled for some reason
def create_room(room):
global map
#go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def is_blocked(x, y):
global map
#first test the map tile
if map[x][y].blocked:
return True
#now check for any blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
def place_objects(room):
num_monsters = randint(0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
#choose random spot for this monster
x = randint(room.x1+1, room.x2-1)
y = randint(room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
if randint(0, 100) < 80:
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
monster = GameObject(x, y, 'o', 'orc', color_green, blocks=True, fighter=fighter_component, ai=ai_component)
else:
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = GameObject(x, y, 'I', 'troll', color_dark_green, blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
#choose random number of items
#num_items = libtcod.random_get_int(0, 0, MAX_ROOM_ITEMS)
num_items = randint(0, MAX_ROOM_ITEMS)
for i in range(num_items):
#choose random spot for this item
#x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
#y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
x = randint(room.x1+1, room.x2-1)
y = randint(room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
#create a healing potion
item_component = Item(use_function=cast_heal)
item = GameObject(x, y, '!', 'healing potion', color_violet, item=item_component)
objects.append(item)
item.send_to_back() #items appear below other objects
def create_h_tunnel(x1, x2, y):
global map
x1 = int(x1)
x2 = int(x2)
y = int(y)
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
y1 = int(y1)
y2 = int(y2)
x = int(x)
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def is_visible_tile(x, y):
global map
x = int(x)
y = int(y)
#print(str(map))
if x >= MAP_WIDTH or x < 0:
return False
elif y >= MAP_HEIGHT or y < 0:
return False
elif map[x][y].blocked == True:
return False
elif map[x][y].block_sight == True:
return False
else:
return True
def make_map():
global map, player, visible_tiles
#fill map with "unblocked" tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
#random width and height
w = randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = randint(0, MAP_WIDTH - w -1)
y = randint(0, MAP_HEIGHT - h -1)
x = int(x)
y = int(y)
#"Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
#run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
#this means there are no intersections, so this room is valid
#"paint" it to the map's tiles
create_room(new_room)
#add some contents to this room, such as monsters
place_objects(new_room)
#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
if num_rooms == 0:
#this is the first room, where the player starts at
player.x = new_x
player.y = new_y
visible_tiles = tdl.map.quickFOV(new_x, new_y, is_visible_tile)
#print(visible_tiles)
else:
#all rooms after the first:
#connect it to the previous room with a tunnel
#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()
#draw a coin (random number that is either 0 or 1)
if randint(0, 1) == 1:
#first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
#first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
def player_death(player):
#the game ended!
global game_state
print ('You died!')
game_state = 'dead'
#for added effect, transform the player into a corpse!
player.char = '%'
player.color = color_dark_red
def monster_death(monster):
#transform it into a nasty corpse! it doesn't block, can't be
#attacked and doesn't move
print (monster.name.capitalize() + ' is dead!')
monster.char = '%'
monster.color = color_dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def cast_heal():
#heal the player
if player.fighter.hp == player.fighter.max_hp:
message('You are already at full health.', color_dark_red)
return 'cancelled'
message('Your wounds start to feel better!', color_violet)
player.fighter.heal(HEAL_AMOUNT)
global visible_tiles
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = GameObject(0, 0, '@', 'player', [255, 255, 255], blocks=True, fighter=fighter_component)
#create the list of game messages and their colors, starts empty
game_msgs = []
objects = [player]
inventory = []
#generate map (at this point it's not drawn to the screen)
make_map()
def render_all():
global color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute, visible_tiles, player, map
if fov_recompute:
fov_recompute = False
#print("fov_recompute")
visible_tiles = tdl.map.quickFOV(player.x, player.y, is_visible_tile)
#print(len(visible_tiles))
#print(str(visible_tiles))
#go through all tiles, and set their background color
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = False
coord = (x, y)
#print(coord)
if coord in visible_tiles:
#print("visible")
visible = True
wall = map[x][y].block_sight
if not visible:
if map[x][y].explored:
if wall:
# libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET )
con.drawChar(x, y, None, bgcolor = color_dark_wall)
else:
#libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET )
con.drawChar(x, y, None, bgcolor = color_dark_ground)
else:
if wall:
con.drawChar(x, y, None, bgcolor = color_light_wall)
else:
con.drawChar(x, y, None, bgcolor = color_light_ground)
#print("yellow")
map[x][y].explored = True
#draw all objects in the list, except the player. we want it to
#always appear over all other objects! so it's drawn later.
for object in objects:
if object != player:
object.draw()
player.draw()
console.blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT,0,0)
#prepare to render the GUI panel
#libtcod.console_set_default_background(panel, libtcod.black)
#libtcod.console_clear(panel)
panel.clear()
#print the game messages, one line at a time
y = 1
for (line, color) in game_msgs:
#libtcod.console_set_default_foreground(panel, color)
#libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
text = "%s" % (line)
# then get a string spanning the entire bar with the text centered
text = text.center(MSG_X)
# render this text over the bar while preserving the background color
panel.drawStr(MSG_X, y, text, [255,255,255], None)
y += 1
#show the player's stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
color_dark_red, color_yellow)
#libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())
mouse_message = get_names_under_mouse()
mouse_message = "%s" % (mouse_message)
mouse_message = mouse_message.center(1)
panel.drawStr(1, 0, mouse_message, [255, 255, 255], None)
#blit the contents of "panel" to the root console
#libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
panel.move(0, 0)
console.blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT)
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
#render a bar (HP, experience, etc). first calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
#render the background first
#libtcod.console_set_default_background(panel, back_color)
#panel.setColors(bg=back_color) # not used if there's no printStr call
#libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
panel.drawRect(x, y, total_width, 1, None, None, back_color)
#now render the bar on top
#libtcod.console_set_default_background(panel, bar_color)
#panel.setColors(bg=bar_color)
if bar_width > 0:
#libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
panel.drawRect(x, y, bar_width, 1, None, None, bar_color)
#finally, some centered text with the values
#libtcod.console_set_default_foreground(panel, libtcod.white)
#panel.setColors(fg=[255,255,255])
#libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER,
# name + ': ' + str(value) + '/' + str(maximum))
#panel.printStr(name + ": " + str(value) + '/' + str(maximum))
# prepare the text using old-style Python string formatting
text = "%s: %i/%i" % (name, value, maximum)
# then get a string spanning the entire bar with the text centered
text = text.center(total_width)
# render this text over the bar while preserving the background color
panel.drawStr(x, y, text, [255,255,255], None)
def get_names_under_mouse():
#return a string with the names of all objects under the mouse
(x, y) = (MOUSE_COORD['x'], MOUSE_COORD['y'])
#create a list with the names of all objects at the mouse's coordinates and in FOV
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and (x, y) in visible_tiles]
names = ', '.join(names) #join the names, separated by commas
return names.capitalize()
def message(new_msg, color = [255, 255, 255]):
#split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
#if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
#add the new line as a tuple, with the text and the color
game_msgs.append( (line, color) )
def menu(header, options, width):
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
#calculate total height for the header (after auto-wrap) and one line per option
#header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
header_height = 1
height = len(options) + header_height
#create an off-screen console that represents the menu's window
window = tdl.Console(width, height)
#print the header, with auto-wrap
#libtcod.console_set_default_foreground(window, libtcod.white)
window.setColors(fg = [255, 255, 255])
#libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
text = '%s' % (header)
text = text.ljust(height)
window.drawStr(0, 0, text)
#print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
#libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
text = '%s' % (text)
text = text.ljust(height)
window.drawStr(0, y, text)
y += 1
letter_index += 1
#blit the contents of "window" to the root console
x = SCREEN_WIDTH/2 - width/2
y = SCREEN_HEIGHT/2 - height/2
#libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
#console.blit(window, 0, 0, width, height,x, y)
console.blit(window, x, y, width, height, 0, 0)
#present the root console to the player and wait for a key-press
tdl.flush()
#key = libtcod.console_wait_for_keypress(True)
key = tdl.event.keyWait()
#convert the ASCII code to an index; if it corresponds to an option, return it
index = ord(key.char) - ord('a')
if index >= 0 and index < len(options): return index
return None
def inventory_menu(header):
#show a menu with each item of the inventory as an option
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = [item.name for item in inventory]
index = menu(header, options, INVENTORY_WIDTH)
#if an item was chosen, return it
if index is None or len(inventory) == 0: return None
return inventory[index].item
def player_move_or_attack(dx, dy):
global fov_recompute
#the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy
#try to find an attackable object there
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
#attack if target found, move otherwise
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def handle_keys():
global fov_recompute
user_input = tdl.event.get()
#if user_input.key == 'ESCAPE':
for event in user_input:
#print(str(event))
if event.type == 'KEYDOWN':
if event.key == 'ESCAPE':
return 'exit'
if game_state == 'playing':
if event.type == 'KEYDOWN':
if event.key == 'UP':
player_move_or_attack(0, -1)
fov_recompute = True
return 'took-turn'
elif event.key == 'DOWN':
player_move_or_attack(0, 1)
fov_recompute = True
return 'took-turn'
elif event.key == 'LEFT':
player_move_or_attack(-1, 0)
fov_recompute = True
return 'took-turn'
elif event.key == 'RIGHT':
player_move_or_attack(1, 0)
fov_recompute = True
return 'took-turn'
else:
key_char = event.keychar
if key_char == 'g':
#pick up an item
for object in objects: #look for an item in the player's tile
if object.x == player.x and object.y == player.y and object.item:
object.item.pick_up()
break
return 'took_turn'
if key_char == 'i':
#show the inventory
chosen_item = inventory_menu('Inventory')
if chosen_item is not None:
chosen_item.use()
elif event.type == 'MOUSEMOTION':
coord = event.cell
MOUSE_COORD['x'] = coord[0]
MOUSE_COORD['y'] = coord[1]
#create a list with the names of all objects at the mouse's coordinates and in FOV
else:
return 'didnt-take-turn'
else:
return 'didnt-take-turn'
return 'didnt-take-turn'
#if user_input.contains('ESCAPE'):
#return 'exit'
'''if game_state == 'playing':
if user_input.key == 'UP':
player_move_or_attack(0, -1)
fov_recompute = True
elif user_input.key == 'DOWN':
player_move_or_attack(0, 1)
fov_recompute = True
elif user_input.key == 'LEFT':
player_move_or_attack(-1, 0)
fov_recompute = True
elif user_input.key == 'RIGHT':
player_move_or_attack(1, 0)
fov_recompute = True
else:
return 'didnt-take-turn'''''
#fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
# libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
#tdl.map.quickFOV(x, y, map[x][y].block_sight )
pass
fov_recompute = True
tdl.setFPS(LIMIT_FPS)
#a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', color_dark_red)
while not tdl.event.isWindowClosed():
#render the screen
#all_events = tdl.event.get()
render_all()
tdl.flush()
for obj in objects:
obj.clear()
player_action = handle_keys()
#print(player_action)
if player_action == 'exit':
break;
#let monsters take their turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()