Exemplo n.º 1
0
def ask_direction(action):
	#Ask the player in which direction they want to perform an action.
	render.info('Which direction do you want to ' + action + '?')

	x = data.player.x
	y = data.player.y

	choice_made = False

	while not libtcod.console_is_window_closed() and x == data.player.x and y == data.player.y :
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)
		if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
			y -= 1
		elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
			y += 1
		elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
			x -= 1
		elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
			x += 1
		elif key.vk == libtcod.KEY_KP7:
			x -= 1
			y -= 1
		elif key.vk == libtcod.KEY_KP9:
			x += 1
			y -= 1
		elif key.vk == libtcod.KEY_KP1:
			x -= 1
			y += 1
		elif key.vk == libtcod.KEY_KP3:
			x += 1
			y += 1
		elif key.vk == libtcod.KEY_ESCAPE:
			render.message('No direction selected')
			break
	return (x, y)
Exemplo n.º 2
0
def multi_objects_menu(header, options, width):
#The player is presented with some options and makes a choice based on graphics
	choice = 0
	new_choice = 0
	selection = []

	#Calculate total height for header (after auto-wrap) and one line per option
	header_height = libtcod.console_get_height_rect(render.mapcon, 0, 0, width, SCREEN_HEIGHT, header)
	height = len(options) + header_height

	#Create the virtual console to write the menu on
	window = libtcod.console_new(width, height)

	while True:
		#Clear the console ready to draw
		libtcod.console_clear(window)

		#Draw the header
		libtcod.console_set_default_foreground(window, libtcod.white)
		libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)

		#Iterate through and print the options, highlighting the current selection.
		y = header_height
		for index, option in enumerate(options):
			libtcod.console_set_default_foreground(window, libtcod.white)
			if index == choice:
				libtcod.console_set_default_foreground(window, MENU_HILIGHT)
				libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, '>')
			if option in selection:
				libtcod.console_set_default_foreground(window, MENU_SELECTED)
			libtcod.console_print_ex(window, 1, y, libtcod.BKGND_NONE, libtcod.LEFT, option.name)
			y += 1

		#Blit the window to the root and flush to render everything.
		libtcod.console_blit(window, 0, 0, width, height, 0, SCREEN_WIDTH/2 - width/2, SCREEN_HEIGHT/2 - height/2)
		libtcod.console_flush()

		
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)
		if key.vk == libtcod.KEY_ENTER:
			return selection
		if key.vk == libtcod.KEY_SPACE:
			if options[choice] in selection:
				selection.remove(options[choice])
			else:
				selection.append(options[choice])
		if key.vk == libtcod.KEY_ESCAPE:
			return None
		#Up and down arrows change selection
		elif key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
			new_choice = choice - 1
		elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
			new_choice = choice + 1
		#Check that we're not selecting outside the boundary
		if 0 <= new_choice < len(options):
			choice = new_choice
Exemplo n.º 3
0
def save_game():
	util.render_map()
	libtcod.console_print(0, game.MAP_X, game.MAP_Y, 'Do you want to save (and quit) the game? (y/n)')
	libtcod.console_flush()
	key = libtcod.Key()

	libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
	if chr(key.c) == 'y' or chr(key.c) == 'Y':
		return True
	return False
Exemplo n.º 4
0
def menu(header, options, width):
    global key
    global mouse

    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)
    if header == '':
        header_height = 0
    height = len(options) + header_height

    # Create an off-screen console that represents the menu's window
    window = libtcod.console_new(width, height)

    # Print the header, with auto-wrap
    libtcod.console_set_default_foreground(window, libtcod.white)
    libtcod.console_set_alignment(window, libtcod.LEFT)
    libtcod.console_set_default_background(window, libtcod.BKGND_NONE)
    libtcod.console_print_rect(window, 0, 0, width, height, header)

    # Print all the options
    y = header_height
    letter_index = ord('a')
    for option_text in options:
        text = '({}) {}'.format(chr(letter_index), option_text)
        libtcod.console_print(window, 0, y, text)
        y += 1
        letter_index += 1

    # Blit the contents of "window" to the root console
    x = int(round(SCREEN_WIDTH / 2 - width / 2))
    y = int(round(SCREEN_HEIGHT / 2 - height / 2))
    libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)

    # Present the root console to the player and wait for a key-press
    libtcod.console_flush()

    libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, False)

    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #(special case) Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

    # Convert the ASCII code to an index; if it corresponds to an
    # option, return it
    index = key.c - ord('a')
    if index >= 0 and index < len(options):
        return index
    return None
Exemplo n.º 5
0
Arquivo: lot.py Projeto: Athemis/lot
def menu(header, options, width):
    global key
    global mouse

    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)
    if header == '':
        header_height = 0
    height = len(options) + header_height

    # Create an off-screen console that represents the menu's window
    window = libtcod.console_new(width, height)

    # Print the header, with auto-wrap
    libtcod.console_set_default_foreground(window, libtcod.white)
    libtcod.console_set_alignment(window, libtcod.LEFT)
    libtcod.console_set_default_background(window, libtcod.BKGND_NONE)
    libtcod.console_print_rect(window, 0, 0, width, height, header)

    # Print all the options
    y = header_height
    letter_index = ord('a')
    for option_text in options:
        text = '({}) {}'.format(chr(letter_index), option_text)
        libtcod.console_print(window, 0, y, text)
        y += 1
        letter_index += 1

    # Blit the contents of "window" to the root console
    x = int(round(SCREEN_WIDTH / 2 - width / 2))
    y = int(round(SCREEN_HEIGHT / 2 - height / 2))
    libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)

    # Present the root console to the player and wait for a key-press
    libtcod.console_flush()

    libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, False)

    if key.vk == libtcod.KEY_ENTER and key.lalt:
    #(special case) Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

    # Convert the ASCII code to an index; if it corresponds to an
    # option, return it
    index = key.c - ord('a')
    if index >= 0 and index < len(options):
        return index
    return None
Exemplo n.º 6
0
def menu(header, options, width, highlighted=[]):
    """Basic, general-purpose menu.
    Allows the user to choose from up to 26 text options."""
    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
    if header == "":
        header_height = 0
    else:
        header_height = tcod.console_get_height_rect(0, 0, 0, width, SCREEN_HEIGHT, header)
    height = len(options) + header_height
    # create an off-screen console that represents the menu's window
    window = tcod.console_new(width, height)

    # print the header, with auto-wrap
    tcod.console_set_default_foreground(window, tcod.white)
    tcod.console_print_rect(window, 0, 0, width, height, header)
    # print all the options
    y = header_height
    letter_index = ord("a")
    for option_text in options:
        text = "(" + chr(letter_index) + ") " + option_text
        tcod.console_print(window, 0, y, text)
        y += 1
        letter_index += 1
    for index in highlighted:
        w = len(options[index]) + 4
        tcod.console_set_default_background(window, tcod.grey)
        y = index + header_height
        tcod.console_rect(window, 0, y, w, 1, False, flag=tcod.BKGND_SET)
    # blit the contents of "window" to the root console
    x = SCREEN_WIDTH // 2 - width // 2
    y = SCREEN_HEIGHT // 2 - height // 2
    tcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
    # present the root console to the player and wait for a key-press
    tcod.console_flush()
    tcod.sys_wait_for_event(tcod.EVENT_KEY_PRESS, key, mouse, True)

    # special case: changing to/from fullscreen
    if key.vk == tcod.KEY_F11:
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
    elif key.vk == tcod.KEY_ESCAPE:
        return "escape"
    else:
        # convert the ASCII code to an index; if it corresponds to an option,
        # return it
        index = key.c - ord("a")
        if index >= 0 and index < len(options):
            return index
        return None
Exemplo n.º 7
0
 def interact(self, world):
     """Handles key input."""
     key = libtcod.Key()
     libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
     try:
         func, val = self.key_map[key.vk]
         if val is None:
             val = key
         if func == self.move:
             func(val, world)
         else:
             func(val)
     except KeyError:
         pass
Exemplo n.º 8
0
 def interact(self, world):
     """Handles key input."""
     key = libtcod.Key()
     libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key,
                                libtcod.Mouse(), True)
     try:
         func, val = self.key_map[key.vk]
         if val is None:
             val = key
         if func == self.move:
             func(val, world)
         else:
             func(val)
     except KeyError:
         pass
Exemplo n.º 9
0
def main():
  # load background image
  imgbg = tl.image_load('main_menu_bg.png')
  # prepare menu
  # header = tc.parse('{{yellow}}Choose an option{{stop}}.\n') +\
       # ' Navigate up/down and press\n' +\
       # '  Enter or press index key.'
  # opts = ['option "%c"'%x for x in 'ABCDEFGHI']     ### sample
  opts = ['new game', 'continue', 'options']
  opts.append('exit')
  m = Menu(TITLE, opts, anim=True)
  # main menu event loop
  while not tl.console_is_window_closed():
    if WAIT:
      # wait for user's choice and return valid choice index, or None
      tl.sys_wait_for_event(tl.EVENT_KEY_PRESS|tl.EVENT_MOUSE, key, mouse, True)
    else:
      tl.sys_check_for_event(tl.EVENT_KEY_PRESS|tl.EVENT_MOUSE, key, mouse)
    # blit the background image to screen
    tl.image_blit_2x(imgbg, 0, 0, 0)
    # show some credits!
    tl.console_set_default_background(0, tl.black)
    tl.console_set_default_foreground(0, tl.darker_red)
    tl.console_print_ex(0, 1, SCREEN_H-2,
        tl.BKGND_NONE, tl.LEFT, 'by %s (2013)'%GAME_AUTHOR)
    tl.console_print_ex(0, SCREEN_W-2, SCREEN_H-2,
        tl.BKGND_NONE, tl.RIGHT, GAME_VERSION)

    if m.isAnimated: m.update_animation()
    m.render(False, False, 'center')
    tl.console_flush()

    # for obj in objects:
    #     obj.clear()

    action = m.handle()
    print action                # debug message log to console
    if action == 'new game':
      new_game()
    if action == 'continue':
      load_game()
    if action == 'exit':
      break

  print 'Thank you for playing%s\nGoodbye!'%GAME_TITLE
Exemplo n.º 10
0
def close_door():
	game.message.new('Close door in which direction?', game.turns)
	libtcod.console_flush()
	dx, dy = 0, 0
	key = libtcod.Key()

	libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
	dx, dy = key_check(key, dx, dy)

	if game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'opened door':
		game.current_map.set_tile_values('door', game.char.x + dx, game.char.y + dy)
		game.message.new('You close the door.', game.turns)
		game.fov_recompute = True
		game.player_move = True
	elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] in ['door', 'locked door']:
		game.message.new('That door is already closed!', game.turns)
	elif dx != 0 or dy != 0:
		game.message.new('There is no door in that direction!', game.turns)
Exemplo n.º 11
0
def handle_keys(player):
    global fov_recompute

    GET_KEY = 'g'
    INVENTORY_KEY = 'i'

    """ Handle all keypresses through libtcodpy. Turn based game, so it waits here. """
    """ console_wait_for_keypress causes a double-press in this release of libtcod. """
    #key = libtcod.console_wait_for_keypress(True)

    key = libtcod.Key()
    mouse = libtcod.Mouse()
    libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)

    """ Exit the game. "Boss key". """
    if key.vk == libtcod.KEY_ESCAPE:
        return "exit"

    """ Go down a stairway """
    if key.vk == libtcod.KEY_ENTER and key.shift:
        return "down_stairs"

    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        player_move(0, -1, player)
        fov_recompute = True
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        player_move(0, 1, player)
        fov_recompute = True
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        player_move(-1, 0, player)
        fov_recompute = True
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        player_move(1, 0, player)
        fov_recompute = True

    if key.vk == libtcod.KEY_CHAR:
        
        if key.c == ord(GET_KEY):
            player_pickup_item(player)  
        elif key.c == ord(INVENTORY_KEY):
            header = "Press the key next to an item to use it or any other to cancel.\n"
            inventory_manager.inventory_menu(header, player.inventory)
Exemplo n.º 12
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def box(header, footer, startx, starty, width, height, contents, default=0, input=True, color=libtcod.green, align=libtcod.LEFT, nokeypress=False, inv=False, step=1, mouse_exit=False, scrollbar=True):
	box = libtcod.console_new(width, height)
	if startx == 'center_screenx':
		startx = (game.SCREEN_WIDTH - (len(max(contents, key=len)) + 16)) / 2
	if startx == 'center_mapx':
		startx = game.PLAYER_STATS_WIDTH + ((game.MAP_WIDTH - (width - 4)) / 2)
	if starty == 'center_screeny':
		starty = (game.SCREEN_HEIGHT - (len(contents) + 4)) / 2
	if starty == 'center_mapy':
		starty = ((game.MAP_HEIGHT + 2) - height) / 2
	if color is not None:
		box_gui(box, 0, 0, width, height, color)
	if header is not None:
		libtcod.console_set_default_foreground(box, libtcod.black)
		libtcod.console_set_default_background(box, color)
		libtcod.console_print_ex(box, width / 2, 0, libtcod.BKGND_SET, libtcod.CENTER, ' ' + header + ' ')
	libtcod.console_set_default_foreground(box, color)
	libtcod.console_set_default_background(box, libtcod.black)
	if footer is not None:
		libtcod.console_print_ex(box, width / 2, height - 1, libtcod.BKGND_SET, libtcod.CENTER, '[ ' + footer + ' ]')
	if mouse_exit:
		libtcod.console_print_ex(box, width - 5, 0, libtcod.BKGND_SET, libtcod.LEFT, '[x]')
	libtcod.console_set_default_foreground(box, libtcod.white)

	if input:
		choice = box_options(box, startx, starty, width - 2, height - 2, contents, default, inv, step, mouse_exit, align, scrollbar)
	else:
		for i, line in enumerate(contents):
			if align == libtcod.LEFT:
				libtcod.console_print_ex(box, 2, 2 + i, libtcod.BKGND_SET, libtcod.LEFT, line)
			if align == libtcod.RIGHT:
				libtcod.console_print_ex(box, width - 2, 2 + i, libtcod.BKGND_SET, libtcod.RIGHT, line)
			if align == libtcod.CENTER:
				libtcod.console_print_ex(box, width / 2, 2 + i, libtcod.BKGND_SET, libtcod.CENTER, line)
		libtcod.console_blit(box, 0, 0, width, height, 0, startx, starty, 1.0, 0.9)
		libtcod.console_flush()
		if not nokeypress:
			libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, libtcod.Key(), libtcod.Mouse(), True)
		choice = default
	libtcod.console_delete(box)
	return choice
Exemplo n.º 13
0
def pick_direction():
    (w, h) = (20, 2)
    window = tcod.console_new(w, h)
    tcod.console_set_default_foreground(window, tcod.white)
    text = "Pick a direction."
    tcod.console_print_rect(window, 0, 0, w, h, text)
    x = SCREEN_WIDTH // 2 - w // 2
    y = SCREEN_HEIGHT // 2 - h // 2
    tcod.console_blit(window, 0, 0, w, h, 0, x, y, 1.0, 0.7)
    tcod.console_flush()
    global key
    tcod.sys_wait_for_event(tcod.EVENT_KEY_PRESS, key, mouse, True)
    # special case: changing to/from fullscreen
    if key.vk == tcod.KEY_F11:
        tcod.console_set_fullscreen(not tcod.console_is_fullscreen())
    else:
        key_pressed = game.get_key(key)
        if key_pressed in direction_keys:
            return direction_keys[key_pressed]
        elif key_pressed == tcod.KEY_ESCAPE or tcod.console_is_window_closed():
            return None
Exemplo n.º 14
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	def menu(self, header, options, width, back_color=libtcod.black, fore_color=libtcod.white):

		if self.con is None: self.con = 0
		if len(options) > 26: raise ValueError('too many items')

		con = self.con

		header_height = libtcod.console_get_height_rect(con, 0,0, width, self.SCREEN_HEIGHT, header)
		height = len(options) + header_height
		window = libtcod.console_new(width, height)
		print 'window id is:', window
		print

		libtcod.console_set_default_foreground(window, fore_color)
		libtcod.console_print_rect(window, 0,0, width,height, header)

		y = header_height
		for option_text in zip('abcdefghijklmnopqrstuvwxyz', options):
			text = '(%s) %s' % option_text
			libtcod.console_print(window, 0, y, text)
			y += 1

		x = self.SCREEN_WIDTH/2 - width/2
		y = self.SCREEN_HEIGHT/2 - height/2
		libtcod.console_blit(window, 0,0, width,height, 0, x,y, 1.0, 0.9)

		key = libtcod.Key()
		mouse = libtcod.Mouse()
		libtcod.console_flush()
		libtcod.sys_wait_for_event(libtcod.KEY_PRESSED, key, mouse, True)

		libtcod.console_clear(window)
		libtcod.console_blit(window, 0,0, width,height, 0, x,y, 1.0, 0.9)
		libtcod.console_delete(window)
		libtcod.console_flush()

		index = key.c - ord('a')
		if index >= 0 and index < len(options): return index
		return None
Exemplo n.º 15
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def menu(header, options, width):
	if len(options) > 26:
		raise ValueError('A 27 option menu?  You *must* be joking.')

	#Calculate the height of the menu
	header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
	if header == '':
		header_height = 0
	height = len(options) + header_height

	#Make a new console and print the header
	window = libtcod.console_new(width, height)
	libtcod.console_set_default_foreground(window, libtcod.white)
	libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)

	#Print 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)
		y += 1
		letter_index += 1

	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)

	libtcod.console_flush()
	key = libtcod.Key()
	mouse = libtcod.Mouse()
	libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)

	if key.vk == libtcod.KEY_ENTER and key.lalt:  #(special case) Alt+Enter: toggle fullscreen
		libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

	index = key.c - ord('a')
	if index >= 0 and index < len(options): return index
	return None
Exemplo n.º 16
0
def open_door(x=None, y=None):
	dx, dy = 0, 0
	if x is None:
		game.message.new('Open door in which direction?', game.turns)
		libtcod.console_flush()
		key = libtcod.Key()
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
		dx, dy = key_check(key, dx, dy)
	else:
		dx, dy = x, y

	if game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'door':
		game.current_map.set_tile_values('opened door', game.char.x + dx, game.char.y + dy)
		game.message.new('You open the door.', game.turns)
		game.fov_recompute = True
		game.player_move = True
	elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'opened door':
		game.message.new('That door is already opened!', game.turns)
	elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'locked door':
		game.message.new('The door is locked!', game.turns)
	elif dx != 0 or dy != 0:
		game.message.new('There is no door in that direction!', game.turns)
Exemplo n.º 17
0
def input(typ, con, posx, posy, min=0, max=100):
	command = ''
	x = 0
	done = False
	key = libtcod.Key()
	while done is False:
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
		if key.vk == libtcod.KEY_BACKSPACE and x > 0:
			libtcod.console_set_char(con, x + posx - 1, posy, chr(95))
			libtcod.console_set_char_foreground(con, x + posx - 1, posy, libtcod.white)
			libtcod.console_set_char(con, x + posx, posy, ' ')
			command = command[:-1]
			x -= 1
		elif key.vk == libtcod.KEY_ENTER:
			if not len(command) in range(min, max):
				libtcod.console_set_default_foreground(0, libtcod.dark_red)
				libtcod.console_print(con, 2, posy + 2, 'Player name must be between ' + str(min) + ' to ' + str(max - 1) + ' characters!')
			elif typ == 'chargen':
				if command.lower() in game.savefiles:
					libtcod.console_set_default_foreground(0, libtcod.dark_red)
					libtcod.console_rect(con, 2, posy + 2, 50, 1, True)
					libtcod.console_print(con, 2, posy + 2, 'That name already exist!')
				else:
					done = True
			else:
				done = True
		elif key.c in range(32, 127) and len(command) < 20:
			libtcod.console_set_char(con, x + posx, posy, chr(key.c))  # print new character at appropriate position on screen
			libtcod.console_set_char_foreground(con, x + posx, posy, libtcod.light_red)
			libtcod.console_set_char(con, x + posx + 1, posy, chr(95))
			libtcod.console_set_char_foreground(con, x + posx + 1, posy, libtcod.white)
			command += chr(key.c)  # add to the string
			x += 1

		libtcod.console_blit(con, 0, 0, game.SCREEN_WIDTH, game.SCREEN_HEIGHT, 0, 0, 0)
		libtcod.console_flush()
	return command
Exemplo n.º 18
0
    def menu(self, header, options, width):
        """ Display a menu on the screen.
            header - title of the menu
            options - menu options
            width - width of the screen that appears
        """
        if len(options) > 10: raise ValueError("Error: Menu too long. >10")

        header_height = libtcod.console_get_height_rect(self.console, 0, 0, width, self.screen_height, header)
        height = len(options) + header_height

        window = libtcod.console_new(width, height)

        libtcod.console_set_default_foreground(window, libtcod.white)
        libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)

        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)
            y += 1
            letter_index += 1

        x = self.screen_width / 2 - width / 2
        y = self.screen_height / 2 - height / 2
        opaque = 1.0
        transluscent = 0.7
        libtcod.console_blit(window, 0, 0, width, height, 0, x, y, opaque, transluscent)
        libtcod.console_flush()
        
        
        key = libtcod.Key()
        mouse = libtcod.Mouse()
        libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)
        return key
Exemplo n.º 19
0
    def run(self):
        while not libtcod.console_is_window_closed():
            self.render()
            libtcod.console_flush()

            key = libtcod.Key()
            mouse = libtcod.Mouse()
            event = libtcod.sys_wait_for_event(1, key, mouse, True)

            if key.vk == libtcod.KEY_ENTER and key.lalt:
                libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())                
            else:
                action = self.screens[-1].handle_keys(key.vk)
                if action == 'exit':
                    return action
Exemplo n.º 20
0
def ask_direction(action):
    #Ask the player in which direction they want to perform an action.
    render.info('Which direction do you want to ' + action + '?')

    x = data.player.x
    y = data.player.y

    choice_made = False

    while not libtcod.console_is_window_closed(
    ) and x == data.player.x and y == data.player.y:
        libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)
        if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
            y -= 1
        elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
            y += 1
        elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
            x -= 1
        elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
            x += 1
        elif key.vk == libtcod.KEY_KP7:
            x -= 1
            y -= 1
        elif key.vk == libtcod.KEY_KP9:
            x += 1
            y -= 1
        elif key.vk == libtcod.KEY_KP1:
            x -= 1
            y += 1
        elif key.vk == libtcod.KEY_KP3:
            x += 1
            y += 1
        elif key.vk == libtcod.KEY_ESCAPE:
            render.message('No direction selected')
            break
    return (x, y)
Exemplo n.º 21
0
Arquivo: arl.py Projeto: anylonen/arl
def main():
    the_game = ARL()
    the_game.initialize()

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

    can_quit = False

    while not libtcod.console_is_window_closed() and not can_quit:
        the_game.draw()
        while libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True):
            if key.vk == libtcod.KEY_ESCAPE:
                can_quit = True
            else:
                the_game.update(key)
                the_game.update_monsters()
Exemplo n.º 22
0
def target_adjacent(relative=False):
    """ |  Target an adjacent tile,
		|  e.g. for using doors
		|  Returns absolute coordinates
		|  or the relative direction, if relative flag is set
	"""

    x = 0
    y = 0
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key,
                                             mouse, True)
    if not key_pressed:
        return

    if key.vk == libtcod.KEY_KP4 or key.vk == libtcod.KEY_LEFT:
        x -= 1
    elif key.vk == libtcod.KEY_KP8 or key.vk == libtcod.KEY_UP:
        y -= 1
    elif key.vk == libtcod.KEY_KP6 or key.vk == libtcod.KEY_RIGHT:
        x += 1
    elif key.vk == libtcod.KEY_KP2 or key.vk == libtcod.KEY_DOWN:
        y += 1
    elif key.vk == libtcod.KEY_KP7:
        x -= 1
        y -= 1
    elif key.vk == libtcod.KEY_KP9:
        x += 1
        y -= 1
    elif key.vk == libtcod.KEY_KP3:
        x += 1
        y += 1
    elif key.vk == libtcod.KEY_KP1:
        x -= 1
        y += 1
    elif key.vk == libtcod.KEY_KP5:
        pass

    if relative:
        return (x, y)
    else:
        return (gvar.game.player.x + x, gvar.game.player.y + y)
Exemplo n.º 23
0
def target_adjacent(relative=False):
	""" |  Target an adjacent tile,
		|  e.g. for using doors
		|  Returns absolute coordinates
		|  or the relative direction, if relative flag is set
	"""

	x = 0
	y = 0
	key = libtcod.Key()
	mouse = libtcod.Mouse()
	key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS,key,mouse,True)
	if not key_pressed:
		return

	if key.vk == libtcod.KEY_KP4 or key.vk == libtcod.KEY_LEFT:
		x -= 1
	elif key.vk == libtcod.KEY_KP8 or key.vk == libtcod.KEY_UP:
		y -= 1
	elif key.vk == libtcod.KEY_KP6 or key.vk == libtcod.KEY_RIGHT:
		x += 1
	elif key.vk == libtcod.KEY_KP2 or key.vk == libtcod.KEY_DOWN:
		y += 1
	elif key.vk == libtcod.KEY_KP7:
		x -= 1
		y -= 1
	elif key.vk == libtcod.KEY_KP9:
		x += 1
		y -= 1
	elif key.vk == libtcod.KEY_KP3:
		x += 1
		y += 1
	elif key.vk == libtcod.KEY_KP1:
		x -= 1
		y += 1
	elif key.vk == libtcod.KEY_KP5:
		pass

	if relative:
		return (x, y)
	else:
		return (gvar.game.player.x + x, gvar.game.player.y + y)
Exemplo n.º 24
0
    def handle_keys(self):
        """Gets and interprets a keypress.
        Possible return values:
        True: player took turn, proceed as normal
        False: player didn't take turn
        'exit': exit game
        """
        libtcod.console_flush()
        libtcod.sys_check_for_event(
            libtcod.EVENT_MOUSE | libtcod.EVENT_KEY_PRESS,
            g.key_event_structure, g.mouse_event_structure
        )

        if g.key_event_structure.vk == libtcod.KEY_ENTER \
                and g.key_event_structure.lalt:
            # Alt+Enter: toggle fullscreen
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        elif g.key_event_structure.vk == libtcod.KEY_ESCAPE:
            return 'exit'  # exit game

        def switch_key(keys):
            return g.key_event_structure.vk in keys

        if g.game_state is not 'dead':
            # movement keys
            up = [libtcod.KEY_UP, libtcod.KEY_KP8]
            upleft = [libtcod.KEY_KP7]
            left = [libtcod.KEY_LEFT, libtcod.KEY_KP4]
            downleft = [libtcod.KEY_KP1]
            down = [libtcod.KEY_DOWN, libtcod.KEY_KP2]
            downright = [libtcod.KEY_KP3]
            right = [libtcod.KEY_RIGHT, libtcod.KEY_KP6]
            upright = [libtcod.KEY_KP9]

            # other keys
            pickup_key = ['g', ',']
            inventory_key = ['I']
            spellbook_key = ['B']
            skill_key = ['a']
            drop_key = ['d']
            char_screen_key = ['c']

            movement_keys = up + upleft + left + downleft + \
                            down + downright + right + upright

            if switch_key(movement_keys):  # player tries to move
                if self.held:
                    print "You're held in place; you can't move."
                    # trying to move shouldn't take a turn if it fails
                    return False

                if   switch_key(up):        return self.move_or_attack( 0, -1)
                elif switch_key(upleft):    return self.move_or_attack(-1, -1)
                elif switch_key(left):      return self.move_or_attack(-1,  0)
                elif switch_key(downleft):  return self.move_or_attack(-1,  1)
                elif switch_key(down):      return self.move_or_attack( 0,  1)
                elif switch_key(downright): return self.move_or_attack( 1,  1)
                elif switch_key(right):     return self.move_or_attack( 1,  0)
                elif switch_key(upright):   return self.move_or_attack( 1, -1)
            else:
                # test for other keys
                key_char = chr(g.key_event_structure.c)

                if key_char in pickup_key:
                    # pick up an item
                    for item in g.items:
                        # look for an item in the player's tile
                        if item.x == self.x and item.y == self.y:
                            item.pick_up(self)
                            break

                if key_char in inventory_key:
                    # show the inventory; if an item is selected, use it
                    chosen_item = self.inventory.choice_menu(key_char)
                    if chosen_item is not None:
                        if chosen_item.use():
                            return True

                if key_char in spellbook_key:
                    # show the list of spells. If a spell is selected, use it.
                    chosen_spell = self.caster.spellbook.choice_menu()
                    if chosen_spell is not None:
                        if (self.caster.mp - chosen_spell.mp_cost) < 0:
                            display.message(
                                "You don't have enough MP to cast that spell.",
                                libtcod.pink)
                        else:
                            if self.caster.cast_spell(chosen_spell):
                                return True

                if key_char in skill_key:
                    chosen_skill = self.skills.choice_menu()
                    if chosen_skill is not None:
                        if chosen_skill.use():
                            return True

                if key_char in drop_key:
                    # show the inventory; if an item is selected, drop it
                    chosen_item = self.inventory.choice_menu(key_char)
                    if chosen_item is not None:
                        chosen_item.drop()

                if key_char in char_screen_key:
                    # show the character screen
                    display.char_info_window(self)
                    # wait for keypress
                    libtcod.sys_wait_for_event(libtcod.KEY_PRESSED,
                                               g.key_event_structure,
                                               g.mouse_event_structure, True)

                return False
Exemplo n.º 25
0
def menu(header, options, width, color=None, text_color=libtcod.white, alpha=1, center=False, additional_line=0, option_descriptions=None, flush=True, hidden=False, xOffset=0, yOffset=0):
	""" |  Render a Full-Screen menu, overwriting the console.
		|  @TODO Add multi-page support
	"""

	if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')

	header_height = libtcod.console_get_height_rect(gvar.con, 0, 0, width, gvar.SCREEN_HEIGHT, header)+1
 	height = gvar.SCREEN_HEIGHT

 	if flush == True:
 		gvar.window = libtcod.console_new(gvar.SCREEN_WIDTH, gvar.SCREEN_HEIGHT)

	if not hidden:

		#print the background
		libtcod.console_set_default_foreground(gvar.window, text_color)
		if color is not None:
			libtcod.console_set_default_background(gvar.window, color)
			libtcod.console_rect(gvar.window, 1, 1, gvar.SCREEN_WIDTH-2, height-2, False, libtcod.BKGND_SET)
		#print the header with separating line
		if header != '':
			libtcod.console_print_rect_ex(gvar.window, 2, 2, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
			libtcod.console_hline(gvar.window,1,header_height+1,gvar.SCREEN_WIDTH-2,libtcod.BKGND_NONE)

		#print options
		y = header_height+2
		letter_index = ord('a')
		for option_text in options:
			index = options.index(option_text)
			if index == additional_line and additional_line != 0:
				libtcod.console_hline(gvar.window,1,y,gvar.SCREEN_WIDTH-2,libtcod.BKGND_NONE)
				y+= 1
			text = chr(letter_index).upper() + ' - ' + option_text
			libtcod.console_print_ex(gvar.window, 2, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
			if option_descriptions is not None:
				libtcod.console_print_ex(gvar.window, 25, y, libtcod.BKGND_NONE, libtcod.LEFT, option_descriptions[index])
			y += 1
			letter_index += 1

	#blit the contents of "window" to the root console
	if center == True:
		x = (gvar.SCREEN_WIDTH/2 - width/2)-2
		y = (gvar.SCREEN_HEIGHT/2 - height/2)-2
	else:
		x=0
		y=0

	libtcod.console_blit(gvar.window, 0, 0, width, height, 0, xOffset+x, yOffset+y, 1.0, alpha)

	#present the root console to the player and wait for a key-press
	libtcod.console_flush()
	key = libtcod.Key()
	mouse = libtcod.Mouse()
	key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS,key,mouse,True)
	if not key_pressed:
		return None

	if key.vk == libtcod.KEY_F10:
		libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
	if key.vk == libtcod.KEY_ESCAPE:
		return 'exit'

	#convert the ASCII code to an index; if it corresponds to an option, return it
	index = key.c - ord('a')
	if index >= 0 and index < len(options): return index
	return None
Exemplo n.º 26
0
def handle_keys():
	""" |  The player's main input method
		|  Returns a speed value as an integer
	"""
	from mechanics import distribute_exp, player_move_or_attack
	from render import inventory_menu, stat_menu, menu, admin_menu
	from nightcaste import next_level
	from utils import sort_inventory

	speed = 0
	key = libtcod.Key()
	mouse = libtcod.Mouse()
	key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS,key,mouse,True)
	if not key_pressed:
		return

 	# Fullscreen
	if key.vk == libtcod.KEY_F10:
		libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

 	# Exit
	elif key.vk == libtcod.KEY_ESCAPE:
		return 'exit'

 	# Movement
	if gvar.game.game_state == 'playing':
		if libtcod.console_is_key_pressed(libtcod.KEY_UP) or libtcod.console_is_key_pressed(libtcod.KEY_KP8):
			speed = player_move_or_attack(0, -1)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN) or libtcod.console_is_key_pressed(libtcod.KEY_KP2):
			speed = player_move_or_attack(0, 1)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT) or libtcod.console_is_key_pressed(libtcod.KEY_KP4):
			speed = player_move_or_attack(-1, 0)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT) or libtcod.console_is_key_pressed(libtcod.KEY_KP6):
			speed = player_move_or_attack(1, 0)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_KP7):
			speed = player_move_or_attack(-1, -1)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_KP9):
			speed = player_move_or_attack(1, -1)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_KP3):
			speed = player_move_or_attack(1, 1)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_KP1):
			speed = player_move_or_attack(-1, 1)
			gvar.fov_recompute = True
		elif libtcod.console_is_key_pressed(libtcod.KEY_KP5):
			speed = 1
		elif libtcod.console_is_key_pressed(libtcod.KEY_F11):
			admin_menu()
		else:
			key_char = chr(key.c)

			if key_char == 'y':		# Pick up an item
				for object in gvar.game.player.currentmap().objects:
					if object.x == gvar.game.player.x and object.y == gvar.game.player.y and object.item:
						object.item.pick_up()
						break

			if key_char == 'i':		# Show the inventory; if an item is selected, use it
				sort_inventory()
				chosen_item = inventory_menu('Inventory\nPress 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':		# Show character information
				chosen_item = inventory_menu('Press the key next to an item to drop it.\n')
				if chosen_item is not None:
					chosen_item.drop()

			if key_char == 'c':		# Show character information
				choice = stat_menu()
				if choice == 0:
					distribute_exp()

			if key_char == 'e':		# Use a map tile (doors, stairs, etc.)
				x, y = target_adjacent()
				if gvar.game.player.currentmap().map[x][y].use_function is not None:
					gvar.game.player.currentmap().map[x][y].use_function(x, y)
				for object in gvar.game.player.currentmap().objects:
					if object.x == x and object.y == y:
						object.use()

			if key_char == 's':		# Ranged Attack
				speed = gvar.game.player.fighter.ranged_attack()

			if key_char == ' ':		# Jump
				direction = target_adjacent(True)
				speed = gvar.game.player.jump(direction)
				gvar.fov_recompute = True

		if speed == 'cancelled':
			return 'didnt-take-turn'
		else:
			return speed
Exemplo n.º 27
0
testconsole = libtcod.console_new(80,50)
libtcod.console_map_ascii_code_to_font(157,4,5) # Deciduous
libtcod.console_map_ascii_code_to_font(156,1,5) # Shrubland
libtcod.console_map_ascii_code_to_font(154,2,5) # Cacti
libtcod.console_map_ascii_code_to_font(153,3,5) # Heathland
libtcod.console_map_ascii_code_to_font(151,0,5) # Broadleaf
libtcod.console_map_ascii_code_to_font(150,5,5) # Mixed Forest
libtcod.console_map_ascii_code_to_font(149,0,2) # Coniferous
libtcod.console_map_ascii_code_to_font(148,6,5) # Evergreen
libtcod.console_map_ascii_code_to_font(147,7,5) # Caves
libtcod.console_map_ascii_code_to_font(146,8,5) # Tropical Forest 
key=libtcod.Key()
mouse=libtcod.Mouse() 
while not libtcod.console_is_window_closed():
    libtcod.console_clear(None)

    libtcod.console_print_ex(testconsole,10,40,libtcod.BKGND_NONE,libtcod.LEFT,'@')
    libtcod.console_print_ex(testconsole,11,40,libtcod.BKGND_NONE,libtcod.LEFT,chr(146))
    libtcod.console_put_char(testconsole,12,40,147)
    libtcod.console_put_char(testconsole,13,40,148)
    libtcod.console_put_char(testconsole,14,40,149)
    libtcod.console_put_char(testconsole,15,40,150)
    libtcod.console_put_char(testconsole,16,40,151)
    libtcod.console_put_char(testconsole,17,40,153)
    libtcod.console_put_char(testconsole,18,40,154)
    libtcod.console_put_char(testconsole,19,40,156)
    libtcod.console_print_ex(testconsole,20,40,libtcod.BKGND_NONE,libtcod.LEFT,'C')
    libtcod.console_blit(testconsole,0,0,80,50,0,0,0)
    libtcod.console_flush()
    libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS,key,mouse,True)
Exemplo n.º 28
0
def main():
    """The main program. Initializes data, then runs through the main loop until user quits."""
    previous_game_state = 'NONE'
    game_state = 'INIT'

    entities = []
    tiles = []
    for y in range(init.map_height):
        for x in range(init.map_width):
            tiles.append({
                'Name': 'wall',
                'Position': {
                    'x': x,
                    'y': y,
                    'z': 0
                },
                'Char': '#',
                'Color': colors.dark_wall,
                'Size': 1,
                'Opacity': 1,
                'Solid': 1,
                'Seen': False,
                'Health': 100,
                'Map': True,
                'Defense': 0,
                'ZOrder': 0,
                'A*Highlight': False
            })

    player = {
        'Name': 'player',
        'Player': True,
        'Color': colors.white,
        'Char': '@',
        'Movement': {
            'x': 0,
            'y': 0,
            'z': 0
        },
        'Position': {
            'x': 0,
            'y': 0,
            'z': 1
        },
        'Opacity': 1,
        'Compressability': 0,
        'Size': 0.85,
        'Solid': 1,
        'Health': 20,
        'MaxHealth': 20,
        'Attack': 3,
        'Defense': 0,
        'Alive': True,
        'ZOrder': 2,  # above items / bodies
        'Inventory': {
            'capacity': 20,
            'items': []
        },
        'Action': ''
    }

    monsters = []
    number_of_monsters = randint(init.min_monsters, init.max_monsters)
    for i in range(number_of_monsters):
        if randint(0, 100) < 50:
            # add an orc
            monsters.append({
                'Name': 'orc',
                'Color': colors.desaturated_green,
                'Char': 'o',
                'Movement': {
                    'x': 0,
                    'y': 0,
                    'z': 0
                },
                'Position': {
                    'x': 0,
                    'y': 0,
                    'z': 1
                },
                'Opacity': 1,
                'Size': 0.85,
                'Solid': 0.85,
                'Health': 6,
                'Attack': 1,
                'Defense': 0,
                'Goal': None,
                'Alive': True,
                'ZOrder': 2,
                'Inventory': {
                    'capacity': 3,
                    'items': []
                },
                'Action': ''
            })
        else:
            # Add a troll
            monsters.append({
                'Name': 'troll',
                'Color': colors.darker_green,
                'Char': 'T',
                'Movement': {
                    'x': 0,
                    'y': 0,
                    'z': 0
                },
                'Position': {
                    'x': 0,
                    'y': 0,
                    'z': 1
                },
                'Opacity': 1,
                'Size': 0.85,
                'Solid': 0.85,
                'Health': 9,
                'Attack': 2,
                'Defense': 0,
                'Goal': None,
                'Alive': True,
                'ZOrder': 2,
                'Inventory': {
                    'capacity': 3,
                    'items': []
                },
                'Action': ''
            })

    items = []
    number_of_items = randint(init.min_items, init.max_items)
    for i in range(number_of_items):
        items.append({
            'Name': 'healing potion',
            'Color': colors.violet,
            'Char': '!',
            'Position': {
                'x': 0,
                'y': 0,
                'z': 0
            },
            'Opacity': 1,
            'Size': 0.2,
            'Solid': 1,
            'Healing': 5,
            'ZOrder': 1
        })

    # mutating the tiles into a map, returning the corners of the rooms
    rooms = game_map.make_map(tiles)

    # add stuff to rooms, randomly
    for thing in [player] + monsters + items:
        place_in_random_room(thing, rooms)

    # note we are giving initialize_fov tiles, not rooms
    fov_map = make_fov_map(tiles)

    # add everything into the entities list for processing
    entities = [player] + monsters + items + tiles

    # notifications are the game messages displayed for the player to read
    notifications = []

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

    while True:
        ###################### Here is the main loop... do the processing ###################

        # TODO: drop cool-downs until someone is at 0
        # take that turn for that entity
        # if not player's turn, continue looping
        # if player's turn, get input

        actions = []

        if game_state == 'INIT':
            actions += processAllEntities(process_tick, player, entities,
                                          fov_map, mouse)
            game_state = 'DEFAULT'

        if game_state == 'DEFAULT':
            if not keyb.vk == libtcod.KEY_NONE:
                # process all entities [tick]
                actions += processAllEntities(process_tick, player, entities,
                                              fov_map, mouse)

            if mouse.x:
                # process all entities [mousing]
                actions += processAllEntities(process_mouse_move, player,
                                              entities, fov_map, mouse)

            if mouse.lbutton_pressed or mouse.rbutton_pressed:
                # process all entities [clicking]
                actions += processAllEntities(process_click, player, entities,
                                              fov_map, mouse)


############################# The Rendering ################################

# render all entitites in z order
        entities_in_render_order = sorted(entities, key=lambda x: x['ZOrder'])
        for entity in entities_in_render_order:
            process_all_rendering(entity, fov_map)

        # render everything
        libtcod.console_blit(init.con, 0, 0, init.screen_width,
                             init.screen_height, 0, 0, 0)

        # render the UI
        libtcod.console_set_default_background(init.panel, libtcod.black)
        libtcod.console_clear(init.panel)

        # render any notifications or identify imperitives
        for action in actions:
            notification = action.get('notification')
            identify = action.get('identify')
            pickupables = action.get('pickupables')
            if notification:
                # get notifications ready to render (wrapping, scrolling, etc...)
                add_notification(notifications, notification)
            if identify:
                # render the coords
                render_to_panel(init.panel, 10, 6 - identify['z'],
                                identify['text'])
            if pickupables:
                print('pickupables: ', pickupables)

        # render the game messages, one line at a time
        y = 1
        for notification in notifications:
            libtcod.console_set_default_foreground(init.panel,
                                                   notification['color'])
            libtcod.console_print_ex(init.panel, init.message_x, y,
                                     libtcod.BKGND_NONE, libtcod.LEFT,
                                     notification['text'])
            y += 1

        # render the health bar
        render_bar(init.panel, 1, 1, init.bar_width, 'HP', player['Health'],
                   player['MaxHealth'], libtcod.light_red, libtcod.darker_red)

        # render the coords
        # render_to_panel(init.panel, 6, 5, 'X: {0} Y: {1}'.format(player['Position']['x'], player['Position']['y']))
        libtcod.console_blit(init.panel, 0, 0, init.screen_width,
                             init.panel_height, 0, 0, init.panel_y)

        # maybe render the inventory?
        if game_state == 'SHOW_INVENTORY':
            if player['Action'] == 'USE':
                render_inventory_menu(
                    'Press the key next to an item to use it, or Esc to cancel.\n',
                    player['Inventory']['items'], 50)
            if player['Action'] == 'DROP':
                render_inventory_menu(
                    'Press the key next to an item to drop it, or Esc to cancel.\n',
                    player['Inventory']['items'], 50)

        # flush it all to the screen
        libtcod.console_flush()

        ###################### That's it. Now wait for the player's next action ###################

        # now, get the keyboard input

        # key = libtcod.console_wait_for_keypress(True)

        # 0000001 event mask 1 == key down
        # 0000010 event mask 2 == key up
        # 0000100 event mask 4 == mouse move
        # 0001000 event mask 16 == mouse click

        # 0001101 mouse move & click, key down == 21
        evt = libtcod.sys_wait_for_event(21, keyb, mouse, True)

        # # NOTE: replace above with this to go real-time
        # libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, keyb, mouse

        # map keypress to action
        action = handle_keys(keyb, game_state)

        move = action.get('move')
        pickup = action.get('pickup')
        drop = action.get('drop')
        exit = action.get('exit')
        attack = action.get('action')
        fullscreen = action.get('fullscreen')
        use = action.get('use')
        inventory_index = action.get('inventory_index')
        close_inventory = action.get('close_inventory')
        player_dead = action.get('player_dead')

        ################################# handle keyboard input ###################################

        if 'Movement' in player:
            if move:
                # if user wants to move, set the Movement component, then let the processors handle the rest (follow this pattern with any action?)
                dx, dy = move
                player['Movement']['x'] = dx
                player['Movement']['y'] = dy
            else:
                player['Movement']['x'] = 0
                player['Movement']['y'] = 0

        if pickup:
            player['Action'] = 'PICKUP'

        if drop:
            print('player wants to drop something')
            player['Action'] = 'DROP'
            previous_game_state = game_state
            game_state = 'SHOW_INVENTORY'

        if use:
            print('player wants to use something')
            player['Action'] = 'USE'
            previous_game_state = game_state
            game_state = 'SHOW_INVENTORY'

        if player_dead:
            print('player dead game state')
            game_state = 'PLAYER_DEAD'

        if inventory_index is not None and game_state != 'PLAYER_DEAD' and inventory_index < len(
                player['Inventory']['items']):
            item = player['Inventory']['items'][inventory_index]
            if player['Action'] == 'USE':
                print('going to try to use ', item['Name'])
                game_state = previous_game_state
                item['Using'] = True  # trigger the use of the item
            if player['Action'] == 'DROP':
                print('going to try to drop ', item['Name'], ' contained by ',
                      item['ContainedBy']['Name'])
                game_state = previous_game_state
                item['Dropping'] = True  # trigger dropping the item

        if close_inventory:
            game_state = previous_game_state

        if exit:
            print('we hit escape')
            if game_state == 'SHOW_INVENTORY':
                # TODO: if we exit the inventory menu without selecting anything
                # monsters will have an extra turn!
                game_state = previous_game_state
            else:
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
Exemplo n.º 29
0
	def play_game(self):
		global wm, player_action, draw_gui, player_move
		wm = libtcod.console_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
		game.worldmap.create_map_legend(wm, 3)
		libtcod.console_clear(0)
		util.initialize_fov()
		player_action = ''
		while not libtcod.console_is_window_closed():
			if draw_gui:
				util.render_gui(libtcod.Color(70, 80, 90))
				util.render_message_panel()
				util.render_player_stats_panel()
				draw_gui = False
			util.render_map()
			libtcod.console_flush()

			# player movement
			if not player.is_disabled() and not ('overburdened' in player.flags and turns % 3 == 0):
				player_action = commands.keyboard_commands()
			else:
				player_move = True
			if player_action == 'save':
				IO.save_game()
				break
			if player_action == 'quit':
				death.death_screen(True)
				break
			if player_action == 'exit':
				break

			# let monsters take their turn
			if player_move:
				for obj in reversed(current_map.objects):
					if game_state != 'death':
						if obj.item:
							if obj.item.is_active():
								obj.delete()
							if obj.item.is_expired() or ((turns >= (obj.first_appearance + obj.item.expiration)) and obj.item.expiration > 0):
								obj.delete()
						if obj.entity:
							if not obj.entity.is_disabled():
								obj.x, obj.y = obj.entity.take_turn(obj.x, obj.y)
								if current_map.tile[obj.x][obj.y]['type'] == 'trap' and not obj.entity.is_above_ground() and obj.entity.can_move(obj.x, obj.y):
									if current_map.tile_is_invisible(obj.x, obj.y):
										util.trigger_trap(obj.x, obj.y, obj.entity.article.capitalize() + obj.entity.get_name())
									elif libtcod.map_is_in_fov(fov_map, obj.x, obj.y):
										message.new('The ' + obj.entity.get_name() + ' sidestep the ' + current_map.tile[obj.x][obj.y]['name'] + '.', turns)
							obj.entity.check_condition(obj.x, obj.y)
							if obj.entity.is_dead():
								if libtcod.map_is_in_fov(fov_map, obj.x, obj.y):
									message.new('The ' + obj.entity.get_name() + ' dies!', turns, libtcod.light_orange)
								else:
									message.new('You hear a dying scream.', turns)
								obj.entity.loot(obj.x, obj.y)
								obj.delete()
				if game_state != 'death':
					monsters.spawn()
					effects.check_active_effects()
					util.add_turn()
				player_move = False

			# death screen summary
			if game_state == 'death':
				key = libtcod.Key()
				util.render_map()
				libtcod.console_flush()
				while not key.vk == libtcod.KEY_SPACE:
					libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
				death.death_screen()
				player_action = 'exit'
				break
Exemplo n.º 30
0
def wait_for_event(mask=libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE, flush=False):
    libtcod.sys_wait_for_event(mask, key, mouse, flush)
    return (key, mouse)
Exemplo n.º 31
0
def target_tile(max_range=None, radius=0):
    """	|  Target a distant tile
		|  For Ranged Attacks, like Archery, Thrown
		|  Also Fireballs or similar projectiles with Radius
	"""
    from components import Object
    from mapcreation import Circle
    from render import render_all

    # Spawn a Target Object that can be moved with arrow Keys
    (x, y) = (gvar.game.player.x, gvar.game.player.y)
    target = Object(x, y, 'X', color=libtcod.red, name='target', blocks=False)
    gvar.game.objects.append(target)

    while True:
        target.send_to_front()
        render_all()

        #Render Splash
        libtcod.console_clear(gvar.overlay)
        if radius > 0:
            target.splash = Circle(target.x, target.y, radius)
            for point in target.splash.circle:
                libtcod.console_set_char_background(gvar.overlay, point[0],
                                                    point[1], libtcod.yellow)
        libtcod.console_blit(gvar.overlay, 0, 0, gvar.SCREEN_WIDTH,
                             gvar.SCREEN_HEIGHT, 0, 0, 0, 1.0, 0.5)
        libtcod.console_flush()

        #Move the Target around
        key = libtcod.Key()
        mouse = libtcod.Mouse()
        key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key,
                                                 mouse, True)
        if not key_pressed:
            return 'cancelled'

        if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x, target.y - 1):
                target.y -= 1
        elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x, target.y + 1):
                target.y += 1
        elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x - 1, target.y):
                target.x -= 1
        elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x + 1, target.y):
                target.x += 1
        elif key.vk == libtcod.KEY_KP7:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x - 1, target.y - 1):
                target.x -= 1
                target.y -= 1
        elif key.vk == libtcod.KEY_KP9:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x + 1, target.y - 1):
                target.x += 1
                target.y -= 1
        elif key.vk == libtcod.KEY_KP3:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x + 1, target.y + 1):
                target.x += 1
                target.y += 1
        elif key.vk == libtcod.KEY_KP1:
            if libtcod.map_is_in_fov(gvar.fov_map, target.x - 1, target.y + 1):
                target.x -= 1
                target.y += 1
        elif key.vk == libtcod.KEY_ENTER:
            gvar.game.objects.remove(target)
            return target
            break
        elif key.vk == libtcod.KEY_ESCAPE:
            gvar.game.objects.remove(target)
            return 'cancelled'
            break
        elif chr(key.c) == 's':
            # Returns String 'closest' for further evaluation by the calling function, e.g. for targeting the closest mob
            gvar.game.objects.remove(target)
            return 'closest'
            break
Exemplo n.º 32
0
def look():
	game.message.new('Looking... (Arrow keys to move cursor, ESC to exit)', game.turns)
	util.render_map()
	dx = game.char.x - game.curx
	dy = game.char.y - game.cury
	key = libtcod.Key()

	while not libtcod.console_is_window_closed():
		libtcod.console_set_default_background(0, libtcod.white)
		libtcod.console_rect(0, game.MAP_X + dx, dy + 1, 1, 1, False, libtcod.BKGND_SET)
		libtcod.console_flush()
		text = ""

		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
		dx, dy = key_check(key, dx, dy)
		if key.vk == libtcod.KEY_ESCAPE:
			del game.message.log[len(game.message.log) - 1]
			util.render_message_panel()
			break

		if dx < 0:
			dx = 0
		if dy < 0:
			dy = 0
		if dx == game.MAP_WIDTH:
			dx -= 1
		if dy == game.MAP_HEIGHT:
			dy -= 1
		px = dx + game.curx
		py = dy + game.cury

		# create a list with the names of all objects at the cursor coordinates
		if dx in range(game.MAP_WIDTH - 1) and dy in range(game.MAP_HEIGHT - 1) and game.current_map.tile_is_explored(px, py):
			names = [obj for obj in game.current_map.objects if obj.x == px and obj.y == py]
			prefix = 'you see '
			if not libtcod.map_is_in_fov(game.fov_map, px, py):
				prefix = 'you remember seeing '
				for i in range(len(names) - 1, -1, -1):
					if names[i].entity is not None:
						names.pop(i)
			if (px, py) == (game.char.x, game.char.y):
				text = 'you see yourself'
			elif names == []:
				if game.current_map.tile_is_invisible(px, py):
					text = prefix + 'a floor'
				else:
					text = prefix + game.current_map.tile[px][py]['article'] + game.current_map.tile[px][py]['name']
			elif len(names) > 1:
				text = prefix
				for i in range(len(names)):
					if i == len(names) - 1:
						text += ' and '
					elif i > 0:
						text += ', '
					if names[i].item is not None:
						text += names[i].item.get_name(True)
					if names[i].entity is not None:
						text += names[i].entity.get_name(True)
			else:
				if names[0].item is not None:
					text = prefix + names[0].item.get_name(True)
				if names[0].entity is not None:
					text = prefix + names[0].entity.get_name(True)

		libtcod.console_set_default_foreground(game.con, libtcod.light_yellow)
		libtcod.console_rect(game.con, 0, 0, game.MAP_WIDTH, 2, True, libtcod.BKGND_NONE)
		libtcod.console_print_rect(game.con, 0, 0, game.MAP_WIDTH - 18, game.MAP_HEIGHT, text)
		libtcod.console_blit(game.con, 0, 0, game.MAP_WIDTH, game.MAP_HEIGHT, 0, game.MAP_X, game.MAP_Y)
	game.draw_map = True
Exemplo n.º 33
0
def attack():
	game.message.new('Attack... (Arrow keys to move cursor, TAB to cycle targets, ENTER to attack, ESC to exit)', game.turns)
	util.render_map()
	key = libtcod.Key()
	dx = game.char.x - game.curx
	dy = game.char.y - game.cury
	possible_targets = [obj for obj in game.current_map.objects if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y) and obj.entity]
	target = None
	ranged = False
	pt = 0

	while not libtcod.console_is_window_closed():
		libtcod.console_set_default_background(0, libtcod.white)
		libtcod.console_rect(0, game.MAP_X + dx, dy + 1, 1, 1, False, libtcod.BKGND_SET)
		libtcod.console_flush()
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
		dx, dy = key_check(key, dx, dy)
		if key.vk == libtcod.KEY_ESCAPE:
			del game.message.log[len(game.message.log) - 1]
			del game.message.log[len(game.message.log) - 1]
			util.render_message_panel()
			break

		if dx < 0:
			dx = 0
		if dy < 0:
			dy = 0
		if dx == game.MAP_WIDTH:
			dx -= 1
		if dy == game.MAP_HEIGHT:
			dy -= 1
		px = dx + game.curx
		py = dy + game.cury

		if key.vk == libtcod.KEY_ENTER:
			if not game.current_map.tile_is_explored(px, py):
				game.message.new("You can't fight darkness.", game.turns)
			else:
				target = [obj for obj in game.current_map.objects if obj.y == py and obj.x == px and obj.entity]
				if not target:
					game.message.new('There is no one here.', game.turns)
				elif abs(px - game.char.x) > 1 or abs(py - game.char.y) > 1:
					if (abs(px - game.char.x) == 2 and abs(py - game.char.y) <= 2) or (abs(py - game.char.y) == 2 and abs(px - game.char.x) <= 2) and game.player.skills[game.player.find_weapon_type()].name == 'Polearm':
						break
					elif game.player.skills[game.player.find_weapon_type()].name not in ['Bow', 'Missile']:
						game.message.new('Target is out of range.', game.turns)
						target = []
					else:
						ranged = True
			break

		if key.vk == libtcod.KEY_TAB:
			if possible_targets:
				pt += 1
				if pt == len(possible_targets):
					pt = 0
				dx = possible_targets[pt].x - game.curx
				dy = possible_targets[pt].y - game.cury

		libtcod.console_set_default_foreground(game.con, libtcod.white)
		libtcod.console_set_default_background(game.con, libtcod.black)
		libtcod.console_rect(game.con, 0, 0, game.MAP_WIDTH, 1, True, libtcod.BKGND_SET)
		libtcod.console_blit(game.con, 0, 0, game.MAP_WIDTH, game.MAP_HEIGHT, 0, game.MAP_X, game.MAP_Y)
	if target:
		game.player.attack(target[0], ranged)
Exemplo n.º 34
0
def handle_keys():
    """ |  The player's main input method
		|  Returns a speed value as an integer
	"""
    from mechanics import distribute_exp, player_move_or_attack
    from render import inventory_menu, stat_menu, menu, admin_menu
    from nightcaste import next_level
    from utils import sort_inventory

    speed = 0
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key,
                                             mouse, True)
    if not key_pressed:
        return

# Fullscreen
    if key.vk == libtcod.KEY_F10:
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

# Exit
    elif key.vk == libtcod.KEY_ESCAPE:
        return 'exit'

# Movement
    if gvar.game.game_state == 'playing':
        if libtcod.console_is_key_pressed(
                libtcod.KEY_UP) or libtcod.console_is_key_pressed(
                    libtcod.KEY_KP8):
            speed = player_move_or_attack(0, -1)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(
                libtcod.KEY_DOWN) or libtcod.console_is_key_pressed(
                    libtcod.KEY_KP2):
            speed = player_move_or_attack(0, 1)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(
                libtcod.KEY_LEFT) or libtcod.console_is_key_pressed(
                    libtcod.KEY_KP4):
            speed = player_move_or_attack(-1, 0)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(
                libtcod.KEY_RIGHT) or libtcod.console_is_key_pressed(
                    libtcod.KEY_KP6):
            speed = player_move_or_attack(1, 0)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(libtcod.KEY_KP7):
            speed = player_move_or_attack(-1, -1)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(libtcod.KEY_KP9):
            speed = player_move_or_attack(1, -1)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(libtcod.KEY_KP3):
            speed = player_move_or_attack(1, 1)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(libtcod.KEY_KP1):
            speed = player_move_or_attack(-1, 1)
            gvar.fov_recompute = True
        elif libtcod.console_is_key_pressed(libtcod.KEY_KP5):
            speed = 1
        elif libtcod.console_is_key_pressed(libtcod.KEY_F11):
            admin_menu()
        else:
            key_char = chr(key.c)

            if key_char == 'y':  # Pick up an item
                for object in gvar.game.player.currentmap().objects:
                    if object.x == gvar.game.player.x and object.y == gvar.game.player.y and object.item:
                        object.item.pick_up()
                        break

            if key_char == 'i':  # Show the inventory; if an item is selected, use it
                sort_inventory()
                chosen_item = inventory_menu(
                    'Inventory\nPress 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':  # Show character information
                chosen_item = inventory_menu(
                    'Press the key next to an item to drop it.\n')
                if chosen_item is not None:
                    chosen_item.drop()

            if key_char == 'c':  # Show character information
                choice = stat_menu()
                if choice == 0:
                    distribute_exp()

            if key_char == 'e':  # Use a map tile (doors, stairs, etc.)
                x, y = target_adjacent()
                if gvar.game.player.currentmap(
                ).map[x][y].use_function is not None:
                    gvar.game.player.currentmap().map[x][y].use_function(x, y)
                for object in gvar.game.player.currentmap().objects:
                    if object.x == x and object.y == y:
                        object.use()

            if key_char == 's':  # Ranged Attack
                speed = gvar.game.player.fighter.ranged_attack()

            if key_char == ' ':  # Jump
                direction = target_adjacent(True)
                speed = gvar.game.player.jump(direction)
                gvar.fov_recompute = True

        if speed == 'cancelled':
            return 'didnt-take-turn'
        else:
            return speed
Exemplo n.º 35
0
def character_sheet(screen=0):
	width, height = 62, 21
	pick_skill, modify_skill = 0, 0
	exit = False
	key = libtcod.Key()
	stats = libtcod.console_new(width, height)
	pool = game.player.skill_points

	while exit is False:
		if screen == 0:
			character_sheet_attributes(stats, width, height)
		elif screen == 1:
			pool = character_sheet_skills(stats, width, height, pick_skill, modify_skill, pool)
		elif screen == 2:
			character_sheet_equipment(stats, width, height)
		elif screen == 3:
			character_sheet_inventory(stats, width, height)
		modify_skill = 0

		libtcod.console_set_default_foreground(stats, libtcod.black)
		libtcod.console_set_default_background(stats, libtcod.green)
		libtcod.console_print_ex(stats, width / 2, height - 1, libtcod.BKGND_SET, libtcod.CENTER, ' [ Arrow keys to change page, +/- to change skill pts ] ')
		libtcod.console_blit(stats, 0, 0, width, height, 0, ((game.MAP_WIDTH - width) / 2) + game.MAP_X, ((game.MAP_HEIGHT - height) / 2) + 1, 1.0, 1.0)
		libtcod.console_flush()
		libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, game.mouse, True)
		key_char = chr(key.c)
		if screen == 1:
			if key.vk == libtcod.KEY_UP:
				pick_skill -= 1
				if pick_skill < 1:
					pick_skill = 1
			elif key.vk == libtcod.KEY_DOWN:
				pick_skill += 1
				if pick_skill > len(game.player.skills):
					pick_skill = len(game.player.skills)
			elif key_char == '+':
				if pick_skill in range(1, len(game.player.skills)) and pool > 0:
					modify_skill = 1
			elif key_char == '-':
				if pick_skill in range(1, len(game.player.skills)) and (pool > 0 or (pool == 0 and game.player.skill_points > 0)):
					modify_skill = -1

		if key.vk == libtcod.KEY_LEFT:
			screen -= 1
			if screen < 0:
				screen = 3
		elif key.vk == libtcod.KEY_RIGHT:
			screen += 1
			if screen > 3:
				screen = 0
		elif key.vk == libtcod.KEY_ESCAPE:
			exit = True

	for i in range(len(game.player.skills)):
		if game.player.skills[i].temp > 0:
			game.player.skill_points -= game.player.skills[i].temp
			game.player.skills[i].base_level += game.player.skills[i].temp
			game.player.skills[i].level += game.player.skills[i].temp
			game.player.skills[i].temp = 0
	libtcod.console_delete(stats)
	game.draw_gui = True
Exemplo n.º 36
0
def debounce():
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    # Can't pass None for mouse even if we are only waiting for a key release.
    libtcod.sys_wait_for_event(libtcod.EVENT_KEY_RELEASE, key, mouse, True)
Exemplo n.º 37
0
def menu(header,
         options,
         width,
         color=None,
         text_color=libtcod.white,
         alpha=1,
         center=False,
         additional_line=0,
         option_descriptions=None,
         flush=True,
         hidden=False,
         xOffset=0,
         yOffset=0):
    """ |  Render a Full-Screen menu, overwriting the console.
		|  @TODO Add multi-page support
	"""

    if len(options) > 26:
        raise ValueError('Cannot have a menu with more than 26 options.')

    header_height = libtcod.console_get_height_rect(
        gvar.con, 0, 0, width, gvar.SCREEN_HEIGHT, header) + 1
    height = gvar.SCREEN_HEIGHT

    if flush == True:
        gvar.window = libtcod.console_new(gvar.SCREEN_WIDTH,
                                          gvar.SCREEN_HEIGHT)

    if not hidden:

        #print the background
        libtcod.console_set_default_foreground(gvar.window, text_color)
        if color is not None:
            libtcod.console_set_default_background(gvar.window, color)
            libtcod.console_rect(gvar.window, 1, 1, gvar.SCREEN_WIDTH - 2,
                                 height - 2, False, libtcod.BKGND_SET)
        #print the header with separating line
        if header != '':
            libtcod.console_print_rect_ex(gvar.window, 2, 2, width, height,
                                          libtcod.BKGND_NONE, libtcod.LEFT,
                                          header)
            libtcod.console_hline(gvar.window, 1, header_height + 1,
                                  gvar.SCREEN_WIDTH - 2, libtcod.BKGND_NONE)

        #print options
        y = header_height + 2
        letter_index = ord('a')
        for option_text in options:
            index = options.index(option_text)
            if index == additional_line and additional_line != 0:
                libtcod.console_hline(gvar.window, 1, y, gvar.SCREEN_WIDTH - 2,
                                      libtcod.BKGND_NONE)
                y += 1
            text = chr(letter_index).upper() + ' - ' + option_text
            libtcod.console_print_ex(gvar.window, 2, y, libtcod.BKGND_NONE,
                                     libtcod.LEFT, text)
            if option_descriptions is not None:
                libtcod.console_print_ex(gvar.window, 25, y,
                                         libtcod.BKGND_NONE, libtcod.LEFT,
                                         option_descriptions[index])
            y += 1
            letter_index += 1

    #blit the contents of "window" to the root console
    if center == True:
        x = (gvar.SCREEN_WIDTH / 2 - width / 2) - 2
        y = (gvar.SCREEN_HEIGHT / 2 - height / 2) - 2
    else:
        x = 0
        y = 0

    libtcod.console_blit(gvar.window, 0, 0, width, height, 0, xOffset + x,
                         yOffset + y, 1.0, alpha)

    #present the root console to the player and wait for a key-press
    libtcod.console_flush()
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key,
                                             mouse, True)
    if not key_pressed:
        return None

    if key.vk == libtcod.KEY_F10:
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
    if key.vk == libtcod.KEY_ESCAPE:
        return 'exit'

    #convert the ASCII code to an index; if it corresponds to an option, return it
    index = key.c - ord('a')
    if index >= 0 and index < len(options): return index
    return None
Exemplo n.º 38
0
def multi_objects_menu(header, options, width):
    #The player is presented with some options and makes a choice based on graphics
    choice = 0
    new_choice = 0
    selection = []

    #Calculate total height for header (after auto-wrap) and one line per option
    header_height = libtcod.console_get_height_rect(render.mapcon, 0, 0, width,
                                                    SCREEN_HEIGHT, header)
    height = len(options) + header_height

    #Create the virtual console to write the menu on
    window = libtcod.console_new(width, height)

    while True:
        #Clear the console ready to draw
        libtcod.console_clear(window)

        #Draw the header
        libtcod.console_set_default_foreground(window, libtcod.white)
        libtcod.console_print_rect_ex(window, 0, 0, width, height,
                                      libtcod.BKGND_NONE, libtcod.LEFT, header)

        #Iterate through and print the options, highlighting the current selection.
        y = header_height
        for index, option in enumerate(options):
            libtcod.console_set_default_foreground(window, libtcod.white)
            if index == choice:
                libtcod.console_set_default_foreground(window, MENU_HILIGHT)
                libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE,
                                         libtcod.LEFT, '>')
            if option in selection:
                libtcod.console_set_default_foreground(window, MENU_SELECTED)
            libtcod.console_print_ex(window, 1, y, libtcod.BKGND_NONE,
                                     libtcod.LEFT, option.name)
            y += 1

        #Blit the window to the root and flush to render everything.
        libtcod.console_blit(window, 0, 0, width, height, 0,
                             SCREEN_WIDTH / 2 - width / 2,
                             SCREEN_HEIGHT / 2 - height / 2)
        libtcod.console_flush()

        libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)
        if key.vk == libtcod.KEY_ENTER:
            return selection
        if key.vk == libtcod.KEY_SPACE:
            if options[choice] in selection:
                selection.remove(options[choice])
            else:
                selection.append(options[choice])
        if key.vk == libtcod.KEY_ESCAPE:
            return None
        #Up and down arrows change selection
        elif key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
            new_choice = choice - 1
        elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
            new_choice = choice + 1
        #Check that we're not selecting outside the boundary
        if 0 <= new_choice < len(options):
            choice = new_choice
Exemplo n.º 39
0
def wait_for_event(mask=libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE, flush=False):
    key, mouse = (libtcod.Key(), libtcod.Mouse())
    libtcod.sys_wait_for_event(mask, key, mouse, flush)
    return (key, mouse)
Exemplo n.º 40
0
def handle_input(entity, input_type, delayed_action):
    """Wait for an input - a keypress or a mouse action, and process it.
    
    Arguments:
    input_type - one of the InputType enum.  Ie, the context that the input is processed in.
    delayed_action - in the case of non-immediate input_type, the action that should be returned to be performed.
    
    Returns:
    A list containing the action to perform and a zero-or-greater number of arguments for that action.
    
    TODO: toggles for control keys, eg shift.  Need to catch shift, ctrl, alt, etc and modify key input based on this.
    """
    key = libtcod.Key()
    mouse = libtcod.Mouse()

    # We currently ignore mouse events.
    event_type = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key,
                                            mouse, True)

    # Do we want to toggle fullscreen?
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
        return [pa.action_none, input_type, delayed_action]

    if input_type == InputType.IMMEDIATE:
        if key.vk == libtcod.KEY_ESCAPE:
            return [pa.action_exit]  # exit program
        #
        # Movement actions
        #
        elif key.vk in (libtcod.KEY_UP, libtcod.KEY_KP8):
            return [pa.action_move, 0, -1]
        elif key.vk in (libtcod.KEY_DOWN, libtcod.KEY_KP2):
            return [pa.action_move, 0, 1]
        elif key.vk in (libtcod.KEY_LEFT, libtcod.KEY_KP4):
            return [pa.action_move, -1, 0]
        elif key.vk in (libtcod.KEY_RIGHT, libtcod.KEY_KP6):
            return [pa.action_move, 1, 0]
        elif key.vk == libtcod.KEY_KP7:
            return [pa.action_move, -1, -1]
        elif key.vk == libtcod.KEY_KP9:
            return [pa.action_move, 1, -1]
        elif key.vk == libtcod.KEY_KP3:
            return [pa.action_move, 1, 1]
        elif key.vk == libtcod.KEY_KP1:
            return [pa.action_move, -1, 1]
        #
        # World interaction actions
        #
        elif key.c == ord('c') and key.lctrl:
            return [pa.action_close]
        elif key.c == ord('o') and key.lctrl:
            return [pa.action_open]
        elif key.c == ord('g'):
            return [pa.action_get]
        #
        # Inventory actions
        #
        elif key.c == ord('i'):
            return [pa.action_show_inventory, None]
        elif key.c == ord('d'):
            return [pa.action_show_inventory, "drop"]
        elif key.c == ord('t'):
            return [pa.action_show_inventory, "throw"]
        elif key.c == ord('u'):
            return [pa.action_show_inventory, "use"]
        elif key.c == ord('c'):
            return [pa.action_show_inventory, "consume"]
        elif key.c == ord('w'):
            return [pa.action_show_inventory, "wear"]
        elif key.c == ord('e'):
            return [pa.action_show_inventory, "equip"]
    elif input_type == InputType.DIRECTIONAL:
        if key.vk == libtcod.KEY_ESCAPE:
            return [
                pa.action_cancel
            ]  # cancel a multi-stage action we are in the processing of performing
        elif key.vk in (libtcod.KEY_UP, libtcod.KEY_KP8):
            return [delayed_action, 0, -1]
        elif key.vk in (libtcod.KEY_DOWN, libtcod.KEY_KP2):
            return [delayed_action, 0, 1]
        elif key.vk in (libtcod.KEY_LEFT, libtcod.KEY_KP4):
            return [delayed_action, -1, 0]
        elif key.vk in (libtcod.KEY_RIGHT, libtcod.KEY_KP6):
            return [delayed_action, 1, 0]
        elif key.vk == libtcod.KEY_KP7:
            return [delayed_action, -1, -1]
        elif key.vk == libtcod.KEY_KP9:
            return [delayed_action, 1, -1]
        elif key.vk == libtcod.KEY_KP3:
            return [delayed_action, 1, 1]
        elif key.vk == libtcod.KEY_KP1:
            return [delayed_action, -1, 1]
        else:
            return [pa.action_none, input_type, delayed_action]
    elif input_type == InputType.INVENTORY_SCREEN:
        return handle_inventory_input(entity, key)

    # If we get here somehow, return the 'null' action.
    return [pa.action_none, input_type, None]
Exemplo n.º 41
0
def target_tile(max_range=None, radius=0):
	"""	|  Target a distant tile
		|  For Ranged Attacks, like Archery, Thrown
		|  Also Fireballs or similar projectiles with Radius
	"""
	from components import Object
	from mapcreation import Circle
	from render import render_all

	# Spawn a Target Object that can be moved with arrow Keys
	(x, y) = (gvar.game.player.x, gvar.game.player.y)
	target = Object(x, y, 'X', color=libtcod.red, name='target', blocks=False)
	gvar.game.objects.append(target)

	while True:
		target.send_to_front()
		render_all()

		#Render Splash
		libtcod.console_clear(gvar.overlay)
		if radius > 0:
			target.splash = Circle(target.x, target.y, radius)
			for point in target.splash.circle:
				libtcod.console_set_char_background(gvar.overlay, point[0], point[1], libtcod.yellow)
		libtcod.console_blit(gvar.overlay, 0, 0, gvar.SCREEN_WIDTH, gvar.SCREEN_HEIGHT, 0, 0, 0, 1.0, 0.5)
		libtcod.console_flush()

		#Move the Target around
		key = libtcod.Key()
		mouse = libtcod.Mouse()
		key_pressed = libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS,key,mouse,True)
		if not key_pressed:
			return 'cancelled'

		if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x, target.y-1):
				target.y -= 1
		elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x, target.y+1):
				target.y += 1
		elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x-1, target.y):
				target.x -= 1
		elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x+1, target.y):
				target.x += 1
		elif key.vk == libtcod.KEY_KP7:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x-1, target.y-1):
				target.x -= 1
				target.y -= 1
		elif key.vk == libtcod.KEY_KP9:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x+1, target.y-1):
				target.x += 1
				target.y -= 1
		elif key.vk == libtcod.KEY_KP3:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x+1, target.y+1):
				target.x += 1
				target.y += 1
		elif key.vk == libtcod.KEY_KP1:
			if libtcod.map_is_in_fov(gvar.fov_map, target.x-1, target.y+1):
				target.x -= 1
				target.y += 1
		elif key.vk == libtcod.KEY_ENTER:
			gvar.game.objects.remove(target)
			return target
			break
		elif key.vk == libtcod.KEY_ESCAPE:
			gvar.game.objects.remove(target)
			return 'cancelled'
			break
		elif chr(key.c) == 's':
			# Returns String 'closest' for further evaluation by the calling function, e.g. for targeting the closest mob
			gvar.game.objects.remove(target)
			return 'closest'
			break
Exemplo n.º 42
0
def menu(header, options, width=30, talk=False):
    #The player is presented with some options and makes a choice based on graphics
    choice = 0
    new_choice = 0

    #Calculate total height for header (after auto-wrap) and one line per option
    header_height = libtcod.console_get_height_rect(mapcon, 0, 0, width,
                                                    SCREEN_HEIGHT, header)
    height = len(options) + header_height

    if talk:
        width = 50
        x = 0
        y = SCREEN_HEIGHT - height

    else:
        x = SCREEN_WIDTH / 2 - width / 2
        y = SCREEN_HEIGHT / 2 - height / 2

    #Create the virtual console to write the menu on
    window = libtcod.console_new(width, height)

    while not libtcod.console_is_window_closed():
        #Clear the console ready to draw
        libtcod.console_clear(window)

        #Draw the header
        libtcod.console_set_default_foreground(window, libtcod.white)
        libtcod.console_print_rect_ex(window, 0, 0, width, height,
                                      libtcod.BKGND_NONE, libtcod.LEFT, header)

        #Iterate through and print the options, highlighting the current selection.
        i = header_height
        for index, option in enumerate(options):
            libtcod.console_set_default_foreground(window, libtcod.white)

            if index == choice:
                #Draw an arrow and hilight the option.
                libtcod.console_set_default_foreground(window, MENU_HILIGHT)
                libtcod.console_print_ex(window, 0, i, libtcod.BKGND_NONE,
                                         libtcod.LEFT, '>')

            libtcod.console_print_ex(window, 1, i, libtcod.BKGND_NONE,
                                     libtcod.LEFT, option)
            i += 1

        #Blit the window to the root and flush to render everything.
        libtcod.console_blit(window, 0, 0, width, height, 0, x, y)
        libtcod.console_flush()

        libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, True)
        if key.vk == libtcod.KEY_ENTER:
            return choice
        if key.vk == libtcod.KEY_ESCAPE:
            return None
        #Up and down arrows change selection
        elif key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
            new_choice = choice - 1
        elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
            new_choice = choice + 1
        #Check that we're not selecting outside the boundary
        if 0 <= new_choice < len(options):
            choice = new_choice
Exemplo n.º 43
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

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

        render_all(con, panel, entities, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'], mouse,
                   constants['colors'], game_state)

        fov_recompute = False

        clear_all(con, entities)

        libtcod.console_flush()
        libtcod.sys_wait_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse, True)
        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy

            if not game_map.is_blocked(destination_x, destination_y):
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)

                if target:
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.item and entity.x == player.x and entity.y == player.y:
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    break
            else:
                message_log.add_message(
                    Message('There is nothing here to pick up.',
                            libtcod.yellow))

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.inventory.items):
            item = player.inventory.items[inventory_index]

            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_stairs and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', libtcod.yellow))

        if level_up:
            if level_up == 'hp':
                player.fighter.base_max_hp += 20
                player.fighter.hp += 20
            elif level_up == 'str':
                player.fighter.base_power += 1
            elif level_up == 'def':
                player.fighter.base_defense += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)

                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            equip = player_turn_result.get('equip')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)
                else:
                    message = kill_monster(dead_entity)

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if equip:
                equip_results = player.equipment.toggle_equip(equip)

                for equip_result in equip_results:
                    equipped = equip_result.get('equipped')
                    dequipped = equip_result.get('dequipped')

                    if equipped:
                        message_log.add_message(
                            Message('You equipped the {0}'.format(
                                equipped.name)))

                    if dequipped:
                        message_log.add_message(
                            Message('You dequipped the {0}'.format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:

                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_result in enemy_turn_results:
                        message = enemy_turn_result.get('message')
                        dead_entity = enemy_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break
            else:
                game_state = GameStates.PLAYERS_TURN