def get_game_variables(consts): # Player fighter_component = Fighter(hp=30, defense=2, power=5) inventory_comp = Inventory(26) level_comp = Level() player = Entity(0, 0, '@', tcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_comp, level=level_comp) entities = [player] # Game Map game_map = GameMap(consts['map_width'], consts['map_height']) game_map.make_map(consts['max_rooms'], consts['room_min'], consts['room_max'], consts['map_width'], consts['map_height'], player, entities, consts['max_monsts_room'], consts['max_items_room']) # Game State game_state = GameStates.PLAYER_TURN # Message Log message_log = MessageLog(consts['msg_x'], consts['msg_width'], consts['msg_height']) return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=2) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() #Create a player entity for the player player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] #Give a starting weapon - a dagger - to the player equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) dagger = Entity(0, 0, '-', libtcod.sky, 'Dagger', equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=30, defence=2, power=5) inventory_component = Inventory(26) player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component) entities = [player] game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities, constants['max_monsters_per_room'], constants['max_items_per_room']) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): # Entities fighter_component = Fighter(hp=10000, defense=1, strength=200, dexterity=0, intelligence=0, charisma=0) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcodpy.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] for itm in range(0, 25): item_component = Item(use_function=heal, amount=40) item = Entity(0, 0, '!', libtcodpy.violet, 'Healing Potion', render_order=RenderOrder.ITEM, item=item_component) player.inventory.add_item(item) equippable_component = Equippable(EquipmentSlots.MAIN_HAND, strength_bonus=2) dagger = Entity(0, 0, '-', libtcodpy.sky, 'Dagger', equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) # Game Map game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) # Message message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): player = playerships.player_cruiser() targeting_cursor = entity.Entity( 0, 0, '#', 'yellow', 'TargetingCursor', blocks=False, render_order=RenderOrder.INACTIVE_TARGETING) entities = [player, targeting_cursor] game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_asteroids'], constants['max_asteroid_radius'], entities, constants['max_enemies_per_screen'], constants['max_items_per_screen'], constants['max_stars_per_screen']) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(config): fighter_component = Fighter(hp=100, defense=2, power=4) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] game_map = GameMap(config) game_map.make_map(player, entities) message_log = MessageLog(config) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): """Initialize game variables.""" # === Entities === fighter_component = Fighter(hp=100, defense=1, power=3) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.lightest_grey, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component, description='You.') entities = [player] equippable_component = Equippable(**dagger['kwargs']) char, color, name = dagger['entity_args'] starting_weapon = Entity(0, 0, char, color, name, render_order=RenderOrder.ITEM, equippable=equippable_component, description=dagger['description']) player.inventory.add_item(starting_weapon) player.equipment.toggle_equip(starting_weapon) # === Game map === game_map = GameMap(constants['map_width'], constants['map_height'], constants['room_min_size'], constants['room_max_size']) dungeon_type = Tunnel game_map.make_map(dungeon_type, player, entities) # === Message log === message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) # === Game state === game_state = GameStates.PLAYER_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(): fighter_component = Fighter(hp=100, defense=1, power=2) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(name="Player", entity_type=EntityType.PLAYER, x=const.SCREEN_WIDTH // 2, y=const.SCREEN_HEIGHT // 2, glyph=ord('@'), fg=(255, 255, 255), blocks=True, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) dagger = Entity("Dagger", EntityType.ITEM, 0, 0, ord('-'), fg=tcod.sky, equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) dungeon = {} game_map = GameMap(const.MAP_WIDTH, const.MAP_HEIGHT) game_map.make_map(const.MAX_ROOMS, const.ROOM_MIN_SIZE, const.ROOM_MAX_SIZE, const.MAP_WIDTH, const.MAP_HEIGHT, player) game_map.entities.append(player) dungeon.update({game_map.dungeon_level: game_map}) message_log = MessageLog(0, const.LOG_WIDTH, const.LOG_HEIGHT) game_state = GameState.PLAYER_TURN camera = Camera(0, 0, const.VIEWPORT_WIDTH - 1, const.VIEWPORT_HEIGHT - 1) current_level = 1 return player, dungeon, message_log, game_state, current_level, camera
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=2) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() skill_list_component = SkillList() learnable_skills_component = ['Shoulder Charge', 'Cloak of Quills', 'Throw Rock'] player = Entity(0, 0, CustomTile.PLAYER0, libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component, skill_list=skill_list_component, learnable_skills=learnable_skills_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) sharp_rock = Entity(0, 0, CustomTile.SHARP_ROCK, libtcod.sky, 'Sharp Rock', equippable=equippable_component) player.inventory.add_item(sharp_rock) player.equipment.toggle_equip(sharp_rock) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(): screen: pygame.display = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) constants = get_constants() pygame.display.set_caption(constants['title']) manager = UIManager(width=constants['screen_width'], height=constants['screen_height'], main_menu_rect=constants['main_menu_rect'], message_log_rect=constants['message_log_rect'], theme=constants['theme1']) fighter_component = Fighter(hp=constants['start_hp'], defense=constants['start_def'], power=constants['start_power']) inventory_component = Inventory(constants['start_inventory']) player = Entity(x=constants['map_width'] // 2, y=constants['map_height'] // 2, name='player', sprite_type='player', dead_sprite_type='bones', render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component) entities = [player] screen_health_bar = HealthBar(name=player.name, hp=player.fighter.hp, max_hp=player.fighter.max_hp, bg_color=constants['health_bar_bg_color'], fg_color=constants['health_bar_fg_color'], rect=constants['health_bar_rect']) entity_info = EntityInfo(constants['entity_info_rect']) map_surf = MapSurface(constants['map_rect'], constants['sprites']) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(player, entities, constants['max_monsters_per_room'], constants['max_items_per_room']) camera = Camera(game_map, player, constants['camera_width'], constants['camera_height']) return screen, manager, screen_health_bar, entity_info, player, entities, game_map, map_surf, camera
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=4) inventory_component = Inventory(26) level_component = Level() player = Entity(0, 0, '@', libtcod.white, "Player", blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component) entities = [player] game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=100, str=3, dex=3) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() death_component = Death(kill_player) player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component, death=death_component) entities = [player] dagger = generate_weapon('dagger', 0, 0) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) potion = generate_item('healing_potion', 0, 0) player.inventory.add_item(potion) game_map = GameMap(constants['map_width'], constants['map_height'], constants['version']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=2) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.white, "Player", blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) dagger = Entity(0, 0, '-', libtcod.sky, "Dagger", equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) game_map = GameMap(constants["map_width"], constants["map_height"]) game_map.make_map(constants["max_room"], constants["room_min_size"], constants["room_max_size"], constants["map_width"], constants["map_height"], player, entities) message_log = MessageLog(constants["message_x"], constants["message_width"], constants["message_height"]) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_comp = Fighter(20, 5, 5) inventory_comp = Inventory(10) level_comp = Level() equipment_component = Equipment() player = Entity('Player', int(constants['screen_width'] / 2), int(constants['screen_height'] / 2), '@', libtcod.white, is_player=True, fighter=fighter_comp, inventory=inventory_comp, level=level_comp, equipment=equipment_component) entities = [player] weapon = get_item('Hammer', 0, 0) player.inventory.add_item(weapon) player.equipment.toggle_equip(weapon) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) game_map.populate_dungeon(entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYER_TURN return player, entities, game_map, message_log, game_state
def initialize_game(constants, chosen): player_component, inventory_component, abilities_component, info_component, starting_equip, starting_feats, name = Character(chosen) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.lightest_gray, name, blocks=True, render_order=RenderOrder.PLAYER, fighter=player_component, inventory=inventory_component, abilities=abilities_component, level=level_component, equipment=equipment_component, info=info_component) entities = [player] player.abilities.add_feat(starting_feats) player.inventory.add_item(starting_equip) player.equipment.toggle_equip(starting_equip) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN permanent_cooldown_counter = 0 return player, entities, game_map, message_log, game_state, permanent_cooldown_counter
def get_game_variables(constants): fighter_component = Fighter("player") inventory_component = Inventory(26) level_component = Level() player = Entity(0, 0, "@", tcod.white, "Player", blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component) game_state = GameStates.PLAYER_TURN entities = [player] game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities, float(player.fighter.cr), constants['max_items_per_room']) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) return player, entities, game_map, message_log, game_state
def main(): screen_width = 80 screen_height = 50 map_width = 80 map_height = 45 room_max_size = 10 room_min_size = 6 max_rooms = 30 colors = { 'dark_wall': libtcod.Color(0, 0, 100), 'dark_ground': libtcod.Color(50, 50, 150) } player = Entity(40, 25, '@', libtcod.white, name="Player") npc = Entity(25, 20, 'N', libtcod.yellow, name="NPC") entities = [npc, player] libtcod.console_set_custom_font( 'arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(screen_width, screen_height, 'libtcod tutorial revised', False) con = libtcod.console_new(screen_width, screen_height) game_map = GameMap(map_width, map_height) game_map.make_map(max_rooms, room_min_size, room_max_size, player, entities, 3, 2) key = libtcod.Key() mouse = libtcod.Mouse() while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse) render_all(con, entities, game_map, screen_width, screen_height, colors) libtcod.console_flush() clear_all(con, entities) action = handle_keys(key) move = action.get('move') exit_game = action.get('exit') full_screen = action.get('fullscreen') if move: dx, dy = move if not game_map.is_blocked(player.x + dx, player.y + dy): player.move(dx, dy) if exit_game: return True if full_screen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
def main(): screen_width = 80 screen_height = 50 map_width = 80 map_height = 45 room_max_size = 10 room_min_size = 6 max_rooms = 1000 colors = { # Gray 'dark_wall': libtcod.darkest_gray, # Brown 'dark_ground': libtcod.orange * libtcod.darker_gray } player = Entity(int(screen_width / 2), int(screen_height / 2), '@', libtcod.white) npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), '@', libtcod.yellow) entities = [player, npc] libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_init_root(screen_width, screen_height, 'RoguelikeDev Tutorial', False) con = libtcod.console_new(screen_width, screen_height) game_map = GameMap(map_width, map_height) game_map.make_map(max_rooms, room_min_size, room_max_size, map_width, map_height, player) key = libtcod.Key() mouse = libtcod.Mouse() while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse) render_all(con, entities, game_map, screen_width, screen_height, colors) libtcod.console_flush() clear_all(con, entities) action = handle_keys(key) move = action.get('move') exit = action.get('exit') fullscreen = action.get('fullscreen') if move: dx, dy = move if not game_map.is_blocked(player.x + dx, player.y + dy): player.move(dx, dy) if exit: return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
def get_game_variables(constants): status_component = Status_Effects() job_component = Jobs() fighter_component = Fighter(hp=100, mana=50, defense=1, power=2, attack_dice_minimum=1, attack_dice_maximum=4, constitution=10, willpower=10, status_effects=status_component, job=job_component, nutrition=500, ac=1, accuracy=1) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() skill_component = Skills(50) player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, player=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component, skills=skill_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) dagger = Entity(0, 0, '-', libtcod.sky, 'Dagger', equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=2, magic=0, magic_defense=1, talismanhp=0, gold=0) inventory_component = Inventory(26) equipment_inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component, equipment_inventory=equipment_inventory_component) entities = [player] equipment_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1) dagger = Entity(0, 0, '-', libtcod.darker_orange, "Dagger (+1 atk)", equippable=equipment_component) player.equipment_inventory.add_item(dagger) player.equipment.toggle_equip(dagger) item_component = Item(use_function=cast_magic, damage=2, maximum_range=3) magic_wand = Entity(0, 0, '|', libtcod.darker_sepia, "Magic Wand", item=item_component) player.inventory.add_item(magic_wand) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def main(): screen_width = 80 screen_height = 50 map_width = 80 map_height = 45 room_max_size = 10 room_min_size = 6 max_rooms = 30 colors = { 'dark_wall': libtcod.Color(0, 0 ,100), 'dark_ground': libtcod.Color(50, 50, 150) } #Player and NPC settings. Defines entities player = Entity(int(screen_width / 2), int(screen_height / 2), '@', libtcod.white) npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), '@', libtcod.yellow) entities = [npc, player] #Sets font img libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) #Init for root console(Width, Height, Window name, fullscreen) libtcod.console_init_root(screen_width, screen_height, 'TepisRL', False) #Consoles con = libtcod.console_new(screen_width, screen_height) #Calls map gen game_map = GameMap(map_width, map_height) game_map.make_map(max_rooms, room_min_size, room_max_size, map_width, map_height, player) #Calls key functions key = libtcod.Key() mouse = libtcod.Mouse() #Game loop while not libtcod.console_is_window_closed(): libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse) render_all(con, entities, game_map, screen_width, screen_height, colors) libtcod.console_flush() clear_all(con, entities) #Handles recognition of keypresses for movement action = handle_keys(key) move = action.get('move') exit = action.get('exit') fullscreen = action.get('fullscreen') if move: dx, dy = move if not game_map.is_blocked(player.x + dx, player.y + dy): player.move(dx, dy) if exit: return True if fullscreen: libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=4, agility=4) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=4) dagger = Entity(0, 0, '/', libtcod.sky, 'Carving Knife', equippable=equippable_component) equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1, agility_bonus=-1) buckler = Entity(0, 0, '{', libtcod.sky, 'Buckler', equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) player.inventory.add_item(buckler) player.equipment.toggle_equip(buckler) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['max_maze_rooms'], constants['maze_min_size'], constants['maze_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.CHARACTER_CREATION ggender = Gender.male return player, entities, game_map, message_log, game_state, ggender
def get_game_variables(game): player = game.temp_player entities = [player] game_map = GameMap(game.width, game.height, game.tile_size) game_map.make_map(game.max_room, game.room_min_size, game.room_max_size, player, entities) message_log = MessageLog(game.message_x, game.message_width, game.message_height) game_state = GameState.PLAYERS_TURN return player, entities, game_map, message_log, game_state,
def enter_nameless_location(self, map_creator): player = self.engine.entities.player self.engine.world_map.current_dungeon_entry_point = (player.x, player.y) game_map = GameMap(map_vars.width, map_vars.height, map_creator=map_creator) game_map.make_map(self.engine.entities) self.engine.world_map.current_dungeon = game_map self.engine.player_location = PlayerLocations.DUNGEON self.engine.regulatory_flags.add('change_location')
def __init__(self, width, height, x, y, constants, player): self.maps = [[None for x in range(width)] for y in range(height)] self.x = x self.y = y game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_buildings'], constants['building_min_size'], constants['building_max_size'], constants['map_width'], constants['map_height'], player, game_map.entities, constants['max_enemies'], constants['max_items_per_building']) self.maps[x][y] = game_map
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=3, speed=100) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity( [], 0, 0, "@", libtcod.white, "Player", blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component, ) entities = [player] dagger = items["dagger"] player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) game_map = GameMap(constants["map_width"], constants["map_height"]) game_map.make_map( constants["max_rooms"], constants["room_min_size"], constants["room_max_size"], constants["map_width"], constants["map_height"], player, entities, ) camera = Camera( 0, 0, constants["screen_width"], constants["screen_height"], constants["map_width"], constants["map_height"], ) message_log = MessageLog( constants["message_x"], constants["message_width"], constants["message_height"], constants["screen_height"] ) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state, camera
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=2) inventory_component = Inventory(26) equipment_component = Equipment() level_component = Level() player = Entity(0, 0, tiles.get('player_tile'), libtcod.white, 'you', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2) #godmode equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=800, defense_bonus=800) dagger = Entity(0, 0, tiles.get('dagger_tile'), libtcod.white, 'Dagger', render_order=RenderOrder.ITEM, equippable=equippable_component, sprite_main_shift=320) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) item_component = Item(use_function=heal, amount=40) potion = Entity(0, 0, tiles.get('healingpotion_tile'), libtcod.white, 'Healing Potion', render_order=RenderOrder.ITEM, item=item_component) player.inventory.add_item(potion) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=1250, defense=10, power=40) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, 197, libtcod.Color(15, 77, 0), 'Wrpgnyth', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] equippable_component = Equippable(EquipmentSlots.TENTACLE, power_bonus=20) tentaclaws = Entity(0, 0, 218, libtcod.red, 'Tentaclaws', equippable=equippable_component) player.inventory.add_item(tentaclaws) player.equipment.toggle_equip(tentaclaws) equippable_component = Equippable(EquipmentSlots.TENTACLE, power_bonus=20, defense_bonus=20) aluminitetentasleeve = Entity(0, 0, 192, libtcod.silver, 'Aluminite Tentasleeve', equippable=equippable_component) player.inventory.add_item(aluminitetentasleeve) player.equipment.toggle_equip(aluminitetentasleeve) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=12, strength=6, agility=6, intelligence=6, charisma=4, perception=4, endurance=4) inventory_component = Inventory(26) level_component = Level() equipment_component = Equipment() player = Entity(0, 0, '@', constants['colors'].white(), 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component, equipment=equipment_component) entities = [player] equippable_component = Equippable(EquipmentSlots.MAIN_HAND, damage_dice_count=1, damage_die_face=4, damage_bonus=0, weapon_type='melee', damage_type='piercing') dagger = Entity(0, 0, '-', constants['colors'].lblue(), 'Dagger', equippable=equippable_component) player.inventory.add_item(dagger) player.equipment.toggle_equip(dagger) game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state
def move_to(self, x, y, constants, player): self.x = x self.y = y if not self.maps[x][y]: game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map( constants['max_buildings'], constants['building_min_size'], constants['building_max_size'], constants['map_width'], constants['map_height'], player, game_map.entities, constants['max_enemies'], constants['max_items_per_building']) self.maps[x][y] = game_map else: self.maps[x][y].entities.append(player)
def get_game_variables(constants): fighter_component = Fighter(hp=100, defense=1, power=4) inventory_component = Inventory(26) level_component = Level() player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component, level=level_component) entities = [player] game_map = GameMap(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities) message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, message_log, game_state return constants