Exemplo n.º 1
0
def main():
    screen_width = 80
    screen_height = 50

    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    map_width = 80
    map_height = 43

    fov_algorithm = 'BASIC'
    fov_light_walls = True
    fov_radius = 10

    colors = {
        'dark_wall': (0, 0, 100),
        'dark_ground': (50, 50, 150),
        'light_wall': (130, 110, 50),
        'light_ground': (200, 180, 50),
        'white': (255, 255, 255),
        'black': (0, 0, 0),
        'light red': (255, 100, 100),
        'red': (255, 0, 0),
        'yellow': (255, 255, 0),
        'orange': (255, 127, 0),
        'green': (
            0,
            255,
            0,
        ),
        'light_red': (255, 114, 114),
        'darker_red': (127, 0, 0),
        'highlight': (199, 234, 70)
    }

    mech_component = Mech(hp=30, peak_momentum=6)
    weapon_component = Weapon(name="Laser",
                              damage=5,
                              min_targets=0,
                              max_targets=5,
                              color=colors.get('green'),
                              range=10)
    player = Entity(int(screen_width / 2),
                    int(screen_height / 2),
                    '@',
                    colors.get('white'),
                    "player",
                    mech=mech_component,
                    weapon=weapon_component)
    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), '@',
                 colors.get('yellow'), "NPC")
    cursor_component = Cursor()
    cursor = Entity(
        -1, -1, ' ', colors.get('red'), "cursor", cursor=cursor_component
    )  # The ' ' isn't actually "nothing". To have nothing, I would have to mess with a render order.
    entities = [npc, player, cursor]

    tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width, screen_height, title='MVP v0.0')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map)

    message_log = MessageLog(message_x, message_width, message_height)

    mouse_coordinates = (0, 0)

    game_state = GameStates.PLAYER_TURN
    previous_game_state = game_state
    turn_state = TurnStates.UPKEEP_PHASE

    fov_recompute = True

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

        render_all(con, panel, entities, game_map, fov_recompute, root_console,
                   message_log, screen_width, screen_height, bar_width,
                   panel_height, panel_y, mouse_coordinates, colors)

        tdl.flush()

        clear_all(con, entities)

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == 'MOUSEMOTION':
                mouse_coordinates = event.cell
        else:
            user_input = None

        fov_recompute = False

        action = handle_keys(user_input, game_state)
        impulse = None  # This is to avoid logic problems.
        change_game_state = None  # This is to avoid logic problems.

        move = action.get('move')  # Attempt to move.
        impulse = action.get('impulse')  # Adjust mech impulse.
        next_turn_phase = action.get(
            'next turn phase')  # Move to the next phase.
        change_game_state = action.get(
            'change game state')  # Go to different game_state
        select = action.get(
            'select')  # A target has been selected via keyboard.
        exit = action.get('exit')  # Exit whatever screen is open.
        fullscreen = action.get('fullscreen')  # Set game to full screen.

        if exit:
            if game_state == GameStates.TARGETING:
                # Turn off cursor
                cursor.char = ' '
                cursor.x = -1
                cursor.y = -1

                fov_recompute = True
                game_state = previous_game_state

            else:
                return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_fullscreen())

        if game_state == GameStates.PLAYER_TURN:
            # See game_states.py for the turn structure.
            # Turns order is reversed so ensure that the loop runs once for each
            if turn_state == TurnStates.POST_ATTACK_PHASE:
                # Reset map flags and remove targets.
                reset_flags(game_map)
                for x, y in player.weapon.targets:
                    erase_cell(con, x, y)
                turn_state = TurnStates.UPKEEP_PHASE
                game_state = GameStates.ENEMY_TURN

            if turn_state == TurnStates.ATTACK_PHASE:
                if change_game_state == GameStates.TARGETING:
                    # Turn on cursor.
                    cursor.char = 'X'
                    # If there were no previous targets, start on the player.
                    if len(player.weapon.targets) == 0:
                        cursor.x = player.x
                        cursor.y = player.y
                    else:
                        cursor.x, cursor.y = player.weapon.targets[-1]

                    fov_recompute = True
                    previous_game_state = game_state
                    game_state = GameStates.TARGETING

                if next_turn_phase:
                    turn_state = TurnStates.POST_ATTACK_PHASE

            if turn_state == TurnStates.PRE_ATTACK_PHASE:
                message_log.add_message(
                    Message('Begin ATTACK PHASE.', colors.get('white')))
                message_log.add_message(
                    Message(
                        'Press f to target. Press ESC to stop targeting. Enter to change phase.',
                        colors.get('orange')))
                fov_recompute = True

                turn_state = TurnStates.ATTACK_PHASE

            if turn_state == TurnStates.POST_MOVEMENT_PHASE:
                reset_flags(game_map)
                player.reset(
                )  # Reset the mech for the next turn. ### Move this to the post-attack phase
                fov_recompute = True

                turn_state = TurnStates.PRE_ATTACK_PHASE

            if turn_state == TurnStates.MOVEMENT_PHASE:
                if move:
                    dx, dy = move
                    if game_map.walkable[player.x + dx, player.y + dy]:
                        player.move(dx, dy)

                        fov_recompute = True

                if next_turn_phase and player.mech.has_spent_minimum_momentum(
                ):
                    turn_state = TurnStates.POST_MOVEMENT_PHASE
                elif next_turn_phase and not player.mech.has_spent_minimum_momentum(
                ):
                    message_log.add_message(
                        Message('Must spend more momentum.',
                                colors.get('red')))

            if turn_state == TurnStates.PRE_MOVEMENT_PHASE:
                if impulse is not None:
                    player.mech.impulse = impulse
                    turn_state = TurnStates.MOVEMENT_PHASE
                    message_log.add_message(
                        Message('Impulse set to {0}.'.format(impulse),
                                colors.get('orange')))
                    fov_recompute = True
                    highlight_legal_moves(player, game_map)

            if turn_state == TurnStates.UPKEEP_PHASE and game_state == GameStates.PLAYER_TURN:  # This is added to avoid starting the Upkeep Phase when the turn just ended.
                message_log.add_message(
                    Message('Begin PLAYER TURN.', colors.get('white')))
                message_log.add_message(
                    Message('Begin MOVEMENT PHASE.', colors.get('white')))
                message_log.add_message(
                    Message('Choose impulse. PAGEUP, PAGEDOWN or HOME.',
                            colors.get('orange')))
                turn_state = TurnStates.PRE_MOVEMENT_PHASE
                fov_recompute = True

        if game_state == GameStates.ENEMY_TURN:
            message_log.add_message(
                Message('Begin ENEMY TURN.', colors.get('white')))
            fov_recompute = True

            game_state = GameStates.PLAYER_TURN

        if game_state == GameStates.TARGETING:
            if move:
                dx, dy = move
                # Ensure the first target is in firing range.
                if len(player.weapon.targets) == 0:
                    if player.distance(cursor.x + dx,
                                       cursor.y + dy) <= player.weapon.range:
                        cursor.fly(dx, dy)
                        fov_recompute = True
                    else:
                        message_log.add_message(
                            Message('Out of range.', colors.get('red')))
                # Ensure that the next targets are adjacent to the previous target
                elif len(player.weapon.targets) > 0:
                    tar_x, tar_y = player.weapon.targets[
                        -1]  # Get the most recent target added.
                    if abs(tar_x -
                           (cursor.x + dx)) + abs(tar_y -
                                                  (cursor.y + dy)) <= 1:
                        cursor.fly(dx, dy)
                        fov_recompute = True
                    else:
                        message_log.add_message(
                            Message('Invalid target.', colors.get('red')))

            if select:
                if len(player.weapon.targets) < player.weapon.max_targets:
                    if set_targeted(
                            game_map, cursor.x, cursor.y
                    ):  # At the moment, this always returns True. In the future, this may change.
                        fov_recompute = True
                        player.weapon.targets.append((cursor.x, cursor.y))
                else:
                    message_log.add_message(
                        Message('Targeting failed.', colors.get('red')))
Exemplo n.º 2
0
def main():
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 45

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 'BASIC'
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3

    colors = {
        'dark_wall': (0, 0, 100),
        'dark_ground': (50, 50, 150),
        'light_wall': (130, 110, 50),
        'light_ground': (200, 150, 50),
        'desaturated_green': (63, 127, 63),
        'darker_green': (0, 127, 0),
        'dark_red': (191, 0, 0)
    }

    fighter_component = Fighter(hp=30, defense=2, power=5)
    player = Entity(0, 0, '@', (255, 255, 255), 'Player', \
                    blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component)
    entities = [player]

    player_x = int(screen_width / 2)
    player_y = int(screen_height / 2)

    tdl.set_font('arial12x12.png', greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width, screen_height, title='Roguelike Tutorial Revised', \
                            renderer='GLSL')
    con = tdl.Console(screen_width, screen_height)
    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width, map_height, player, \
             entities, max_monsters_per_room, colors)

    fov_recompute = True
    game_state = GameStates.PLAYERS_TURN

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

            render_all(con, entities, player, game_map, fov_recompute,
                       root_console, screen_width, screen_height, colors)
        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
        else:
            user_input = None

        if not user_input:
            continue

        action = handle_keys(user_input)

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

        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 game_map.walkable[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
        if screenshot:
            tdl.screenshot()

        if exit:
            return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            if message:
                print(message)
            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity, colors)
                else:
                    message = kill_monster(dead_entity, colors)
                print(message)

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, 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:
                            print(message)
                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(
                                    dead_entity, colors)
                            else:
                                message = kill_monster(dead_entity, colors)
                            print(message)
                            if game_state == GameStates.PLAYER_DEAD:
                                break
                if game_state == GameStates.PLAYER_DEAD:
                    break
            else:
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 3
0
def main():
    screen_width = 80
    screen_height = 50

    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    map_width = 80
    map_height = 43

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 'BASIC'
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3

    colors = {
        'dark_wall': (0, 0, 100),
        'dark_ground': (50, 50, 150),
        'light_wall': (130, 110, 50),
        'light_ground': (200, 180, 50),
        'desaturated_green': (63, 127, 63),
        'darker_green': (0, 127, 0),
        'dark_red': (191, 0, 0),
        'white': (255, 255, 255),
        'black': (0, 0, 0),
        'red': (255, 0, 0),
        'orange': (255, 127, 0),
        'light_red': (255, 114, 114),
        'darker_red': (127, 0, 0)
    }

    fighter_component = Fighter(hp=30, defense=2, power=5)
    player = Entity(0,
                    0,
                    '@', (255, 255, 255),
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component)
    entities = [player]

    tdl.set_font('arial12x12.png', greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width,
                            screen_height,
                            title='Roguelike Tutorial Revised')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width,
             map_height, player, entities, max_monsters_per_room, colors)

    fov_recompute = True

    message_log = MessageLog(message_x, message_width, message_height)

    mouse_coordinates = (0, 0)

    game_state = GameStates.PLAYERS_TURN

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

        render_all(con, panel, entities, player, game_map, fov_recompute,
                   root_console, message_log, screen_width, screen_height,
                   bar_width, panel_height, panel_y, mouse_coordinates, colors)
        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == 'MOUSEMOTION':
                mouse_coordinates = event.cell
        else:
            user_input = None

        if not user_input:
            continue

        action = handle_keys(user_input)

        move = action.get('move')
        exit_action = action.get('exit')
        switch_fullscreen = action.get('switch_fullscreen')

        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 game_map.walkable[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

        if exit_action:
            return True

        if switch_fullscreen:
            tdl.set_fullscreen(not tdl.get_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_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, colors)
                else:
                    message = kill_monster(dead_entity, colors)

                message_log.add_message(message)

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, 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, colors)
                            else:
                                message = kill_monster(dead_entity, colors)

                            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

        if user_input.key == 'ESCAPE':
            return True
Exemplo n.º 4
0
def main():
    # Set screen dimensions
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 45

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 'BASIC'
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3

    colors = {
        'dark_wall': (0, 0, 100),
        'dark_ground': (50, 50, 150),
        'light_wall': (130, 110, 50),
        'light_ground': (200, 100, 50),
        'desaturated_green': (63, 127, 63),
        'darker_green': (0, 127, 0)
    }

    player = Entity(0, 0, '@', (255, 255, 255), 'Player', blocks=True)
    entities = [player]

    tdl.set_font("font/arial12x12.png", greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width,
                            screen_height,
                            title='Roguelike Tutorial')
    con = tdl.Console(screen_width, screen_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width,
             map_height, player, entities, max_monsters_per_room, colors)

    fov_recompute = True

    game_state = GameStates.PLAYERS_TURN

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)
        render_all(con, entities, game_map, fov_recompute, root_console,
                   screen_width, screen_height, colors)

        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
        else:
            user_input = None

        if not user_input:
            continue

        action = handle_keys(user_input)

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

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

            if game_map.walkable[destination_x, destination_y]:
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)
                if target:
                    print('You kick the ' + target.name +
                          ' in the shins, much to its annoyance!')
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        if exit:
            return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_fullscreen())

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity != player:
                    print('The ' + entity.name +
                          ' ponders the meaning of its existence.')

            game_state = GameStates.PLAYERS_TURN
Exemplo n.º 5
0
def main():
    screen_width = 80
    screen_height = 50
    map_width = 80
    map_height = 43

    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30
    max_monsters_per_room = 3

    fov_algorithm = 'BASIC'
    fov_light_walls = True
    fov_radius = 10

    colors = {
        'dark_wall': (0, 0, 100),
        'dark_ground': (50, 50, 150),
        'light_wall': (130, 110, 50),
        'light_ground': (200, 180, 50),
        'desaturated_green': (63, 127, 63),
        'darker_green': (0, 127, 0),
        'dark_red': (191, 0, 0),
        'white': (255, 255, 255),
        'black': (0, 0, 0),
        'red': (255, 0, 0),
        'orange': (255, 127, 0),
        'light_red': (255, 114, 114),
        'darker_red': (127, 0, 0),
        'violet': (127, 0, 255),
        'yellow': (255, 255, 0),
        'blue': (0, 0, 255),
        'green': (0, 255, 0)
    }

    inventory_component = Inventory(26)
    fighter_component = Fighter(hp=30, defense=2, power=5)
    player = Entity(0,
                    0,
                    '@', (255, 255, 255),
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component)
    entities = [player]
    tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width,
                            screen_height,
                            title='Roguelike 3000')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width,
             map_height, player, entities, max_monsters_per_room, colors)
    fov_recompute = True
    message_log = MessageLog(message_x, message_width, message_height)
    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    while not tdl.event.is_window_closed(
    ) and game_state != GameStates.PLAYER_DEAD:
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

        render_all(con, panel, entities, player, game_map, fov_recompute,
                   root_console, message_log, screen_width, screen_height,
                   bar_width, panel_height, panel_y, colors, game_state)

        tdl.flush()
        clear_all(con, entities)
        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
        else:
            user_input = None

        if not user_input:
            continue
        action = handle_keys(user_input, game_state)
        player_turn_results = []
        if game_state == GameStates.PLAYERS_TURN:
            if "move" in action:
                move = action["move"]
                destination_x = player.x + move[0]
                destination_y = player.y + move[1]

                if game_map.walkable[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(move[0], move[1])
                        fov_recompute = True
            elif "pickup" in action:
                for entity in entities:
                    if entity.item and entity.x == player.x and entity.y == player.y:
                        pickup_results = player.inventory.add_item(
                            entity, colors)
                        player_turn_results.extend(pickup_results)
                        break
                else:
                    message_log.add_message(
                        Message('There is nothing here to pick up.',
                                colors.get('yellow')))

            game_state = GameStates.ENEMY_TURN

        if "show_inventory" in action:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if "index_inventory" in action and previous_game_state != GameStates.PLAYER_DEAD:
            index = action["index_inventory"]
            if index < len(player.inventory.items):
                item = player.inventory.items[index]
                player_turn_results.extend(item.item.use(player))
                player.inventory.remove(index)
                game_state = previous_game_state

        if "exit" in action:
            if game_state == GameStates.SHOW_INVENTORY:
                game_state = previous_game_state
            else:
                return True

        if "fullscreen" in action:
            tdl.set_fullscreen(not tdl.get_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')

            if message:
                message_log.add_message(message)

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

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, 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, colors)
                            else:
                                message = kill_monster(dead_entity, colors)

                            message_log.add_message(message)

                    if game_state == GameStates.PLAYER_DEAD:
                        break

            else:
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 6
0
def main():
    screen_width = 80
    screen_height = 50

    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    map_width = 80
    map_height = 43

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 'BASIC'
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3
    max_items_per_room = 2

    colors = {
        'dark_wall': (32, 32, 32),
        'dark_ground': (51, 0, 0),
        'light_wall': (52, 52, 52),
        'light_ground': (101, 50, 50),
        'desaturated_green': (63, 127, 63),
        'darker_green': (0, 127, 0),
        'dark_red': (191, 0, 0),
        'white': (255, 255, 255),
        'black': (0, 0, 0),
        'red': (255, 0, 0),
        'orange': (255, 127, 0),
        'light_red': (255, 114, 114),
        'darker_red': (127, 0, 0),
        'violet': (127, 0, 255),
        'yellow': (255, 255, 0),
        'blue': (0, 0, 255),
        'green': (0, 255, 0)
    }

    fighter_component = Fighter(hp=30, defense=2, power=5)
    inventory_component = Inventory(26)
    player = Entity(0, 0, '@', (255, 255, 255), 'Player', blocks=True, render_order=RenderOrder.ACTOR,
                    fighter=fighter_component, inventory=inventory_component)
    entities = [player]

    tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width, screen_height, title='The Sorcerer of Doom')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)  # holds hp bar and message log

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities,
             max_monsters_per_room, max_items_per_room, colors)

    fov_recompute = True

    message_log = MessageLog(message_x, message_width, message_height)

    mouse_coordinates = (0, 0)

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x, player.y, fov=fov_algorithm, radius=fov_radius, light_walls=fov_light_walls)

        render_all(con, panel, entities, player, game_map, fov_recompute, root_console, message_log, screen_width,
                   screen_height, bar_width, panel_height, panel_y, mouse_coordinates, colors, game_state)
        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == 'MOUSEMOTION':
                mouse_coordinates = event.cell
        else:
            user_input = None

        if not user_input:
            continue

        action = handle_keys(user_input, game_state)

        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        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 game_map.walkable[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    # only recalc FOV when player moves

                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, colors)
                    player_turn_results.extend(pickup_results)

                    break
            else:
                message_log.add_message(Message('There is nothing here to pick up.', colors.get('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, colors))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item, colors))

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
                game_state = previous_game_state
            else:
                return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_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')

            if message:
                message_log.add_message(message)

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

                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 game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(player, 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, colors)
                            else:
                                message = kill_monster(dead_entity, colors)

                            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
Exemplo n.º 7
0
def main():
    # set main game window size
    screen_width = 80
    screen_height = 60

    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    map_width = 80
    map_height = 53

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 'PERMISSIVE'
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3

    colors = {
        'dark_wall': (26, 26, 26),
        'dark_ground': (51, 51, 51),
        'light_wall': (26, 20, 13),
        'light_ground': (51, 41, 26),
        'desaturated_green': (63, 127, 63),
        'darker_green': (0, 127, 0),
        'dark_red': (191, 0, 0),
        'white': (255, 255, 255),
        'black': (0, 0, 0),
        'red': (255, 0, 0),
        'orange': (255, 127, 0),
        'light_red': (255, 114, 114),
        'darker_red': (127, 0, 0)
    }

    fighter_component = Fighter(hp=30, defence=2, power=5)
    player = Entity(0,
                    0,
                    '@', (128, 102, 64),
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component)
    entities = [player]

    # Font differs from one in tutorial as I use this ti work in REXpaint
    tdl.set_font('cp437_12x12.png', greyscale=True, altLayout=False)

    # Main game window
    root_console = tdl.init(screen_width,
                            screen_height,
                            title='MFRL revised tutorial')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width,
             map_height, player, entities, max_monsters_per_room, colors)

    fov_recompute = True

    message_log = MessageLog(message_x, message_width, message_height)

    mouse_coordinates = (0, 0)

    game_state = GameStates.PLAYERS_TURN

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

        render_all(con, panel, entities, player, game_map, fov_recompute,
                   root_console, message_log, screen_width, screen_height,
                   bar_width, panel_height, panel_y, mouse_coordinates, colors)

        # And draw it all
        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == 'MOUSEMOTION':
                mouse_coordinates = event.cell
        else:
            user_input = None
        '''
        As in tutorial:
        Python has a lesser-known feature where you can put an 'else' statement
        after a for loop, and that else statement only executes
        if we didn't break out of the loop!
        So in this scenario, if we didn't encounter any 'KEYDOWN' event,
        then we set user_input to None by default.
        '''

        if not user_input:
            continue

        action = handle_keys(user_input)

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

        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 game_map.walkable[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

        if exit_game:
            return True  # Exit main loop and the game

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_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, colors)
                else:
                    message = kill_monster(dead_entity, colors)

                message_log.add_message(message)

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, 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, colors)
                            else:
                                message = kill_monster(dead_entity, colors)

                            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
Exemplo n.º 8
0
def main():
    screen_width = 80
    screen_height = 50
    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    map_width = 80
    map_height = 43

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = 'DIAMOND'
    fov_light_walls = True
    fov_radius = 5

    max_monsters_per_room = 3
    max_items_per_room = 2

    colors = {
        'dark_wall': RGB.THISTLE,
        'dark_ground': RGB.THISTLE4,
        'light_wall': RGB.THISTLE1,
        'light_ground': RGB.THISTLE3,
        'desaturated_green': RGB.OLIVE,
        'darker_green': RGB.OLIVEDRAB,
        'dark_red': RGB.MISTYROSE1,
        'white': RGB.SGIGRAY96,
        'black': RGB.SGIGRAY12,
        'red': RGB.RED3,
        'orange': RGB.RAWSIENNA,
        'light_red': RGB.RED1,
        'darker_red': RGB.INDIANRED3,
        'violet': RGB.RASPBERRY,
        'yellow': RGB.YELLOW1,
        'blue': RGB.COBALT,
        'green': RGB.COBALTGREEN,
        'light_cyan': RGB.LIGHTSTEELBLUE,
        'light_pink': RGB.HOTPINK1
    }

    fighter_component = Fighter(hp=30, defense=2, power=5)
    inventory_component = Inventory(26)
    player = Entity(0,
                    0,
                    '@', (255, 255, 255),
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component)
    entities = [player]

    tdl.set_font('celtic_garamond_10x10_gs_tc.png',
                 greyscale=True,
                 altLayout=True)

    root_console = tdl.init(screen_width,
                            screen_height,
                            title='Roguelike Tutorial Revised')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width,
             map_height, player, entities, max_monsters_per_room,
             max_items_per_room, colors)

    fov_recompute = True

    message_log = MessageLog(message_x, message_width, message_height)

    mouse_coordinates = (0, 0)

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

        render_all(con, panel, entities, player, game_map, fov_recompute,
                   root_console, message_log, screen_width, screen_height,
                   bar_width, panel_height, panel_y, mouse_coordinates, colors,
                   game_state)
        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == 'MOUSEMOTION':
                mouse_coordinates = event.cell
            elif event.type == 'MOUSEDOWN':
                user_mouse_input = event
                break
        else:
            user_input = None
            user_mouse_input = None

        if not (user_input or user_mouse_input):
            continue

        action = handle_keys(user_input, game_state)
        mouse_action = handle_mouse(user_mouse_input)

        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        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 game_map.walkable[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 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, colors)
                    player_turn_results.extend(pickup_results)

                    break
            else:
                message_log.add_message(
                    Message('There is nothing here to pick up.',
                            colors.get('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,
                                         colors,
                                         entities=entities,
                                         game_map=game_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(
                    player.inventory.drop_item(item, colors))

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY):
                game_state = previous_game_state
            else:
                return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_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')

            if message:
                message_log.add_message(message)

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

                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 game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, 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, colors)
                            else:
                                message = kill_monster(dead_entity, colors)

                            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
Exemplo n.º 9
0
def main():
    screen_width = 80
    screen_height = 50

    bar_width = 20
    panel_height = 7
    panel_y = screen_height - panel_height

    message_x = bar_width + 2
    message_width = screen_width - bar_width - 2
    message_height = panel_height - 1

    map_width = 80
    map_height = 43

    room_max_size = 10
    room_min_size = 6
    max_rooms = 30

    fov_algorithm = "BASIC"
    fov_light_walls = True
    fov_radius = 10

    max_monsters_per_room = 3
    max_items_per_room = 5

    colors = {
        "dark_wall": (0, 0, 100),
        "dark_ground": (50, 50, 150),
        "light_wall": (130, 110, 50),
        "light_ground": (200, 180, 50),
        "desaturated_green": (63, 127, 63),
        "darker_green": (0, 127, 0),
        "dark_red": (191, 0, 0),
        "white": (255, 255, 255),
        "black": (0, 0, 0),
        "red": (255, 0, 0),
        "orange": (255, 127, 0),
        "light_red": (255, 114, 114),
        "darker_red": (127, 0, 0),
        "violet": (127, 0, 255),
        "yellow": (255, 255, 0),
        "blue": (0, 0, 255),
        "green": (0, 255, 0),
        "light_cyan": (114, 255, 255),
        "light_pink": (255, 114, 184),
    }

    fighter_component = Fighter(hp=30, defense=2, power=5)
    inventory_component = Inventory(26)
    player = Entity(0,
                    0,
                    "@", (255, 255, 255),
                    "player",
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component)
    entities = [player]

    tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)

    root_console = tdl.init(screen_width,
                            screen_height,
                            title='Roguelike Tutorial Revised')
    con = tdl.Console(screen_width, screen_height)
    panel = tdl.Console(screen_width, panel_height)

    game_map = GameMap(map_width, map_height)
    make_map(game_map, max_rooms, room_min_size, room_max_size, map_width,
             map_height, player, entities, max_monsters_per_room,
             max_items_per_room, colors)

    fov_recompute = True

    message_log = MessageLog(message_x, message_width, message_height)

    mouse_coordinates = (0, 0)
    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_entity = None

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=fov_algorithm,
                                 radius=fov_radius,
                                 light_walls=fov_light_walls)

        render_all(con, panel, entities, player, game_map, fov_recompute,
                   root_console, message_log, screen_width, screen_height,
                   bar_width, panel_height, panel_y, mouse_coordinates, colors,
                   game_state)

        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == "MOUSEMOTION":
                mouse_coordinates = event.cell
            elif event.type == "MOUSEDOWN":
                user_mouse_input = event
                break
        else:
            user_input = None
            user_mouse_input = None

        if not (user_input or user_mouse_input):
            continue

        action = handle_keys(user_input, game_state)
        mouse_action = handle_mouse(user_mouse_input)

        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get("show_inventory")
        drop_inventory = action.get("drop_inventory")
        inventory_index = action.get("inventory_index")
        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 game_map.walkable[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 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, colors)
                    player_turn_results.extend(pickup_results)

                    break
            else:
                message_log.add_message(
                    Message("There is nothing to pick up",
                            colors.get("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,
                                         colors,
                                         entities=entities,
                                         game_map=game_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(
                    player.inventory.drop_item(item, colors))

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click
                item_use_results = player.inventory.use(targeting_item,
                                                        colors,
                                                        entities=entities,
                                                        game_map=game_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({"targeting_canceled": True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({"targeting_canceled": True})
            else:
                return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_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")
            targeting = player_turn_result.get("targeting")
            targeting_canceled = player_turn_result.get("targeting_canceled")

            if message:
                message_log.add_message(message)

            if targeting_canceled:
                game_state = previous_game_state

                message_log.add_message(Message("Targeting canceled"))

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

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

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity != player:
                    if entity.ai:
                        enemy_turn_results = entity.ai.take_turn(
                            player, 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, colors)
                                else:
                                    message = kill_monster(dead_entity, colors)

                                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