def main_menu():
    """ Display the main menu and wait for input """
    render.animate_background('main_menu', 0.5)

    while not libtcod.console_is_window_closed():
        #show the background image, at twice the regular console resolution

        choice = render.menu('', ['New game', 'Continue', 'Quit'],
                             24,
                             center=True,
                             alpha=0,
                             xOffset=18,
                             yOffset=12)

        if choice == 0:
            new_game()
        elif choice == 1:
            try:
                save.load_game()
            except:
                render.menu('Couldnt load savegame.', ["ok"], 24)
                continue
            play_game()
        elif choice == 2:
            save.save_game()
            raise SystemExit
Exemplo n.º 2
0
def new_game():
	""" |  Start a new game
		|  Create a map, FOV Map and print Welcome Mesage
	"""
	from charactercreation import create_character
	from spawn import spawn_player

	gvar.game = gvar.Game()
	gvar.game.init_world()
	spawn_player([gvar.game.world.worldspace, 0])

	initialize_fov()
	color = libtcod.color_lerp(libtcod.white, libtcod.red, 0.9)
	render.message('Welcome, Child of the Unconquered Sun.', color)
	render.animate_background('main_menu', 0.5, reverse=True)
	ch = create_character()
	if ch == 'exit':
		main_menu()
	play_game()
def new_game():
    """ |  Start a new game
		|  Create a map, FOV Map and print Welcome Mesage
	"""
    from charactercreation import create_character
    from spawn import spawn_player

    gvar.game = gvar.Game()
    gvar.game.init_world()
    spawn_player([gvar.game.world.worldspace, 0])

    initialize_fov()
    color = libtcod.color_lerp(libtcod.white, libtcod.red, 0.9)
    render.message('Welcome, Child of the Unconquered Sun.', color)
    render.animate_background('main_menu', 0.5, reverse=True)
    ch = create_character()
    if ch == 'exit':
        main_menu()
    play_game()
Exemplo n.º 4
0
def main_menu():
	""" Display the main menu and wait for input """
	render.animate_background('main_menu', 0.5)

	while not libtcod.console_is_window_closed():
		#show the background image, at twice the regular console resolution

		choice = render.menu('', ['New game', 'Continue', 'Quit'], 24, center=True, alpha=0, xOffset=18, yOffset=12)

		if choice == 0:
			new_game()
		elif choice == 1:
			try:
				save.load_game()
			except:
				render.menu('Couldnt load savegame.', ["ok"], 24)
				continue
			play_game()
		elif choice == 2:
			save.save_game()
			raise SystemExit
def distribute_attributes():
    """ |  Shows a menu for distributing attribute points
		|  and continue until attribute points are depleted
	"""
    from render import menu, menu_supplement, animate_background

    animate_background("attributes", .6)
    attributes_points = 6
    reset_attributes()
    while attributes_points > 0:
        libtcod.console_clear(gvar.window)

        #Rendered Output
        menu_supplement(
            "Points remaining: " + chr(246) * attributes_points + chr(9) *
            (6 - attributes_points), 5, gvar.SCREEN_HEIGHT - 5)
        i = 0
        for attribute in ["STR", "DEX", "STA"]:
            menu_supplement("PHYSICAL", 12, 9)
            menu_supplement(chr(65 + i) + " - " + attribute, 9, 12 + i)
            attributes = gvar.game.player.fighter.get_attributes('physical')
            attribute_score = attributes[i]
            for o in range(attribute_score):
                menu_supplement(chr(246), 18 + o, 12 + i)
            for u in range(5 - attribute_score):
                menu_supplement(chr(9), 18 + attribute_score + u, 12 + i)
            i += 1

        menu_supplement("SOCIAL", 36, 9)
        menu_supplement("coming soon", 34, 12)

        i = 0
        for attribute in ["PER", "INT", "WIT"]:
            menu_supplement("MENTAL", 59, 9)
            menu_supplement(chr(68 + i) + " - " + attribute, 56, 12 + i)
            attributes = gvar.game.player.fighter.get_attributes('mental')
            attribute_score = attributes[i]
            for o in range(attribute_score):
                menu_supplement(chr(246), 65 + o, 12 + i)
            for u in range(5 - attribute_score):
                menu_supplement(chr(9), 65 + attribute_score + u, 12 + i)
            i += 1

        # Dummy Menu
        attributes_choice = menu("", ["", "", "", "", "", ""],
                                 gvar.SCREEN_WIDTH,
                                 alpha=0,
                                 flush=False,
                                 hidden=True)

        if attributes_choice == 0 and gvar.game.player.fighter.strength < 5:
            gvar.game.player.fighter.strength += 1
        elif attributes_choice == 1 and gvar.game.player.fighter.dexterity < 5:
            gvar.game.player.fighter.dexterity += 1
        elif attributes_choice == 2 and gvar.game.player.fighter.stamina < 5:
            gvar.game.player.fighter.stamina += 1
        elif attributes_choice == 3 and gvar.game.player.fighter.perception < 5:
            gvar.game.player.fighter.perception += 1
        elif attributes_choice == 4 and gvar.game.player.fighter.intelligence < 5:
            gvar.game.player.fighter.intelligence += 1
        elif attributes_choice == 5 and gvar.game.player.fighter.wits < 5:
            gvar.game.player.fighter.wits += 1
        elif attributes_choice == 'exit':
            return 'exit'
        else:
            continue
        attributes_points -= 1
def distribute_skills():
    """ |  Shows a menu to distribute skill points
		|  until skill points are depleted
		|  resetting skill points to prevent cheating
		|  Not all skills are listed here yet, because not all skills are implemented
	"""
    from render import menu, menu_supplement, animate_background

    animate_background("abilities", .6)

    for skill in gvar.game.player.fighter.skills:  # Reset Skill points
        gvar.game.player.fighter.skills[skill] = 0
    skill_points = 10  # Points to be distributed
    skill_limit = 3  # Maximum skill level
    skills = [
        'Martial-Arts',  # Available Skills
        'Melee',
        'Archery',
        'Athletics',
        'Awareness',
        'Dodge',
        'Resistance',
        'Medicine'
    ]
    descriptions = []
    for skill in skills:
        descriptions.append(0)
    while skill_points > 0:

        #Rendered Output
        menu_supplement(
            "Points remaining: " + chr(246) * skill_points + chr(9) *
            (10 - skill_points), 5, gvar.SCREEN_HEIGHT - 5)

        i = 0
        for skill in skills:
            menu_supplement(chr(65 + i) + " - " + skill, 20, 12 + i)
            skill_score = gvar.game.player.fighter.skills[skill]
            for o in range(skill_score):
                menu_supplement(chr(246), 39 + o, 12 + i)
            for u in range(5 - skill_score):
                menu_supplement(chr(9), 39 + skill_score + u, 12 + i)
            i += 1

        # Dummy Menu
        skill_choice = menu("", ["", "", "", "", "", "", "", ""],
                            gvar.SCREEN_WIDTH,
                            alpha=0,
                            flush=False,
                            hidden=True)

        if skill_choice == 'exit':
            skill_points = 0
            return 'exit'
            break
        elif skill_choice >= 0 and skill_choice < len(skills):
            if gvar.game.player.fighter.skills[skills[skill_choice]] < 3:
                gvar.game.player.fighter.skills[skills[skill_choice]] += 1
            else:
                continue
        else:
            continue
        skill_points -= 1