Exemplo n.º 1
0
def new_game():
    """
    Starts a new game, with a default player on level 1 of the dungeon.
    Returns the player object.
    """
    # Must initialize the log before we do anything that might emit a message.
    log.init()

    fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, death_function=player_death)
    player = Object(algebra.Location(0, 0), '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
    player.inventory = []
    player.level = 1
    player.game_state = 'playing'
    # True if there's a (hostile) fighter in FOV
    player.endangered = False

    obj = miscellany.dagger()
    player.inventory.append(obj)
    actions.equip(player, obj.equipment, False)
    obj.always_visible = True

    cartographer.make_map(player, 1)
    renderer.clear_console()
    renderer.update_camera(player)

    log.message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
    log.message('Press ? or F1 for help.')

    return player
Exemplo n.º 2
0
def next_level(player, portal):
    """
    Advance to the next level (changing player.current_map).
    Heals the player 50%.
    Returns the Map of the new level.
    """
    actions.heal(player.fighter, player.fighter.max_hp / 2)
    old_map = player.current_map
    generator = portal.generator
    need_stairs = generator(player, player.current_map.dungeon_level + 1)
    renderer.clear_console()
    renderer.update_camera(player)

    if need_stairs:
        stairs = Object(player.pos,
                        '>',
                        'stairs up',
                        libtcod.white,
                        always_visible=True)
        stairs.destination = old_map
        stairs.dest_position = portal.pos
        player.current_map.objects.insert(0, stairs)
        player.current_map.portals.insert(0, stairs)

    return player.current_map
Exemplo n.º 3
0
def revisit_level(player, portal):
    """
    Return to a level the player has previously visited (changing player.current_map).
    Does *not* heal the player.
    """
    player.current_map = portal.destination
    player.pos = portal.dest_position
    # Call to initialize_fov() should be redundant but in practice seems to have
    # worked around an intermittent bug.
    player.current_map.initialize_fov()
    player.current_map.fov_needs_recompute = True
    renderer.update_camera(player)
    renderer.clear_console()
Exemplo n.º 4
0
def revisit_level(player, portal):
    """
    Return to a level the player has previously visited (changing player.current_map).
    Does *not* heal the player.
    """
    player.current_map = portal.destination
    player.pos = portal.dest_position
    # Call to initialize_fov() should be redundant but in practice seems to have
    # worked around an intermittent bug.
    player.current_map.initialize_fov()
    player.current_map.fov_needs_recompute = True
    renderer.update_camera(player)
    renderer.clear_console()
Exemplo n.º 5
0
def next_level(player, portal):
    """
    Advance to the next level (changing player.current_map).
    Heals the player 50%.
    Returns the Map of the new level.
    """
    actions.heal(player.fighter, player.fighter.max_hp / 2)
    old_map = player.current_map
    generator = portal.generator
    need_stairs = generator(player, player.current_map.dungeon_level + 1)
    renderer.clear_console()
    renderer.update_camera(player)

    if need_stairs:
        stairs = Object(player.pos, '>', 'stairs up', libtcod.white, always_visible=True)
        stairs.destination = old_map
        stairs.dest_position = portal.pos
        player.current_map.objects.insert(0, stairs)
        player.current_map.portals.insert(0, stairs)

    return player.current_map
Exemplo n.º 6
0
def new_game():
    fighter_component = components.Fighter(hp=30,
                                           defence=2,
                                           power=5,
                                           death_function=player_death)
    player = components.Entity(0,
                               0,
                               'player',
                               config.TILE_PLAYER,
                               libtcodpy.white,
                               is_walkable=False,
                               fighter=fighter_component)
    player.inventory = []
    player.inventory_size = 26
    player.game_state = 'playing'
    log.init()
    log.add_message("You awaken in a vault.")
    player.current_map = mapmaker.make_map(player)
    renderer.clear_console()

    return player
Exemplo n.º 7
0
def next_level(player, portal):
    """
    Advance to the next level (changing player.current_map).
    Heals the player 50%.
    Returns the Map of the new level.
    """
    log.message('You take a moment to rest, and recover your strength.', libtcod.light_violet)
    actions.heal(player.fighter, player.fighter.max_hp / 2)

    log.message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red)
    old_map = player.current_map
    cartographer.make_map(player, player.current_map.dungeon_level + 1)
    renderer.clear_console()
    renderer.update_camera(player)

    # Create the up stairs at the current position.
    stairs = Object(player.pos, '>', 'stairs up', libtcod.white, always_visible=True)
    stairs.destination = old_map
    stairs.dest_position = portal.pos
    player.current_map.objects.insert(0, stairs)
    player.current_map.portals.insert(0, stairs)

    return player.current_map