Exemplo n.º 1
0
def new_game(name):
    """ Creates and populates a new map, including the player,
        and begins the game.
    """

    # initializes the first floor of the dungeon
    globals.map = dungeon.assign_map(MAP_WIDTH, MAP_HEIGHT, MAX_FEATURES, ROOM_CHANCE, DOOR_CHANCE, globals.map)
    # initializes the player object (mobile)
    globals.player = objs.Mobile("@", "burnsand", 0, 0, name, description="You")
    globals.player.slots = {
        "head": None,
        "neck": None,
        "shoulders": None,
        "hands": None,
        "wield": None,
        "offhand": None,
        "chest": None,
        "waist": None,
        "legs": None,
        "feet": None,
    }
    # initializes list of mobiles and adds the player (will be mobiles later)
    globals.mobiles = []
    globals.mobiles.append(globals.player)
    globals.things = []
    populate_map()
    utils.message("Welcome to Steam Rogue! Good luck traversing the pits!", "seagull")
    play_game()
Exemplo n.º 2
0
def load_game():
    """ Loads pertinent data from a saved game. """
    file = shelve.open("savegame.txt", "r")
    globals.map = file["map"]
    globals.mobiles = file["mobiles"]
    globals.things = file["things"]
    globals.player = globals.mobiles[file["player_index"]]
    globals.game_msgs = file["game_msgs"]
    file.close()
    utils.message("Welcome back!", "white")
    play_game()
Exemplo n.º 3
0
def play_game():
    """ Main game function. Controls everything else. """
    while True:
        globals.player.calculate_fov()
        render_messages()
        render_window()
        for mobile in globals.mobiles:
            mobile.check_for_items()
            if mobile is not globals.player:
                mobile.take_turn()
            else:
                turn_taken = False
                while turn_taken == False:
                    turn_taken = handle_keys()
                    if globals.player.dead == True:
                        utils.message("Game over! Try Again!")
                        render_messages()
                        pyc.waitforkeypress()
                        pyc.waitforkeypress()
                        main_menu()
                        break
                    render_messages()
Exemplo n.º 4
0
def game_menu(title, choices):
    """ Presents a list of items and returns a choice. """
    char = "a"
    cy = 10
    options = {}

    win.fill(" ", fgcolor="black", region=(30, 5, SCREEN_WIDTH - 60, SCREEN_HEIGHT - 10))
    win.write(title, x=35, y=7)
    if len(choices) < 26:
        for choice in choices:
            options.update({char: choice})
            win.write(char + ": " + choice.name, 35, cy)
            cy = cy + 1
            char = chr(ord(char) + 1)
    else:
        # TODO handle lists bigger than 26 items.
        utils.message("Too many items. Will be fixed later.")
        return "None"

    win.write("*: Exit", 35, cy)
    cy = cy + 1
    win.update()
    pyc.waitforkeypress()
    while True:
        ans = pyc.waitforkeypress()
        if ans is not None:
            ans = ans.lower()
        if ans in options:
            render_window()
            win.update()
            return options[ans]
        elif ans == "*":
            render_window()
            win.update()
            return "None"
        else:
            win.write("That is not a viable option.", 35, cy)
            win.update()
Exemplo n.º 5
0
def handle_keys():
    """ Waits for a key to be pressed and handles it. Returns False if
        an action has not been taken, True if it has. This will be
        replaced by a time system later.
    """
    while True:
        for event in pygame.event.get():
            # exits the game if need be
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                pygame.quit()
                sys.exit()
            # handles keyboard input
            elif event.type == KEYDOWN:
                keys = pygame.key.get_pressed()
                if keys[K_KP8] or keys[K_UP]:
                    return globals.player.move_or_interact(0, -1)
                if keys[K_KP9]:
                    return globals.player.move_or_interact(1, -1)
                if keys[K_KP6] or keys[K_RIGHT]:
                    return globals.player.move_or_interact(1, 0)
                if keys[K_KP3]:
                    return globals.player.move_or_interact(1, 1)
                if keys[K_DOWN] or keys[K_KP2]:
                    return globals.player.move_or_interact(0, 1)
                if keys[K_KP1]:
                    return globals.player.move_or_interact(-1, 1)
                if keys[K_LEFT] or keys[K_KP4]:
                    return globals.player.move_or_interact(-1, 0)
                if keys[K_KP7]:
                    return globals.player.move_or_interact(-1, -1)
                if keys[K_KP5]:
                    return globals.player.pass_turn()

                if (keys[K_LSHIFT] or keys[K_RSHIFT]) and keys[K_s]:
                    save_game()
                    utils.message("Game saved... press any key to" + " return to the main menu.")
                    render_window()
                    pyc.waitforkeypress()
                    pyc.waitforkeypress()
                    main_menu()

                # If "<" and on an up staircase
                if ((keys[K_LSHIFT] or keys[K_RSHIFT]) and keys[K_COMMA]) and globals.map[globals.player.x][
                    globals.player.y
                ].char == "<":
                    utils.message("Hit 'Esc' if you want to exit the game.")
                    return False

                # If ">" and on a down staircase
                if ((keys[K_LSHIFT] or keys[K_RSHIFT]) and keys[K_PERIOD]) and globals.map[globals.player.x][
                    globals.player.y
                ].char == ">":
                    utils.message("Other floors are currently " + " under construction")
                    return False

                # If "," or "g" attempt to pick up an item
                if keys[K_COMMA] or keys[K_g]:
                    if len(globals.player.items_on_tile) == 0:
                        utils.message("There's nothing there.")
                        return False
                    elif len(globals.player.items_on_tile) > 1:
                        my_choice = game_menu("Choose an item to pick up.", globals.player.items_on_tile)
                        if my_choice == "None":
                            utils.message("Well fine then.")
                        else:
                            return globals.player.pick_up_item(my_choice)
                    else:
                        for thing in globals.things:
                            if thing.x == globals.player.x and thing.y == globals.player.y:
                                item = thing
                        return globals.player.pick_up_item(item)

                # if "d", attempt to drop an item
                if keys[K_d]:
                    if len(globals.player.inventory) == 0:
                        utils.message("You have no items to drop.")
                        return False
                    else:
                        my_choice = game_menu("Choose an item to drop.", globals.player.inventory)
                        if my_choice == "None":
                            utils.message("Well fine then.")
                        else:
                            return globals.player.drop_item(my_choice)

                # If "i", open inventory screen
                if keys[K_i]:
                    if len(globals.player.inventory) == 0:
                        utils.message("Inventory is Empty.")
                        return False
                    else:
                        my_choice = game_menu("Inventory", globals.player.inventory)
                        if my_choice == "None":
                            utils.message("Okay.")
                        else:
                            utils.message(my_choice.description)
                            utils.message(my_choice.name)
                        return False

                # If "u", attempt to use an item
                if keys[K_u]:
                    if len(globals.player.inventory) == 0:
                        utils.message("You don't have any items to use!")
                        return False
                    else:
                        my_choice = game_menu("Inventory", globals.player.inventory)
                        if my_choice == "None":
                            utils.message("Okay.")
                            return False
                        else:
                            globals.player.use_item(my_choice)
                            return True

                # If "w", attempt to wield a weapon
                if keys[K_w]:
                    if len(globals.player.inventory) == 0:
                        utils.message("You don't have any items to equip!")
                    else:
                        my_choice = game_menu("Choose an item to equip.", globals.player.inventory)
                        if my_choice == "None":
                            utils.message("Okay.")
                            return False
                        else:
                            return globals.player.wield_item(my_choice)

                # If "e", attempt to equip some armor
                if keys[K_e]:
                    if len(globals.player.inventory) == 0:
                        utils.message("You don't have any items to equip!")
                    else:
                        my_choice = game_menu("Choose an item to equip.", globals.player.inventory)
                        if my_choice == "None":
                            utils.message("Okay.")
                            return False
                        else:
                            return globals.player.equip_item(my_choice)

            pygame.event.clear()
            keys = []