/
Main.py
1204 lines (969 loc) · 42.6 KB
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Main.py
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import math
import textwrap
import shelve
import datetime
import libtcodpy as libtcod
#=====#
#Setup#
#=====#
#Screen
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
LIMIT_FPS = 10
LEVEL_SCREEN_WIDTH = 40
CHARACTER_SCREEN_WIDTH = 30
#Map
MAP_WIDTH = 80
MAP_HEIGHT = 43
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 3
MAX_ROOM_ITEMS = 2
#Field of View
FOV_ALGO = 0
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
#map colors
color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
#game font
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
#sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
INVENTORY_WIDTH = 50
#==========#
#Item Stats#
#==========#
#bandage heal amount
HEAL_AMOUNT = 3
#wild shot range
WILD_SHOT_DAMAGE = 20
WILD_SHOT_RANGE = 5
GERNADE_RADIUS = 3
GERNADE_DAMAGE = 12
#============#
#Player stats#
#============#
#experience and level-ups
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
#============#
#Object Class#
#============#
class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, name, color, blocks=False, always_visible=False, fighter=None, ai=None, item=None, flame=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.always_visible = always_visible
self.flame =flame
if self.flame:
self.flame.owner = self
self.fighter = fighter
if self.fighter: #let the fighter component know who owns it
self.fighter.owner = self
self.ai = ai
if self.ai: #let the AI component know who owns it
self.ai.owner = self
self.item = item
if self.item: #let the Item component know who owns it
self.item.owner = self
#move by the given amount, if the destination is not blocked
def move(self, dx, dy):
if not map[self.x + dx][self.y + dy].blocked or dx==0 and dy==0:
self.x += dx
self.y += dy
#vector from this object to the target, and distance
def move_towards(self, target_x, target_y):
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
#normalize it to length 1 (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
moved = False
if not is_blocked(dx + self.x, dy + self.y):
if moved is not True:
self.move(dx, dy)
moved = True
if not is_blocked(self.x, dy+self.y):
if moved is not True:
self.move(0,dy)
moved = True
if not is_blocked(dx + self.x, self.y):
if moved is not True:
self.move(dx,0)
moved = True
dx = target_x - self.x
dy = target_y - self.y
dx = int(math.ceil(dx / distance))
dy = int(math.ceil(dy / distance))
if not is_blocked(dx + self.x, dy + self.y):
if moved is not True:
self.move(dx, dy)
moved = True
if not is_blocked(self.x, dy+self.y):
if moved is not True:
self.move(0,dy)
moved = True
if not is_blocked(dx + self.x, self.y):
if moved is not True:
self.move(dx,0)
moved = True
dx = target_x - self.x
dy = target_y - self.y
dx = int(math.floor(dx / distance))
dy = int(math.floor(dy / distance))
if not is_blocked(dx + self.x, dy + self.y):
if moved is not True:
self.move(dx, dy)
moved = True
if not is_blocked(self.x, dy+self.y):
if moved is not True:
self.move(0,dy)
moved = True
if not is_blocked(dx + self.x, self.y):
if moved is not True:
self.move(dx,0)
moved = True
#return the distance to another object
def distance_to(self, other):
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
#return the distance to some coordinates
def distance(self, x, y):
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def draw(self):
#only show if it's visible to the player
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
(self.always_visible and map[self.x][self.y].explored)):
#set the color and then draw the character that represents this object at its position
libtcod.console_set_foreground_color(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
#make this object be drawn first, so all others appear above it if they're in the same tile.
def send_to_back(self):
global objects
objects.remove(self)
objects.insert(0, self)
#erase the character that represents this object
def clear(self):
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
#===============================#
#Object Functions and SubClasses#
#===============================#
def closest_monster(max_range):
#find closest enemy, up to a maximum range, and in the player's FOV
closest_enemy = None
closest_dist = max_range + 1 #start with (slightly more than) maximum range
for object in objects:
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
#calculate distance between this object and the player
dist = player.distance_to(object)
if dist < closest_dist: #it's closer, so remember it
closest_enemy = object
closest_dist = dist
return closest_enemy
def target_monster(max_range=None):
#returns a clicked monster inside FOV up to a range, or None if right-clicked
while True:
(x, y) = target_tile(max_range)
if x is None: #player cancelled
return None
#return the first clicked monster, otherwise continue looping
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
class Flame:
def __init__(self, duration, heat, spread):
self.max_duration = duration
self.duration = duration
self.heat = heat
self.spread = spread
def take_turn(self):
flame = self.owner
if self.duration > 0:
self.duration -= 1
#damage anything thats on the flame
for object in objects:
if object.fighter and object.x == flame.x and object.y == flame.y:
object.fighter.take_damage(self.heat, "FIRE! FIRE EVERYWHERE!")
message('Flames burn ' + object.name + ' for ' + str(self.heat) + ' hit points.', libtcod.red)
#randomly spread fire
new_flames = libtcod.random_get_int(0, 0, self.spread)
new_flames = new_flames/2
while new_flames > 0:
x = libtcod.random_get_int(0, -1, 1)
y = libtcod.random_get_int(0, -1, 1)
x = flame.x + x
y = flame.y + y
new_flames = new_flames - 1
if not is_blocked(x,y):
fire_spread_prevention = libtcod.random_get_int(0, 1, 3)
flame_component = Flame( duration=3, heat=5, spread=(self.spread/fire_spread_prevention))
fire = Object(x, y, ',', 'flame', libtcod.red, blocks=False, flame = flame_component)
objects.append(fire)
else:
objects.remove(flame)
class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, defense, power,xp, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function
self.xp = xp
def attack(self, target):
#a simple formula for attack damage
damage = self.power - target.fighter.defense
if damage > 0:
#make the target take some damage
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage, self.owner.name)
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def take_damage(self, damage, damager=None):
#apply damage if possible
if damage > 0:
self.hp -= damage
#check for death. if there's a death function, call it
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner, damager)
if self.owner != player:
player.fighter.xp += self.xp
def heal(self, amount):
#heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
class BasicMonster:
#AI for a basic monster.
global alert_level
def take_turn(self):
#a basic monster takes its turn. If you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y) or monster.distance_to(player) <= alert_level:
#move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
Object.clear(self.owner)
#close enough, attack! (if the player is still alive.)
#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
def check_level_up():
#see if the player's experience is enough to level-up
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
if player.fighter.xp >= level_up_xp:
#it is! level up
player.level += 1
player.fighter.xp -= level_up_xp
message('Your battle skills grow stronger! You reached level ' + str(player.level) + '!', libtcod.yellow)
choice = None
while choice == None: #keep asking until a choice is made
choice = menu('Level up! Choose a stat to raise:\n',
['Constitution (+20 HP, from ' + str(player.fighter.max_hp) + ')',
'Strength (+1 attack, from ' + str(player.fighter.power) + ')',
'Agility (+1 defense, from ' + str(player.fighter.defense) + ')'], LEVEL_SCREEN_WIDTH)
if choice == 0:
player.fighter.max_hp += 20
player.fighter.hp += 20
elif choice == 1:
player.fighter.power += 1
elif choice == 2:
player.fighter.defense += 1
def player_death(player, cause):
#the game ended!
global game_state
message ("And then John was a zombie...", color = libtcod.red)
message ("Press 'r' to try again", color = libtcod.light_red)
game_state = 'dead'
score_board(cause)
#for added effect, transform the player into a corpse!
player.char = '%'
player.color = libtcod.dark_red
def monster_death(monster, cause):
#transform it into a nasty corpse! it doesn't block, can't be
#attacked and doesn't move
message('The ' + monster.name + ' is dead! You gain ' + str(monster.fighter.xp) + ' experience points.', libtcod.orange)
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
class Item:
#an item that can be picked up and used.
def __init__(self, use_function=None):
self.use_function = use_function
def pick_up(self):
#add to the player's inventory and remove from the map
if len(inventory) >= 26:
message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
def use(self):
#just call the "use_function" if it is defined
if self.use_function is None:
message('The ' + self.owner.name + ' cannot be used.')
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner) #destroy after use, unless it was cancelled for some reason
def drop(self):
#add to the map and remove from the player's inventory. also, place it at the player's coordinates
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
#==========#
#Tile Class#
#==========#
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
#all tiles start unexplored
self.explored = False
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
#=============#
#Map Generator#
#=============#
def make_map():
global map, objects, stairs
#the list of objects with just the player
objects = [player]
#fill map with "blocked" tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
#random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
#"Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
#run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
#this means there are no intersections, so this room is valid
#"paint" it to the map's tiles
create_room(new_room)
#add some contents to this room, such as monsters
place_objects(new_room)
#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
if num_rooms == 0:
#this is the first room, where the player starts at
if not is_blocked(new_x,new_y):
player.x = new_x
player.y = new_y
elif not is_blocked(new_x + 1,new_y):
player.x = new_x + 1
player.y = new_y
elif not is_blocked(new_x - 1,new_y):
player.x = new_x - 1
player.y = new_y
elif not is_blocked(new_x,new_y + 1):
player.x = new_x
player.y = new_y + 1
elif not is_blocked(new_x,new_y - 1):
player.x = new_x + 1
player.y = new_y - 1
else:
#all rooms after the first:
#connect it to the previous room with a tunnel
#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()
#draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
#first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
#first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
#create stairs at the center of the last room
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True)
objects.append(stairs)
class Rect:
#a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)
def intersect(self, other):
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
def create_h_tunnel(x1, x2, y):
global map
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_room(room):
global map
#go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def place_objects(room):
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting a weak zombie
#create a weak zombie
fighter_component = Fighter(hp=10, defense=dungeon_level, power=3 + (dungeon_level/2) , death_function = monster_death, xp = 35 + (10*dungeon_level))
ai_component = BasicMonster()
monster = Object(x, y, 'z', 'Weak Zombie', libtcod.desaturated_green, blocks=True,
fighter = fighter_component, ai = ai_component)
else:
#create a Strong Zombie
fighter_component = Fighter(hp=15, defense=1 + ((dungeon_level*2)/3), power=3 + ((dungeon_level*2)/3), death_function = monster_death, xp = 75+(15*dungeon_level))
ai_component = BasicMonster()
monster = Object(x, y, 'Z', 'Strong Zombie', libtcod.darker_green, blocks=True,
fighter = fighter_component, ai = ai_component)
objects.append(monster)
#choose random number of items
num_items = libtcod.random_get_int(0, 0, MAX_ROOM_ITEMS)
for i in range(num_items):
#choose random spot for this item
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
dice = libtcod.random_get_int(0, 0, 100)
if dice < 65:
#create a bandage (65% chance)
item_component = Item(use_function=use_bandage)
item = Object(x, y, '!', 'Bandage', libtcod.violet, item=item_component)
elif dice >80 and dice<85:
#create a wild shot (20% chance)
item_component = Item(use_function=wild_shot)
item = Object(x, y, '#', 'Wild Shot', libtcod.light_yellow, item=item_component)
elif dice >65 and dice<80:
item_component = Item(use_function=throw_molotov)
item = Object(x, y, 'm', 'Molotov Cocktail', libtcod.light_red, item = item_component)
else:
#create a hand gernade (15% chance)
item_component = Item(use_function=throw_gernade)
item = Object(x, y, '#', 'Hand Gernade', libtcod.light_red, item=item_component)
objects.append(item)
item.send_to_back() #items appear below other objects
item.always_visible = True
def next_level():
global dungeon_level, alert_level
#advance to the next level
message('You take a moment to rest, and recover your strength.', libtcod.light_violet)
player.fighter.heal(player.fighter.max_hp / 2) #heal the player by 50%
message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red)
dungeon_level += 1
alert_level = alert_level//2
make_map() #create a fresh new level!
initialize_fov()
#=============#
#Render screen#
#=============#
def render_all(target=False):
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute
if fov_recompute:
#recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
#go through all tiles, and set their background color according to the FOV
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
#if it's not visible right now, the player can only see it if it's explored
if map[x][y].explored:
if wall:
libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET)
else:
#it's visible
if wall:
libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET )
#since it's visible, explore it
map[x][y].explored = True
#draw all objects in the list, except the player. we want it to
#always appear over all other objects! so it's drawn later.
if target is False:
for object in objects:
if object != player:
object.draw()
player.draw()
#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
#prepare to render the GUI panel
libtcod.console_set_background_color(panel, libtcod.black)
libtcod.console_clear(panel)
#print the game messages, one line at a time
y = 1
for (line, color) in game_msgs:
libtcod.console_set_foreground_color(panel, color)
libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line)
y += 1
#show the player's stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
libtcod.light_red, libtcod.darker_red)
render_bar(1, 2, BAR_WIDTH, 'XP', player.fighter.xp, LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR,
libtcod.light_green, libtcod.darker_green)
libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE, 'Player level ' + str(player.level))
libtcod.console_print_left(panel, 1, 4, libtcod.BKGND_NONE, 'Dungeon level ' + str(dungeon_level))
#display names of objects under the mouse
libtcod.console_set_foreground_color(panel, libtcod.light_gray)
libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse())
#blit the contents of "panel" to the root console
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
#===#
#GUI#
#===#
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
#render a bar (HP, experience, etc). first calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
#render the background first
libtcod.console_set_background_color(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False)
#now render the bar on top
libtcod.console_set_background_color(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False)
#finally, some centered text with the values
libtcod.console_set_foreground_color(panel, libtcod.white)
libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE,
name + ': ' + str(value) + '/' + str(maximum))
def message(new_msg, color = libtcod.white):
#split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
#if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
#add the new line as a tuple, with the text and the color
game_msgs.append( (line, color) )
def get_names_under_mouse():
#return a string with the names of all objects under the mouse
mouse = libtcod.mouse_get_status()
(x, y) = (mouse.cx, mouse.cy)
#create a list with the names of all objects at the mouse's coordinates and in FOV
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ', '.join(names) #join the names, separated by commas
return names.capitalize()
def menu(header, options, width):
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
#calculate total height for the header (after auto-wrap) and one line per option
header_height = libtcod.console_height_left_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
#create an off-screen console that represents the menu's window
window = libtcod.console_new(width, height)
#print the header, with auto-wrap
libtcod.console_set_foreground_color(window, libtcod.white)
libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header)
#print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text)
y += 1
letter_index += 1
#blit the contents of "window" to the root console
x = SCREEN_WIDTH/2 - width/2
y = SCREEN_HEIGHT/2 - height/2
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
#present the root console to the player and wait for a key-press
libtcod.console_flush()
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
#convert the ASCII code to an index; if it corresponds to an option, return it
index = key.c - ord('a')
if index >= 0 and index < len(options): return index
return None
def inventory_menu(header):
#show a menu with each item of the inventory as an option
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = [item.name for item in inventory]
index = menu(header, options, INVENTORY_WIDTH)
#if an item was chosen, return it
if index is None or len(inventory) == 0: return None
return inventory[index].item
def quit_confirmation():
options = ["yes" , "no"]
index = menu("Are you sure you want to quit?", options, INVENTORY_WIDTH)
return index
def msgbox(text, width=50):
menu(text, [], width) #use menu() as a sort of "message box"
#==================#
#User input handler#
#==================#
#Checks if movement is blocked
def is_blocked(x, y):
#first test the map tile
if map[x][y].blocked:
return True
#now check for any blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
def player_move_or_attack(dx, dy):
global fov_recompute
#the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy
#try to find an attackable object there
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
#attack if target found, move otherwise
if target is not None:
if target is not player:
player.fighter.attack(target)
else:
player.move(dx, dy)
else:
player.move(dx, dy)
fov_recompute = True
def target_tile(max_range=None):
#return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
while True:
render_all(True)
#render the screen. this erases the inventory and shows the names of objects under the mouse.
libtcod.console_flush()
for object in objects:
object.draw()
key = libtcod.console_check_for_keypress()
mouse = libtcod.mouse_get_status() #get mouse position and click status
(x, y) = (mouse.cx, mouse.cy)
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
for object in objects:
object.clear()
return (None, None) #cancel if the player right-clicked or pressed Escape
#accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
(max_range is None or player.distance(x, y) <= max_range)):
for object in objects:
object.clear()
return (x, y)
def handle_keys():
key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED)
mouse = libtcod.mouse_get_status()
(x, y) = (mouse.cx, mouse.cy)
(mousex, mousey) = (x - player.x, y - player.y)
if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
if quit_confirmation() ==0:
return 'exit' #exit game
else:
return 'didnt-take-turn'
if game_state == 'dead':
key_char = chr(key.c)
if key_char == 'r':
new_game()
if game_state == 'playing':
#movement keys
if key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif key.vk == libtcod.KEY_KP2:
player_move_or_attack( 0, 1)
elif key.vk == libtcod.KEY_KP3:
player_move_or_attack( 1, 1)
elif key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_KP5:
action_taken =False
for object in objects: #look for an item in the player's tile
if object.x == player.x and object.y == player.y and object.item :
object.item.pick_up()
action_taken = True
if stairs.x == player.x and stairs.y == player.y:
action_taken = True
next_level()
if action_taken == False:
player_move_or_attack( 0, 0)
elif key.vk == libtcod.KEY_KP6:
player_move_or_attack( 1, 0)
elif key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1,-1)
elif key.vk == libtcod.KEY_KP8:
player_move_or_attack( 0,-1)
elif key.vk == libtcod.KEY_KP9:
player_move_or_attack( 1,-1)
elif (mouse.lbutton_pressed and mousex < 2 and mousex > -2 and mousey < 2 and mousey > -2):
player_move_or_attack(mousex, mousey)
elif key.vk == libtcod.KEY_UP:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT:
player_move_or_attack(1, 0)
elif chr(key.c) == 'i':
#show the inventory; if an item is selected, use it
chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.use()
player_move_or_attack(0,0)
else:
return 'didnt-take-turn'
else:
#test for other keys
key_char = chr(key.c)
if key_char == 'g':
#pick up an item
for object in objects: #look for an item in the player's tile
if object.x == player.x and object.y == player.y and object.item :
object.item.pick_up()
break
if key_char == 'd':
#show the inventory; if an item is selected, drop it
chosen_item = inventory_menu('Press the key next to an item to drop it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
if key_char == '<':
#go down stairs, if the player is on them
if stairs.x == player.x and stairs.y == player.y:
next_level()
if key_char == 'c':
#show character information
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) +
'\nExperience to level up: ' + str(level_up_xp) + '\n\nMaximum HP: ' + str(player.fighter.max_hp) +
'\nAttack: ' + str(player.fighter.power) + '\nDefense: ' + str(player.fighter.defense), CHARACTER_SCREEN_WIDTH)
if key_char == '?':
#show controls
msgbox("Controls:"+"\narrows/numpad = move/attack" +"\ni = inventory"+"\ng = pick up item at player's feet"+
"\nd = drop an item in inventory"+"\n< = use the stairs at player's feet"+"\nc = character sheet"+
"\nr = new game (when dead)"+"\n\nalt+enter =fullscreen mode"+"\nesc = quit game")
return 'didnt-take-turn'