def main_menu(): while True: terminal.clear() for y in range(50): for x in range(80): terminal.color(1678238975 - x) terminal.put(x, y, 20) terminal.refresh() #show the game's title and some credits terminal.layer(6) terminal.color(4294967103) terminal.print_(SCREEN_WIDTH/2 - 10, SCREEN_HEIGHT/2-4, 'CAVES OF THE SNAILMEN') terminal.print_(SCREEN_WIDTH/2, SCREEN_HEIGHT-2, 'By Tommy Z') #show options and wait for player's choice choice = menu('', ['Play a new game', 'Continue last game', 'Save & Quit'], 24) if choice == 0: #new game terminal.clear() new_game() play_game() if choice == 1: #load last game try: load_game() except: msgbox('\n No saved game to load.\n', 24) continue play_game() elif choice == 2: #quit terminal.close() break
def main(): global WINDOW_WIDTH, WINDOW_HEIGHT, CELLSIZE blt.open_() blt.set_("window: size={}x{}, cellsize={}, title='Grid Test';" "font: default".format( str(WINDOW_WIDTH), str(WINDOW_HEIGHT), CELLSIZE)) blt.clear() blt.refresh() blt.color("white") g = Quadrant() blt.clear() for x in range(30): for y in range(30): if [x, y] in g.all_nodes: blt.print_(x * 2, y * 2, 'O') elif [x, y] in g.roads: # if x != 0 and x != 10 and y != 0 and y != 10: # blt.layer(1) # blt.print_(x * 2, y * 2, str(g.roads.index([x, y]))) # blt.layer(0) # else: blt.print_(x * 2, y * 2, '+') blt.refresh() proceed = True while proceed: key = 0 while blt.has_input(): key = blt.read() if key == blt.TK_CLOSE or key == blt.TK_Q: proceed = False blt.close()
def draw(self): #set the color and then draw the character that represents this object at its position if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or (self.always_visible and map[self.x][self.y].explored)): #set color and then draw character at location if self.fighter: terminal.layer(4) else: terminal.layer(3) terminal.color("#FFFFFF") terminal.put(self.x, self.y, self.char)
def initialize_blt(self): terminal.open() terminal.set( "window: size={}x{}, cellsize={}, title='Roguelike';" "font: default;" "input: filter=[keyboard+];" "".format(str(self.window_width), str(self.window_height), self.cellsize) ) terminal.clear() terminal.refresh() terminal.color("white")
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_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)!!! header_height = len(textwrap.wrap(header, width)) height = len(options) + header_height #set co-ords of menu menu_x = SCREEN_WIDTH/2 - width/2 menu_y = SCREEN_HEIGHT/2 - height/2 #paint menu background terminal.layer(5) terminal.color(MENU_BACKGROUND_COLOR) #menu for y_bg in range(height): for x_bg in range(width): terminal.put(menu_x + x_bg, menu_y + y_bg, 20) #print the header, with auto-wrap terminal.layer(6) terminal.color('#FFFFFF') y = 0 for line in textwrap.wrap(header, width): terminal.print_(menu_x, menu_y + y, line) y += 1 #position of options, below header (y) y = menu_y + header_height letter_index = ord('a') #print all the options for option_text in options: text = '(' + chr(letter_index) + ') ' + option_text #libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text) terminal.print_(menu_x, y, text) y += 1 letter_index += 1 #present the root console to the player and wait for a key-press terminal.refresh() key = terminal.read() #temporary halt of operation, wait for keypress/click #clear the menu from screen terminal.layer(5) terminal.clear_area(menu_x, menu_y, width, height) if terminal.state(terminal.TK_CHAR): #!! maybe no if statement here? #convert the ASCII code to an index; if it corresponds to an option, return it index = terminal.state(terminal.TK_CHAR) - ord('a') if index >= 0 and index < len(options): return index return None
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): #adjust: move panel to desired location (bottom of console) y = y + PANEL_Y #set console to GUI layer terminal.layer(5) #render a bar (HP, experience, etc). first calculate the width of the bar bar_width = int(float(value) / maximum * total_width) #set total-width back bar color terminal.color(back_color) #terminal: draw a row of given length a = 0 for b in range(total_width): terminal.put(x + a, y, BAR_CHAR) a += 1 #now render the bar on top #set bar itself color terminal.color(bar_color) #libtcod.console_set_default_background(panel, bar_color) if bar_width > 0: a = 0 for b in range(bar_width): terminal.put(x + a, y, BAR_CHAR) a += 1 #finally, some centered text with the values #first clear previous text, then draw new text, centred. terminal.color("#FFFFFF") terminal.layer(6) terminal.clear_area(x, y, total_width, 1) bar_center = len(name + ': ' + str(value) + '/' + str(maximum))/2 terminal.print_(x + total_width/2 - bar_center, y, name + ': ' + str(value) + '/' + str(maximum))
def render_all(): global fov_map, color_dark_wall, color_light_wall global color_dark_ground, color_light_ground global fov_recompute, game_msgs 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) terminal.color("#FFFFFF") #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 terminal.layer(2) if map[x][y].explored: if wall: terminal.put(x, y, tile_dark_wall) else: terminal.put(x, y, tile_dark_ground) else: #it's visible if wall: terminal.put(x, y, tile_light_wall) else: terminal.put(x, y, tile_light_ground) #since it's visible, explore it map[x][y].explored = True #draw all objects in the list, except the player. we want it to for object in objects: object.draw() #prepare to render the GUI text terminal.layer(6) terminal.clear_area(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) #print the game messages, one line at a time y = 1 for (line, color) in game_msgs: terminal.color(color) terminal.print_(MSG_X, y+PANEL_Y, line) y += 1 #show the player's hp render_bar(1, 3, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, 4294917951, 4286513152) #show xp level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR render_bar( 1, 4, BAR_WIDTH, 'XP', player.fighter.xp, level_up_xp, 4282384191, 4278222592) #print dungeon level terminal.layer(6) terminal.color(4282335231) terminal.print_(1,PANEL_Y +1,' S N A I L M A N ') terminal.color(4294967295) terminal.print_(1,PANEL_Y + 5, 'Dungeon level ' + str(dungeon_level)) #display names of objects under the mouse #still on layer 6 ***** (text layer) terminal.print_(1, PANEL_Y, get_names_under_mouse())
def drawchar(xy, color, alpha=1): x, y = xy terminal.color(color.trans(alpha)) #terminal.bkcolor('black') terminal.put(x, y, 'O')
terminal.open() terminal.set("window: size=80x25, cellsize=auto, title='Omni: menu';" "font: default;" "input: filter={keyboard}") terminal.composition(True) alphas = [16, 32, 64,80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 255, 240, 224, 208, 192, 176, 160, 144, 128, 112, 96, 80, 64, 32] _alphas = cycle(alphas) terminal.color(terminal.color_from_argb(128, 255,30,30)) drawRect(5,5,10,10) color10 = bltColor('blue') terminal.color(terminal.color_from_argb(128, 30,30,255)) #terminal.color(color10.trans(255)) drawRect(10,10,10,10) l1 = (40, 12) l2 = (25, 5) l3 = (60, 18) l4 = (5, 5) l5 = (5, 18)