示例#1
0
    def draw_targeting_boundary(self, game_data, gfx_data, main):
        # find player position
        s_player_x, s_player_y = gfx_data.camera.map_to_screen(
            game_data.player.pos.x, game_data.player.pos.y)
        orig = (s_player_x * CELL_WIDTH, s_player_y * CELL_HEIGHT)
        orig = (orig[0] + CELL_WIDTH / 2, orig[1] + CELL_HEIGHT / 2
                )  # centered

        item = None
        if game_data.targeting_formula:
            item = game_data.targeting_formula
        elif game_data.targeting_consumable:
            item = game_data.targeting_consumable
        assert item

        for x in range(gfx_data.camera.x1, gfx_data.camera.x2):
            for y in range(gfx_data.camera.y1, gfx_data.camera.y2):
                visible = tcod.map_is_in_fov(game_data.fov_map, x, y)
                asset = game_data.map.tiles[x][y].get_drawable(visible)
                if not asset:
                    continue
                rect = self.get_tile_rect(x, y, gfx_data)
                rect_center = rect[0] + CELL_WIDTH / 2, rect[
                    1] + CELL_HEIGHT / 2
                dist = distance(orig[0], orig[1], rect_center[0],
                                rect_center[1])
                max_dist = item.distance * CELL_WIDTH
                if dist <= max_dist:
                    continue
                drawable = Drawable(asset)
                darken = 100
                drawable.colorize((darken, darken, darken),
                                  pygame.BLEND_RGBA_SUB)
                sx, sy = gfx_data.camera.map_to_screen(x, y)
                main.blit(drawable.asset, (sx * CELL_WIDTH, sy * CELL_HEIGHT))
示例#2
0
    def place_decorations(m, chunks):
        for c in chunks:
            drawable_component = Drawable(Assets.get().red_carpet["topleft"])
            m.tiles[c.x + 1][c.y + 1].decor.append(drawable_component)

            drawable_component = Drawable(Assets.get().red_carpet["topright"])
            m.tiles[c.x + c.width - 2][c.y + 1].decor.append(drawable_component)

            drawable_component = Drawable(Assets.get().red_carpet["bottomleft"])
            m.tiles[c.x + 1][c.y + c.height - 2].decor.append(drawable_component)

            drawable_component = Drawable(Assets.get().red_carpet["bottomright"])
            m.tiles[c.x + c.width - 2][c.y + c.height - 2].decor.append(drawable_component)

            for x in range(c.x + 2, c.x + c.width - 2):
                drawable_component = Drawable(Assets.get().red_carpet["top"])
                m.tiles[x][c.y + 1].decor.append(drawable_component)

                drawable_component = Drawable(Assets.get().red_carpet["bottom"])
                m.tiles[x][c.y + c.height - 2].decor.append(drawable_component)

            for y in range(c.y + 2, c.y + c.height - 2):
                drawable_component = Drawable(Assets.get().red_carpet["left"])
                m.tiles[c.x + 1][y].decor.append(drawable_component)

                drawable_component = Drawable(Assets.get().red_carpet["right"])
                m.tiles[c.x + c.width - 2][y].decor.append(drawable_component)

            for x in range(c.x + 2, c.x + c.width - 2):
                for y in range(c.y + 2, c.y + c.height - 2):
                    drawable_component = Drawable(Assets.get().red_carpet["center"])
                    m.tiles[x][y].decor.append(drawable_component)
示例#3
0
    def place_consumables(m, chunks, consumable_count):
        def has_consumables_left():
            for val in consumable_count.values():
                if val > 0:
                    return True

        def get_consumable():
            while True:
                itemtype = random.choice(list(consumable_count.keys()))
                if consumable_count[itemtype] > 0:
                    consumable_count[itemtype] -= 1
                    return itemtype()

        placed_consumables = []  # not two consumables in the same square
        while has_consumables_left():
            c = random.choice(chunks)
            occupied = True
            while occupied:
                x = random.randint(c.x + 1, c.x + c.width - 2)
                y = random.randint(c.y + 1, c.y + c.height - 2)
                occupied = False
                for ent in m.entities:
                    if ent.pos == Pos(x, y):
                        occupied = True
                if (x, y) in placed_consumables:
                    occupied = True
            placed_consumables.append((x, y))
            drawable_component = Drawable(Assets.get().consumable)
            consumable_component = get_consumable()
            name = consumable_component.name.capitalize()
            consumable = Entity(
                x, y, name, render_order=RenderOrder.ITEM, drawable=drawable_component, consumable=consumable_component,
            )
            m.entities.append(consumable)
示例#4
0
 def add_light(x, y):
     drawable_component = Drawable(Assets.get().light)
     light_component = Light(brightness=4)
     light = Entity(
         x, y, "Light", render_order=RenderOrder.DECOR, drawable=drawable_component, light=light_component,
     )
     m.entities.append(light)
示例#5
0
文件: player.py 项目: dutt/formula
    def __init__(self, godmode):
        caster_component = Caster(num_slots=3, num_formulas=3)
        if godmode:
            fighter_component = Fighter(hp=10, defense=50, power=50)
        else:
            fighter_component = Fighter(hp=10, defense=0, power=3)

        level_component = Level()
        drawable_component = Drawable(Assets.get().player)

        super(Player, self).__init__(
            x=0,
            y=0,
            name="You",
            speed=100,
            blocks=True,
            render_order=RenderOrder.ACTOR,
            fighter=fighter_component,
            level=level_component,
            caster=caster_component,
            drawable=drawable_component,
        )
        self.last_num_explored = None
        self.moving_towards = None
        self.godmode = godmode
        self.ignore_first_click = False
示例#6
0
def kill_player(game_state, assets):
    game_state.player.drawable = Drawable(assets.monster_corpse)
    game_state.player.render_order = RenderOrder.CORPSE
    game_state.player.name = "Your corpse"
    game_state.state = GameStates.PLAYER_DEAD
    game_state.stats.end_time = datetime.datetime.now()
    game_state.player.effects.clear()
    return Message("You died", tcod.red), game_state
示例#7
0
 def place_stairs(m, chunks):
     stairs_component = Stairs(m.dungeon_level + 1)
     drawable_component = Drawable(Assets.get().stairs)
     posx = chunks[-1].x + chunks[-1].width // 2
     posy = chunks[-1].y + chunks[-1].height // 2
     down_stairs = Entity(
         posx, posy, "Stairs", render_order=RenderOrder.STAIRS, stairs=stairs_component, drawable=drawable_component,
     )
     m.entities.append(down_stairs)
示例#8
0
def kill_monster(monster, game_state, assets):
    msg = Message("{} is dead".format(monster.name), tcod.orange)

    monster.drawable = Drawable(assets.monster_corpse)
    monster.color = tcod.dark_red
    monster.blocks = False
    monster.fighter = None
    monster.ai = None
    monster.render_order = RenderOrder.CORPSE
    monster.name = "Remains of {}".format(monster.name)
    monster.active = False
    game_state.timesystem.release(monster)

    return msg, game_state
示例#9
0
 def place_stairs(game_map, stairs_data):
     x = stairs_data["x"]
     y = stairs_data["y"]
     stairs_component = Stairs(game_map.dungeon_level + 1)
     drawable_component = Drawable(Assets.get().stairs)
     stairs = Entity(
         x,
         y,
         "Stairs",
         render_order=RenderOrder.STAIRS,
         stairs=stairs_component,
         drawable=drawable_component,
     )
     return [stairs]
示例#10
0
 def load_keys(data, game_map):
     retr = []
     assets = Assets.get()
     for key_data in data["keys"]:
         drawable_component = Drawable(assets.key)
         key = Entity(
             key_data["x"],
             key_data["y"],
             "Key",
             render_order=RenderOrder.ITEM,
             key=Key(),
             drawable=drawable_component,
         )
         retr.append(key)
     game_map.num_keys_total = len(retr)
     return retr
示例#11
0
 def create_pack(hp, defense, power, xp, asset, name):
     retr = []
     packsize = random.randint(1, 3)
     diffs = [(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0),
              (1, 1)]
     clean_diffs = []
     for d in diffs:
         dpos = Pos(x + d[0], y + d[1])
         occupied = False
         if game_map.is_blocked(dpos.x, dpos.y):
             occupied = True
         else:
             for e in entities:
                 if (e.pos == dpos
                         and dpos.x in range(room.x1 + 2, room.x2 - 2)
                         and dpos.y in range(room.y1 + 2, room.y2 - 2)):
                     occupied = True
         if not occupied:
             clean_diffs.append(d)
     if len(clean_diffs) < packsize and len(clean_diffs) < 3:
         packsize = len(clean_diffs)
     assert len(clean_diffs) >= packsize
     for w in range(packsize):
         diff_idx = random.randint(0, len(clean_diffs) - 1)
         diff = clean_diffs[diff_idx]
         wx, wy = x + diff[0], y + diff[1]
         clean_diffs.remove(diff)
         fighter_component = Fighter(hp=hp,
                                     defense=defense,
                                     power=power,
                                     xp=xp // packsize)
         ai = MeleeMonsterAI()
         drawable_component = Drawable(asset)
         # randname = "{}-{}".format(name, random.randint(0, 1000))
         monster = Monster(
             wx,
             wy,
             name,
             speed=150,
             fighter=fighter_component,
             ai=ai,
             drawable=drawable_component,
         )
         retr.append(monster)
     return retr
示例#12
0
 def add_temporary(self, pos, endpos, lifespan, asset, color=None, wait=None, transform=None):
     fps_lifespan = lifespan * self.fps_per_second
     if wait:
         fps_wait = wait * self.fps_per_second
         fps_lifespan += wait * self.fps_per_second
     else:
         fps_wait = 0
     drawable = Drawable(asset)
     effect = TemporaryVisualEffect(
         pos,
         endpos,
         fps_lifespan,
         drawable,
         color,
         owner=self,
         wait=fps_wait,
         transform=transform(fps_lifespan) if transform else None,
     )
     self.temporary_effects.append(effect)
     return effect
示例#13
0
    def place_ingredients(m, chunks, ingredient_count):
        def has_ingredients_left():
            for val in ingredient_count.values():
                if val > 0:
                    return True

        def get_ingredient():
            while True:
                ingredient = random.choice(list(ingredient_count.keys()))
                if ingredient_count[ingredient] > 0:
                    ingredient_count[ingredient] -= 1
                    return ingredient

        placed_ingredients = []  # not two ingredients in the same square
        while has_ingredients_left():
            c = random.choice(chunks)
            occupied = True
            while occupied:
                x = random.randint(c.x + 1, c.x + c.width - 2)
                y = random.randint(c.y + 1, c.y + c.height - 2)
                occupied = False
                for ent in m.entities:
                    if ent.pos == Pos(x, y):
                        occupied = True
                if (x, y) in placed_ingredients:
                    occupied = True
            placed_ingredients.append((x, y))
            drawable_component = Drawable(Assets.get().ingredient)
            ingredient_component = get_ingredient()
            name = ingredient_component.name.capitalize()
            ingredient = Entity(
                x,
                y,
                f"{name} ingredient",
                render_order=RenderOrder.ITEM,
                drawable=drawable_component,
                ingredient=ingredient_component,
            )
            m.entities.append(ingredient)
示例#14
0
 def place_keys(m, chunks, key_ratio):
     num_rooms_with_keys = math.floor(len(chunks) * key_ratio)
     if num_rooms_with_keys > len(chunks[1:-1]):  # if it's a map with few rooms
         num_rooms_with_keys = len(chunks[1:-1])
     # sample random rooms but not in the first room, not in the room with stairs
     rooms_with_keys = random.sample(chunks[1:-1], k=num_rooms_with_keys)
     placed_keys = []  # not two keys in the same square
     for _, c in enumerate(rooms_with_keys):
         occupied = True
         while occupied:
             x = random.randint(c.x + 1, c.x + c.width - 2)
             y = random.randint(c.y + 1, c.y + c.height - 2)
             occupied = False
             for cm in c.monsters:
                 if cm.pos == Pos(x, y):
                     occupied = True
             if (x, y) in placed_keys:
                 occupied = True
         placed_keys.append((x, y))
         drawable_component = Drawable(Assets.get().key)
         key = Entity(x, y, "Key", render_order=RenderOrder.ITEM, key=Key(), drawable=drawable_component,)
         m.entities.append(key)
     m.num_keys_total = num_rooms_with_keys
示例#15
0
def get_monster(x, y, game_map, room, monster_choice, entities):
    assets = Assets.get()

    def create_pack(hp, defense, power, xp, asset, name):
        retr = []
        packsize = random.randint(1, 3)
        diffs = [(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0),
                 (1, 1)]
        clean_diffs = []
        for d in diffs:
            dpos = Pos(x + d[0], y + d[1])
            occupied = False
            if game_map.is_blocked(dpos.x, dpos.y):
                occupied = True
            else:
                for e in entities:
                    if (e.pos == dpos
                            and dpos.x in range(room.x1 + 2, room.x2 - 2)
                            and dpos.y in range(room.y1 + 2, room.y2 - 2)):
                        occupied = True
            if not occupied:
                clean_diffs.append(d)
        if len(clean_diffs) < packsize and len(clean_diffs) < 3:
            packsize = len(clean_diffs)
        assert len(clean_diffs) >= packsize
        for w in range(packsize):
            diff_idx = random.randint(0, len(clean_diffs) - 1)
            diff = clean_diffs[diff_idx]
            wx, wy = x + diff[0], y + diff[1]
            clean_diffs.remove(diff)
            fighter_component = Fighter(hp=hp,
                                        defense=defense,
                                        power=power,
                                        xp=xp // packsize)
            ai = MeleeMonsterAI()
            drawable_component = Drawable(asset)
            # randname = "{}-{}".format(name, random.randint(0, 1000))
            monster = Monster(
                wx,
                wy,
                name,
                speed=150,
                fighter=fighter_component,
                ai=ai,
                drawable=drawable_component,
            )
            retr.append(monster)
        return retr

    monsters = []

    # tutorial
    if monster_choice == "idiot":
        fighter_component = Fighter(hp=1, defense=0, power=0, xp=0)
        ai = DummyMonsterAI()
        drawable_component = Drawable(assets.thug)
        monster = Monster(
            x,
            y,
            "Thug",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
        )
        monsters.append(monster)

    # easy
    elif monster_choice == "thug":
        fighter_component = Fighter(hp=15, defense=0, power=3, xp=40)
        ai = MeleeMonsterAI()
        drawable_component = Drawable(assets.thug)
        monster = Monster(
            x,
            y,
            "Thug",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
        )
        monsters.append(monster)
    elif monster_choice == "axe_thrower":
        fighter_component = Fighter(hp=10, defense=0, power=1, xp=40)
        ai = RangedMonsterAI()
        drawable_component = Drawable(assets.axe_thrower)
        monster = Monster(
            x,
            y,
            "Axe thrower",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
            range=5,
        )
        monsters.append(monster)
    elif monster_choice == "dog_group":
        monsters.extend(
            create_pack(hp=5,
                        defense=0,
                        power=1,
                        xp=40,
                        asset=assets.dog,
                        name="Hound"))

    # medium
    elif monster_choice == "mercenary":
        fighter_component = Fighter(hp=25, defense=5, power=5, xp=100)
        ai = MeleeMonsterAI()
        drawable_component = Drawable(assets.mercenary)
        monster = Monster(
            x,
            y,
            "Mercenary",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
        )
        monsters.append(monster)
    elif monster_choice == "rifleman":
        fighter_component = Fighter(hp=15, defense=3, power=3, xp=100)
        ai = RangedMonsterAI()
        drawable_component = Drawable(assets.rifleman)
        monster = Monster(
            x,
            y,
            "Rifleman",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
            range=5,
        )
        monsters.append(monster)
    elif monster_choice == "boar_group":
        monsters.extend(
            create_pack(hp=10,
                        defense=2,
                        power=3,
                        xp=60,
                        asset=assets.boar,
                        name="Boar"))

    # hard
    elif monster_choice == "stalker":
        fighter_component = Fighter(hp=35, defense=5, power=7, xp=200)
        ai = MeleeMonsterAI()
        drawable_component = Drawable(assets.stalker)
        monster = Monster(
            x,
            y,
            "Stalker",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
        )
        monsters.append(monster)
    elif monster_choice == "zapper":
        fighter_component = Fighter(hp=20, defense=3, power=3, xp=200)
        ai = RangedMonsterAI()
        drawable_component = Drawable(assets.zapper)
        monster = Monster(
            x,
            y,
            "Zapper",
            speed=100,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
            range=5,
        )
        monsters.append(monster)
    elif monster_choice == "armored_bear_group":
        monsters.extend(
            create_pack(
                hp=15,
                defense=4,
                power=5,
                xp=200,
                asset=assets.armored_bear,
                name="Panzerbear",
            ))

    # end of the world as we know it
    elif monster_choice == "boss":
        fighter_component = Fighter(hp=150, defense=15, power=8, xp=0)
        ai = MeleeMonsterAI()
        drawable_component = Drawable(assets.boss)
        monster = Monster(
            x,
            y,
            "Arina",
            speed=150,
            fighter=fighter_component,
            ai=ai,
            drawable=drawable_component,
        )
        monsters.append(monster)
    else:
        raise ValueError("Unknown choice: '{}'".format(monster_choice))
    assert monsters
    return monsters
示例#16
0
	def __init__( self, x, y ):
		Point2D.__init__( self, x, y )
		Physical.__init__( self )
		Drawable.__init__( self )
示例#17
0
 def doer(drawable):
     return Drawable([pygame.transform.rotate(drawable.asset, 90)])
示例#18
0
 def add_attached(self, owner, asset, color=None, transform=None):
     drawable = Drawable(asset)
     effect = AttachedVisualEffect(owner, drawable, color, transform)
     self.attached_effects.append(effect)
     return effect
示例#19
0
    def draw_terrain(self, game_data, gfx_data, main):
        surface = pygame.Surface(game_data.constants.game_window_size.tuple(),
                                 pygame.SRCALPHA)
        surface.fill(colors.BACKGROUND)
        for x in range(gfx_data.camera.x1, gfx_data.camera.x2):
            for y in range(gfx_data.camera.y1, gfx_data.camera.y2):
                visible = tcod.map_is_in_fov(game_data.fov_map, x, y)
                asset = game_data.map.tiles[x][y].get_drawable(self.show_all
                                                               or visible)
                if visible:
                    game_data.map.tiles[x][y].explored = True

                if asset:
                    distance = (game_data.player.pos - Pos(x, y)).length()
                    if visible:
                        if distance < 3.5:  # 1 range
                            darken = 20
                        elif distance < 5.5:  # 2 range
                            darken = 40
                        elif distance < 7.5:  # 3 range
                            darken = 60
                        else:
                            darken = 80
                    else:
                        darken = 80

                    # if visible:
                    darken -= game_data.map.tiles[x][y].light

                    darken = max(0, min(255, darken))
                    drawable = Drawable(asset)
                    drawable.colorize((darken, darken, darken),
                                      pygame.BLEND_RGBA_SUB)
                    sx, sy = gfx_data.camera.map_to_screen(x, y)
                    surface.blit(drawable.asset,
                                 (sx * CELL_WIDTH, sy * CELL_HEIGHT))

                    if game_data.map.tiles[x][y].decor:
                        for decor_drawable in game_data.map.tiles[x][y].decor:
                            drawable = Drawable(decor_drawable.asset)
                            drawable.colorize((darken, darken, darken),
                                              pygame.BLEND_RGB_SUB)
                            surface.blit(drawable.asset,
                                         (sx * CELL_WIDTH, sy * CELL_HEIGHT))

                    if game_data.map.tiles[x][y].trap:
                        drawable = Drawable(gfx_data.assets.trap)
                        drawable.colorize((darken, darken, darken),
                                          pygame.BLEND_RGB_SUB)
                        surface.blit(drawable.asset,
                                     (sx * CELL_WIDTH, sy * CELL_HEIGHT))

        main.blit(surface, (0, 0))