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- ########################################
- # Test thing of things for Typographer #
- # 12:18pm 11/6/2011 Hadlock #
- ########################################
- #import libtcodpy & libtcod library thing for python
- import libtcodpy as libtcod
- #important, unchanging values
- SCREEN_WIDTH = 100
- SCREEN_HEIGHT = 55
- #size of the map
- MAP_WIDTH = 100
- MAP_HEIGHT = 55
- #parameters for dungeon generator
- ROOM_MAX_SIZE = 10
- ROOM_MIN_SIZE = 6
- MAX_ROOMS = 30
- LIMIT_FPS = 20 #MORE SPEED
- color_dark_wall = libtcod.Color(0, 0, 100)
- color_dark_ground = libtcod.Color(50, 50, 150)
- #tile class determines characteristics, such as see through, passable, etc
- class Tile:
- #a tile of the map and its properties
- def __init__(self, blocked, block_sight = None):
- self.blocked = blocked
- #by default, if a tile is blocked, it also blocks sight
- if block_sight is None: block_sight = blocked
- self.block_sight = block_sight
- #let's build a room!
- 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)
- #object - players, npcs etc are defined by this
- 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, color):
- self.x = x
- self.y = y
- self.char = char
- self.color = color
- def move(self, dx, dy):
- #move by the given amount, if the destination is not blocked
- if not map[self.x + dx][self.y + dy].blocked:
- self.x += dx
- self.y += dy
- def draw(self):
- #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)
- def clear(self):
- #erase the character that represents this object
- libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
- #room carving 101 (converts a series of tiles from blocking to passable))
- 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
- #door carving 101 (cuts a HORIZONTAL hole in walls to make a door between two rooms)
- def create_h_tunnel(x1, x2, y):
- global map
- #horizontal tunnel. min() and max() are used in case x1>x2
- for x in range(min(x1, x2), max(x1, x2) + 1):
- map[x][y].blocked = False
- map[x][y].block_sight = False
- #door carving 102 (cuts a VERTICAL hole in walls to make a door between two rooms)
- 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
- #some fuckin map generation goin' on
- def make_map():
- global map, 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)
- #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
- player.x = new_x
- player.y = new_y
- 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
- #let's render some map stuff (i think?)
- def render_all():
- global color_light_wall
- global color_light_ground
- #go through all tiles, and set their background color
- for y in range(MAP_HEIGHT):
- for x in range(MAP_WIDTH):
- wall = map[x][y].block_sight
- 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 )
- #draw all objects in the list
- for object in objects:
- object.draw()
- #blit the contents of "con" to the root console
- libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
- #keyboard input - also toggles realtime on/off
- def handle_keys():
- key = libtcod.console_check_for_keypress() #real-time ON
- #key = libtcod.console_wait_for_keypress(True) #real-time OFF; turn-based - aka DEBUG MODE
- 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:
- return True #exit game
- #movement keys
- if libtcod.console_is_key_pressed(libtcod.KEY_UP):
- player.move(0, -1)
- elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
- player.move(0, 1)
- elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
- player.move(-1, 0)
- elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
- player.move(1, 0)
- ##########################################################
- #the main loop - if window is open, game continues to run#
- ##########################################################
- #pick a font. any font.
- libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
- #the most important call initialize window:
- libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
- #let's limit the FPS because this will be a real time roguelike
- libtcod.sys_set_fps(LIMIT_FPS)
- #initialize offscreen console
- con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
- #create object representing the player
- player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)
- #create an NPC
- npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
- #the list of objects with those two
- objects = [npc, player]
- #generate map (at this point it's not drawn to the screen)
- make_map()
- while not libtcod.console_is_window_closed():
- #render the screen
- render_all()
- #delete it so we can start all over again
- libtcod.console_flush()
- #erase all objects at their old locations, before they move
- for object in objects:
- object.clear()
- #handle keys and exit game if needed
- exit = handle_keys()
- if exit:
- break
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