Add a map with tiles that can block player movement

This commit is contained in:
Eryn Wells 2022-04-27 13:53:42 -07:00
parent 4419eb360d
commit 367b284d31
4 changed files with 62 additions and 9 deletions

View file

@ -11,12 +11,15 @@ import os.path
import random
import tcod
from .object import Object
from .tile import Tile
CONSOLE_WIDTH, CONSOLE_HEIGHT = 50, 50
CONSOLE_WIDTH, CONSOLE_HEIGHT = 80, 50
FONT = 'terminal16x16_gs_ro.png'
LOG = logging.getLogger('roguebasin')
MAP_WIDTH, MAP_HEIGHT = 80, 45
PLAYER = Object('@', x=CONSOLE_WIDTH // 2, y=CONSOLE_HEIGHT // 2)
NPC = Object('@', color=tcod.yellow, x=random.randint(0, CONSOLE_WIDTH), y=random.randint(0, CONSOLE_HEIGHT))
@ -67,12 +70,26 @@ def main(argv):
tileset = tcod.tileset.load_tilesheet(font, 16, 16, tcod.tileset.CHARMAP_CP437)
console = tcod.Console(CONSOLE_WIDTH, CONSOLE_HEIGHT, order='F')
level = [[Tile(False) for y in range(MAP_HEIGHT)] for x in range(MAP_WIDTH)]
level[30][22].blocks_movement = True
level[30][22].blocks_sight = True
level[45][22].blocks_movement = True
level[45][22].blocks_sight = True
objects = [PLAYER, NPC]
with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context:
while True:
console.clear()
for x in range(MAP_WIDTH):
for y in range(MAP_HEIGHT):
blocked = level[x][y].blocks_movement
if blocked:
console.print(x, y, '#', fg=Tile.Color.WALL)
else:
console.print(x, y, '.', fg=Tile.Color.GROUND)
for obj in objects:
obj.print(console)
@ -87,16 +104,24 @@ def main(argv):
raise SystemExit()
elif isinstance(event, tcod.event.KeyDown):
sym = event.sym
new_position_x, new_position_y = PLAYER.x, PLAYER.y
if sym == tcod.event.KeySym.h:
PLAYER.x = max([0, PLAYER.x - 1])
new_position_x = max([0, PLAYER.x - 1])
elif sym == tcod.event.KeySym.j:
PLAYER.y = min([CONSOLE_HEIGHT - 1, PLAYER.y + 1])
new_position_y = min([CONSOLE_HEIGHT - 1, PLAYER.y + 1])
elif sym == tcod.event.KeySym.k:
PLAYER.y = max([0, PLAYER.y - 1])
new_position_y = max([0, PLAYER.y - 1])
elif sym == tcod.event.KeySym.l:
PLAYER.x = min([CONSOLE_WIDTH - 1, PLAYER.x + 1])
new_position_x = min([CONSOLE_WIDTH - 1, PLAYER.x + 1])
else:
handled = False
if handled:
can_move_to_level_position = not level[new_position_x][new_position_y].blocks_movement
overlaps_an_object = any(new_position_x == obj.x and new_position_y == obj.y for obj in objects)
if can_move_to_level_position and not overlaps_an_object:
LOG.debug(f'Moving player to ({new_position_x}, {new_position_y}); can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
PLAYER.move_to(new_position_x, new_position_y)
else:
handled = False