Add a map with tiles that can block player movement
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parent
4419eb360d
commit
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4 changed files with 62 additions and 9 deletions
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@ -11,12 +11,15 @@ import os.path
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import random
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import tcod
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from .object import Object
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from .tile import Tile
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CONSOLE_WIDTH, CONSOLE_HEIGHT = 50, 50
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CONSOLE_WIDTH, CONSOLE_HEIGHT = 80, 50
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FONT = 'terminal16x16_gs_ro.png'
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LOG = logging.getLogger('roguebasin')
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MAP_WIDTH, MAP_HEIGHT = 80, 45
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PLAYER = Object('@', x=CONSOLE_WIDTH // 2, y=CONSOLE_HEIGHT // 2)
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NPC = Object('@', color=tcod.yellow, x=random.randint(0, CONSOLE_WIDTH), y=random.randint(0, CONSOLE_HEIGHT))
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@ -67,12 +70,26 @@ def main(argv):
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tileset = tcod.tileset.load_tilesheet(font, 16, 16, tcod.tileset.CHARMAP_CP437)
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console = tcod.Console(CONSOLE_WIDTH, CONSOLE_HEIGHT, order='F')
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level = [[Tile(False) for y in range(MAP_HEIGHT)] for x in range(MAP_WIDTH)]
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level[30][22].blocks_movement = True
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level[30][22].blocks_sight = True
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level[45][22].blocks_movement = True
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level[45][22].blocks_sight = True
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objects = [PLAYER, NPC]
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with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context:
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while True:
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console.clear()
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for x in range(MAP_WIDTH):
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for y in range(MAP_HEIGHT):
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blocked = level[x][y].blocks_movement
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if blocked:
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console.print(x, y, '#', fg=Tile.Color.WALL)
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else:
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console.print(x, y, '.', fg=Tile.Color.GROUND)
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for obj in objects:
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obj.print(console)
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@ -87,16 +104,24 @@ def main(argv):
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raise SystemExit()
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elif isinstance(event, tcod.event.KeyDown):
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sym = event.sym
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new_position_x, new_position_y = PLAYER.x, PLAYER.y
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if sym == tcod.event.KeySym.h:
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PLAYER.x = max([0, PLAYER.x - 1])
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new_position_x = max([0, PLAYER.x - 1])
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elif sym == tcod.event.KeySym.j:
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PLAYER.y = min([CONSOLE_HEIGHT - 1, PLAYER.y + 1])
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new_position_y = min([CONSOLE_HEIGHT - 1, PLAYER.y + 1])
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elif sym == tcod.event.KeySym.k:
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PLAYER.y = max([0, PLAYER.y - 1])
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new_position_y = max([0, PLAYER.y - 1])
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elif sym == tcod.event.KeySym.l:
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PLAYER.x = min([CONSOLE_WIDTH - 1, PLAYER.x + 1])
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new_position_x = min([CONSOLE_WIDTH - 1, PLAYER.x + 1])
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else:
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handled = False
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if handled:
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can_move_to_level_position = not level[new_position_x][new_position_y].blocks_movement
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overlaps_an_object = any(new_position_x == obj.x and new_position_y == obj.y for obj in objects)
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if can_move_to_level_position and not overlaps_an_object:
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LOG.debug(f'Moving player to ({new_position_x}, {new_position_y}); can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
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PLAYER.move_to(new_position_x, new_position_y)
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else:
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handled = False
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