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

@ -3,6 +3,7 @@
from . import object from . import object
from . import main from . import main
from . import tile
if __name__ == '__main__': if __name__ == '__main__':
import sys import sys

View file

@ -11,12 +11,15 @@ import os.path
import random import random
import tcod import tcod
from .object import Object 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' FONT = 'terminal16x16_gs_ro.png'
LOG = logging.getLogger('roguebasin') LOG = logging.getLogger('roguebasin')
MAP_WIDTH, MAP_HEIGHT = 80, 45
PLAYER = Object('@', x=CONSOLE_WIDTH // 2, y=CONSOLE_HEIGHT // 2) 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)) 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) tileset = tcod.tileset.load_tilesheet(font, 16, 16, tcod.tileset.CHARMAP_CP437)
console = tcod.Console(CONSOLE_WIDTH, CONSOLE_HEIGHT, order='F') 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] objects = [PLAYER, NPC]
with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context: with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context:
while True: while True:
console.clear() 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: for obj in objects:
obj.print(console) obj.print(console)
@ -87,16 +104,24 @@ def main(argv):
raise SystemExit() raise SystemExit()
elif isinstance(event, tcod.event.KeyDown): elif isinstance(event, tcod.event.KeyDown):
sym = event.sym sym = event.sym
new_position_x, new_position_y = PLAYER.x, PLAYER.y
if sym == tcod.event.KeySym.h: 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: 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: 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: 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: else:
handled = False 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: else:
handled = False handled = False

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@ -4,11 +4,9 @@
import tcod import tcod
class Object: class Object:
''' '''A drawable object with a symbol and (x, y) position.'''
A drawable object with a symbol and (x, y) position.
'''
def __init__(self, symbol, color=(255, 255, 255), x=0, y=0): def __init__(self, symbol: str, color: tcod.Color = (255, 255, 255), x: int = 0, y: int = 0):
self.__x = int(x) self.__x = int(x)
self.__y = int(y) self.__y = int(y)
self.__color = color self.__color = color
@ -30,5 +28,15 @@ class Object:
def y(self, value): def y(self, value):
self.__y = int(value) self.__y = int(value)
def move(self, dx: int, dy: int):
'''Move this object by (dx, dy).'''
self.__x += dx
self.__y += dy
def move_to(self, x: int, y: int) -> None:
'''Move this object directly to the given position.'''
self.__x = x
self.__y = y
def print(self, console: tcod.Console) -> None: def print(self, console: tcod.Console) -> None:
console.print(x=self.__x, y=self.__y, string=self.__symbol, fg=self.__color) console.print(x=self.__x, y=self.__y, string=self.__symbol, fg=self.__color)

19
roguebasin/tile.py Normal file
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@ -0,0 +1,19 @@
#!/usr/bin/env python3
# Eryn Wells <eryn@erynwells.me>
import tcod
from typing import Optional
class Tile:
class Color:
WALL = tcod.Color(255, 255, 255)
GROUND = tcod.Color(33, 33, 33)
def __init__(self, blocks_movement: bool, blocks_sight: Optional[bool] = None):
self.blocks_movement = blocks_movement
# If blocks_sight isn't explicitly given, tiles that block movement also block sight.
if blocks_sight is None:
self.blocks_sight = blocks_movement
else:
self.blocks_sight = blocks_sight