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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@ -3,6 +3,7 @@
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from . import object
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from . import main
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from . import tile
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if __name__ == '__main__':
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import sys
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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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@ -4,11 +4,9 @@
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import tcod
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class Object:
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'''
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A drawable object with a symbol and (x, y) position.
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'''
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'''A drawable object with a symbol and (x, y) position.'''
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def __init__(self, symbol, color=(255, 255, 255), x=0, y=0):
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def __init__(self, symbol: str, color: tcod.Color = (255, 255, 255), x: int = 0, y: int = 0):
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self.__x = int(x)
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self.__y = int(y)
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self.__color = color
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@ -30,5 +28,15 @@ class Object:
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def y(self, value):
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self.__y = int(value)
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def move(self, dx: int, dy: int):
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'''Move this object by (dx, dy).'''
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self.__x += dx
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self.__y += dy
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def move_to(self, x: int, y: int) -> None:
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'''Move this object directly to the given position.'''
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self.__x = x
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self.__y = y
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def print(self, console: tcod.Console) -> None:
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console.print(x=self.__x, y=self.__y, string=self.__symbol, fg=self.__color)
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19
roguebasin/tile.py
Normal file
19
roguebasin/tile.py
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@ -0,0 +1,19 @@
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#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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import tcod
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from typing import Optional
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class Tile:
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class Color:
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WALL = tcod.Color(255, 255, 255)
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GROUND = tcod.Color(33, 33, 33)
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def __init__(self, blocks_movement: bool, blocks_sight: Optional[bool] = None):
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self.blocks_movement = blocks_movement
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# If blocks_sight isn't explicitly given, tiles that block movement also block sight.
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if blocks_sight is None:
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self.blocks_sight = blocks_movement
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else:
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self.blocks_sight = blocks_sight
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