#!/usr/bin/env python3 # Eryn Wells ''' New script. ''' import argparse import logging import os.path import random import tcod from .object import Object from .tile import Tile 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)) def parse_args(argv, *a, **kw): parser = argparse.ArgumentParser(*a, **kw) # TODO: Configure arguments here. args = parser.parse_args(argv) return args def init_logging(): root_logger = logging.getLogger('') root_logger.setLevel(logging.DEBUG) stderr_handler = logging.StreamHandler() stderr_handler.setFormatter(logging.Formatter("%(asctime)s %(name)s: %(message)s")) root_logger.addHandler(logging.StreamHandler()) def find_fonts_directory(): ''' Walk up the filesystem tree from this script to find a fonts/ directory. ''' parent_dir = os.path.dirname(__file__) while parent_dir and parent_dir != '/': possible_fonts_dir = os.path.join(parent_dir, 'fonts') LOG.debug(f'Checking for fonts dir at {possible_fonts_dir}') if os.path.isdir(possible_fonts_dir): LOG.info(f'Found fonts dir: {possible_fonts_dir}') return possible_fonts_dir parent_dir = os.path.dirname(parent_dir) else: return None def main(argv): args = parse_args(argv[1:], prog=argv[0]) init_logging() fonts_directory = find_fonts_directory() if not fonts_directory: return -1 font = os.path.join(fonts_directory, FONT) if not os.path.isfile(font): return -1 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) context.present(console) for event in tcod.event.wait(): # Sets tile coordinates for mouse events. context.convert_event(event) handled = True if isinstance(event, tcod.event.Quit): 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: new_position_x = max([0, PLAYER.x - 1]) elif sym == tcod.event.KeySym.j: new_position_y = min([CONSOLE_HEIGHT - 1, PLAYER.y + 1]) elif sym == tcod.event.KeySym.k: new_position_y = max([0, PLAYER.y - 1]) elif sym == tcod.event.KeySym.l: 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 if not handled: LOG.info(f'Unhandled event: {event}')