going-rogue/roguebasin/main.py

129 lines
4.5 KiB
Python

#!/usr/bin/env python3
# Eryn Wells <eryn@erynwells.me>
'''
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}')