cleanup: remove partial tutorial
This commit is contained in:
parent
198686cba9
commit
576481957a
|
|
@ -1,393 +0,0 @@
|
|||
# McRogueFace Tutorial Parts 6-8: Implementation Plan
|
||||
|
||||
**Date**: Monday, July 28, 2025
|
||||
**Target Delivery**: Tuesday, July 29, 2025
|
||||
|
||||
## Executive Summary
|
||||
|
||||
This document outlines the implementation plan for Parts 6-8 of the McRogueFace roguelike tutorial, adapting the libtcod Python tutorial to McRogueFace's architecture. The key discovery is that Python classes can successfully inherit from `mcrfpy.Entity` and store custom attributes, enabling a clean, Pythonic implementation.
|
||||
|
||||
## Key Architectural Insights
|
||||
|
||||
### Entity Inheritance Works!
|
||||
```python
|
||||
class GameEntity(mcrfpy.Entity):
|
||||
def __init__(self, x, y, **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
# Custom attributes work perfectly!
|
||||
self.hp = 10
|
||||
self.inventory = []
|
||||
self.any_attribute = "works"
|
||||
```
|
||||
|
||||
This completely changes our approach from wrapper patterns to direct inheritance.
|
||||
|
||||
---
|
||||
|
||||
## Part 6: Doing (and Taking) Some Damage
|
||||
|
||||
### Overview
|
||||
Implement a combat system with HP tracking, damage calculation, and death mechanics using entity inheritance.
|
||||
|
||||
### Core Components
|
||||
|
||||
#### 1. CombatEntity Base Class
|
||||
```python
|
||||
class CombatEntity(mcrfpy.Entity):
|
||||
"""Base class for entities that can fight and take damage"""
|
||||
def __init__(self, x, y, hp=10, defense=0, power=1, **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
# Combat stats as direct attributes
|
||||
self.hp = hp
|
||||
self.max_hp = hp
|
||||
self.defense = defense
|
||||
self.power = power
|
||||
self.is_alive = True
|
||||
self.blocks_movement = True
|
||||
|
||||
def calculate_damage(self, attacker):
|
||||
"""Simple damage formula: power - defense"""
|
||||
return max(0, attacker.power - self.defense)
|
||||
|
||||
def take_damage(self, damage, attacker=None):
|
||||
"""Apply damage and handle death"""
|
||||
self.hp = max(0, self.hp - damage)
|
||||
|
||||
if self.hp == 0 and self.is_alive:
|
||||
self.is_alive = False
|
||||
self.on_death(attacker)
|
||||
|
||||
def on_death(self, killer=None):
|
||||
"""Handle death - override in subclasses"""
|
||||
self.sprite_index = self.sprite_index + 180 # Corpse offset
|
||||
self.blocks_movement = False
|
||||
```
|
||||
|
||||
#### 2. Entity Types
|
||||
```python
|
||||
class PlayerEntity(CombatEntity):
|
||||
"""Player: HP=30, Defense=2, Power=5"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 64 # Hero sprite
|
||||
super().__init__(x=x, y=y, hp=30, defense=2, power=5, **kwargs)
|
||||
self.entity_type = "player"
|
||||
|
||||
class OrcEntity(CombatEntity):
|
||||
"""Orc: HP=10, Defense=0, Power=3"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 65 # Orc sprite
|
||||
super().__init__(x=x, y=y, hp=10, defense=0, power=3, **kwargs)
|
||||
self.entity_type = "orc"
|
||||
|
||||
class TrollEntity(CombatEntity):
|
||||
"""Troll: HP=16, Defense=1, Power=4"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 66 # Troll sprite
|
||||
super().__init__(x=x, y=y, hp=16, defense=1, power=4, **kwargs)
|
||||
self.entity_type = "troll"
|
||||
```
|
||||
|
||||
#### 3. Combat Integration
|
||||
- Extend `on_bump()` from Part 5 to include combat
|
||||
- Add attack animations (quick bump toward target)
|
||||
- Console messages initially, UI messages in Part 7
|
||||
- Death changes sprite and removes blocking
|
||||
|
||||
### Key Differences from Original Tutorial
|
||||
- No Fighter component - stats are direct attributes
|
||||
- No AI component - behavior in entity methods
|
||||
- Integrated animations for visual feedback
|
||||
- Simpler architecture overall
|
||||
|
||||
---
|
||||
|
||||
## Part 7: Creating the Interface
|
||||
|
||||
### Overview
|
||||
Add visual UI elements including health bars, message logs, and colored feedback for combat events.
|
||||
|
||||
### Core Components
|
||||
|
||||
#### 1. Health Bar
|
||||
```python
|
||||
class HealthBar:
|
||||
"""Health bar that reads entity HP directly"""
|
||||
def __init__(self, entity, pos=(10, 740), size=(200, 20)):
|
||||
self.entity = entity # Direct reference!
|
||||
|
||||
# Background (dark red)
|
||||
self.bg = mcrfpy.Frame(pos=pos, size=size)
|
||||
self.bg.fill_color = mcrfpy.Color(64, 16, 16)
|
||||
|
||||
# Foreground (green)
|
||||
self.fg = mcrfpy.Frame(pos=pos, size=size)
|
||||
self.fg.fill_color = mcrfpy.Color(0, 96, 0)
|
||||
|
||||
# Text overlay
|
||||
self.text = mcrfpy.Caption(
|
||||
pos=(pos[0] + 5, pos[1] + 2),
|
||||
text=f"HP: {entity.hp}/{entity.max_hp}"
|
||||
)
|
||||
|
||||
def update(self):
|
||||
"""Update based on entity's current HP"""
|
||||
ratio = self.entity.hp / self.entity.max_hp
|
||||
self.fg.w = int(self.bg.w * ratio)
|
||||
self.text.text = f"HP: {self.entity.hp}/{self.entity.max_hp}"
|
||||
|
||||
# Color changes at low health
|
||||
if ratio < 0.25:
|
||||
self.fg.fill_color = mcrfpy.Color(196, 16, 16) # Red
|
||||
elif ratio < 0.5:
|
||||
self.fg.fill_color = mcrfpy.Color(196, 196, 16) # Yellow
|
||||
```
|
||||
|
||||
#### 2. Message Log
|
||||
```python
|
||||
class MessageLog:
|
||||
"""Scrolling message log for combat feedback"""
|
||||
def __init__(self, pos=(10, 600), size=(400, 120), max_messages=6):
|
||||
self.frame = mcrfpy.Frame(pos=pos, size=size)
|
||||
self.messages = [] # List of (text, color) tuples
|
||||
self.captions = [] # Pre-allocated Caption pool
|
||||
|
||||
def add_message(self, text, color=None):
|
||||
"""Add message with optional color"""
|
||||
# Handle duplicate detection (x2, x3, etc.)
|
||||
# Update caption display
|
||||
```
|
||||
|
||||
#### 3. Color System
|
||||
```python
|
||||
class Colors:
|
||||
# Combat colors
|
||||
PLAYER_ATTACK = mcrfpy.Color(224, 224, 224)
|
||||
ENEMY_ATTACK = mcrfpy.Color(255, 192, 192)
|
||||
PLAYER_DEATH = mcrfpy.Color(255, 48, 48)
|
||||
ENEMY_DEATH = mcrfpy.Color(255, 160, 48)
|
||||
HEALTH_RECOVERED = mcrfpy.Color(0, 255, 0)
|
||||
```
|
||||
|
||||
### UI Layout
|
||||
- Health bar at bottom of screen
|
||||
- Message log above health bar
|
||||
- Direct binding to entity attributes
|
||||
- Real-time updates during gameplay
|
||||
|
||||
---
|
||||
|
||||
## Part 8: Items and Inventory
|
||||
|
||||
### Overview
|
||||
Implement items as entities, inventory management, and a hotbar-style UI for item usage.
|
||||
|
||||
### Core Components
|
||||
|
||||
#### 1. Item Entities
|
||||
```python
|
||||
class ItemEntity(mcrfpy.Entity):
|
||||
"""Base class for pickupable items"""
|
||||
def __init__(self, x, y, name, sprite, **kwargs):
|
||||
kwargs['sprite_index'] = sprite
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.item_name = name
|
||||
self.blocks_movement = False
|
||||
self.item_type = "generic"
|
||||
|
||||
class HealingPotion(ItemEntity):
|
||||
"""Consumable healing item"""
|
||||
def __init__(self, x, y, healing_amount=4):
|
||||
super().__init__(x, y, "Healing Potion", sprite=33)
|
||||
self.healing_amount = healing_amount
|
||||
self.item_type = "consumable"
|
||||
|
||||
def use(self, user):
|
||||
"""Use the potion - returns (success, message)"""
|
||||
if hasattr(user, 'hp'):
|
||||
healed = min(self.healing_amount, user.max_hp - user.hp)
|
||||
if healed > 0:
|
||||
user.hp += healed
|
||||
return True, f"You heal {healed} HP!"
|
||||
```
|
||||
|
||||
#### 2. Inventory System
|
||||
```python
|
||||
class InventoryMixin:
|
||||
"""Mixin for entities with inventory"""
|
||||
def __init__(self, *args, capacity=10, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.inventory = []
|
||||
self.inventory_capacity = capacity
|
||||
|
||||
def pickup_item(self, item):
|
||||
"""Pick up an item entity"""
|
||||
if len(self.inventory) >= self.inventory_capacity:
|
||||
return False, "Inventory full!"
|
||||
self.inventory.append(item)
|
||||
item.die() # Remove from grid
|
||||
return True, f"Picked up {item.item_name}."
|
||||
```
|
||||
|
||||
#### 3. Inventory UI
|
||||
```python
|
||||
class InventoryDisplay:
|
||||
"""Hotbar-style inventory display"""
|
||||
def __init__(self, entity, pos=(200, 700), slots=10):
|
||||
# Create slot frames and sprites
|
||||
# Number keys 1-9, 0 for slots
|
||||
# Highlight selected slot
|
||||
# Update based on entity.inventory
|
||||
```
|
||||
|
||||
### Key Features
|
||||
- Items exist as entities on the grid
|
||||
- Direct inventory attribute on player
|
||||
- Hotkey-based usage (1-9, 0)
|
||||
- Visual hotbar display
|
||||
- Item effects (healing, future: damage boost, etc.)
|
||||
|
||||
---
|
||||
|
||||
## Implementation Timeline
|
||||
|
||||
### Tuesday Morning (Priority 1: Core Systems)
|
||||
1. **8:00-9:30**: Implement CombatEntity and entity types
|
||||
2. **9:30-10:30**: Add combat to bump interactions
|
||||
3. **10:30-11:30**: Basic health display (text or simple bar)
|
||||
4. **11:30-12:00**: ItemEntity and pickup system
|
||||
|
||||
### Tuesday Afternoon (Priority 2: Integration)
|
||||
1. **1:00-2:00**: Message log implementation
|
||||
2. **2:00-3:00**: Full health bar with colors
|
||||
3. **3:00-4:00**: Inventory UI (hotbar)
|
||||
4. **4:00-5:00**: Testing and bug fixes
|
||||
|
||||
### Tuesday Evening (Priority 3: Polish)
|
||||
1. **5:00-6:00**: Combat animations and effects
|
||||
2. **6:00-7:00**: Sound integration (use CoS splat sounds)
|
||||
3. **7:00-8:00**: Additional item types
|
||||
4. **8:00-9:00**: Documentation and cleanup
|
||||
|
||||
---
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
### Automated Tests
|
||||
```python
|
||||
# tests/test_part6_combat.py
|
||||
- Test damage calculation
|
||||
- Test death mechanics
|
||||
- Test combat messages
|
||||
|
||||
# tests/test_part7_ui.py
|
||||
- Test health bar updates
|
||||
- Test message log scrolling
|
||||
- Test color system
|
||||
|
||||
# tests/test_part8_inventory.py
|
||||
- Test item pickup/drop
|
||||
- Test inventory capacity
|
||||
- Test item usage
|
||||
```
|
||||
|
||||
### Visual Tests
|
||||
- Screenshot combat states
|
||||
- Verify UI element positioning
|
||||
- Check animation smoothness
|
||||
|
||||
---
|
||||
|
||||
## File Structure
|
||||
```
|
||||
roguelike_tutorial/
|
||||
├── part_6.py # Combat implementation
|
||||
├── part_7.py # UI enhancements
|
||||
├── part_8.py # Inventory system
|
||||
├── combat.py # Shared combat utilities
|
||||
├── ui_components.py # Reusable UI classes
|
||||
├── colors.py # Color definitions
|
||||
└── items.py # Item definitions
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Risk Mitigation
|
||||
|
||||
### Potential Issues
|
||||
1. **Performance**: Many UI updates per frame
|
||||
- Solution: Update only on state changes
|
||||
|
||||
2. **Entity Collection Bugs**: Known segfault issues
|
||||
- Solution: Use index-based access when needed
|
||||
|
||||
3. **Animation Timing**: Complex with turn-based combat
|
||||
- Solution: Queue animations, process sequentially
|
||||
|
||||
### Fallback Options
|
||||
1. Start with console messages, add UI later
|
||||
2. Simple health numbers before bars
|
||||
3. Basic inventory list before hotbar
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria
|
||||
|
||||
### Part 6
|
||||
- [x] Entities can have HP and take damage
|
||||
- [x] Death changes sprite and walkability
|
||||
- [x] Combat messages appear
|
||||
- [x] Player can kill enemies
|
||||
|
||||
### Part 7
|
||||
- [x] Health bar shows current/max HP
|
||||
- [x] Messages appear in scrolling log
|
||||
- [x] Colors differentiate message types
|
||||
- [x] UI updates in real-time
|
||||
|
||||
### Part 8
|
||||
- [x] Items can be picked up
|
||||
- [x] Inventory has capacity limit
|
||||
- [x] Items can be used/consumed
|
||||
- [x] Hotbar shows inventory items
|
||||
|
||||
---
|
||||
|
||||
## Notes for Implementation
|
||||
|
||||
1. **Keep It Simple**: Start with minimum viable features
|
||||
2. **Build Incrementally**: Test each component before integrating
|
||||
3. **Use Part 5**: Leverage existing entity interaction system
|
||||
4. **Document Well**: Clear comments for tutorial purposes
|
||||
5. **Visual Feedback**: McRogueFace excels at animations - use them!
|
||||
|
||||
---
|
||||
|
||||
## Comparison with Original Tutorial
|
||||
|
||||
### What We Keep
|
||||
- Same combat formula (power - defense)
|
||||
- Same entity stats (Player, Orc, Troll)
|
||||
- Same item types (healing potions to start)
|
||||
- Same UI elements (health bar, message log)
|
||||
|
||||
### What's Different
|
||||
- Direct inheritance instead of components
|
||||
- Integrated animations and visual effects
|
||||
- Hotbar inventory instead of menu
|
||||
- Built-in sound support
|
||||
- Cleaner architecture overall
|
||||
|
||||
### What's Better
|
||||
- More Pythonic with real inheritance
|
||||
- Better visual feedback
|
||||
- Smoother animations
|
||||
- Simpler to understand
|
||||
- Leverages McRogueFace's strengths
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
This implementation plan leverages McRogueFace's support for Python entity inheritance to create a clean, intuitive tutorial series. By using direct attributes instead of components, we simplify the architecture while maintaining all the functionality of the original tutorial. The addition of animations, sound effects, and rich UI elements showcases McRogueFace's capabilities while keeping the code beginner-friendly.
|
||||
|
||||
The Tuesday delivery timeline is aggressive but achievable by focusing on core functionality first, then integration, then polish. The modular design allows for easy testing and incremental development.
|
||||
|
|
@ -1,100 +0,0 @@
|
|||
# Simple TCOD Tutorial Part 1 - Drawing the player sprite and moving it around
|
||||
|
||||
This is Part 1 of the Simple TCOD Tutorial adapted for McRogueFace. It implements the sophisticated, refactored TCOD tutorial approach with professional architecture from day one.
|
||||
|
||||
## Running the Code
|
||||
|
||||
From your tutorial build directory (separate from the engine development build):
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
Note: The `scripts` folder should be a symlink to your `simple_tcod_tutorial` directory.
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
### Package Structure
|
||||
```
|
||||
simple_tcod_tutorial/
|
||||
├── main.py # Entry point - ties everything together
|
||||
├── game/ # Game package with proper separation
|
||||
│ ├── __init__.py
|
||||
│ ├── entity.py # Entity class - all game objects
|
||||
│ ├── engine.py # Engine class - game coordinator
|
||||
│ ├── actions.py # Action classes - command pattern
|
||||
│ └── input_handlers.py # Input handling - extensible system
|
||||
```
|
||||
|
||||
### Key Concepts Demonstrated
|
||||
|
||||
1. **Entity-Centric Design**
|
||||
- Everything in the game is an Entity
|
||||
- Entities have position, appearance, and behavior
|
||||
- Designed to scale to items, NPCs, and effects
|
||||
|
||||
2. **Action-Based Command Pattern**
|
||||
- All player actions are Action objects
|
||||
- Separates input from game logic
|
||||
- Enables undo, replay, and AI using same system
|
||||
|
||||
3. **Professional Input Handling**
|
||||
- BaseEventHandler for different input contexts
|
||||
- Complete movement key support (arrows, numpad, vi, WASD)
|
||||
- Ready for menus, targeting, and other modes
|
||||
|
||||
4. **Engine as Coordinator**
|
||||
- Manages game state without becoming a god object
|
||||
- Delegates to appropriate systems
|
||||
- Clean boundaries between systems
|
||||
|
||||
5. **Type Safety**
|
||||
- Full type annotations throughout
|
||||
- Forward references with TYPE_CHECKING
|
||||
- Modern Python best practices
|
||||
|
||||
## Differences from Vanilla McRogueFace Tutorial
|
||||
|
||||
### Removed
|
||||
- Animation system (instant movement instead)
|
||||
- Complex UI elements (focus on core mechanics)
|
||||
- Real-time features (pure turn-based)
|
||||
- Visual effects (camera following, smooth scrolling)
|
||||
- Entity color property (sprites handle appearance)
|
||||
|
||||
### Added
|
||||
- Complete movement key support
|
||||
- Professional architecture patterns
|
||||
- Proper package structure
|
||||
- Type annotations
|
||||
- Action-based design
|
||||
- Extensible handler system
|
||||
- Proper exit handling (Escape/Q actually quits)
|
||||
|
||||
### Adapted
|
||||
- Grid rendering with proper centering
|
||||
- Simplified entity system (position + sprite ID)
|
||||
- Using simple_tutorial.png sprite sheet (12 sprites)
|
||||
- Floor tiles using ground sprites (indices 1 and 2)
|
||||
- Direct sprite indices instead of character mapping
|
||||
|
||||
## Learning Objectives
|
||||
|
||||
Students completing Part 1 will understand:
|
||||
- How to structure a game project professionally
|
||||
- The value of entity-centric design
|
||||
- Command pattern for game actions
|
||||
- Input handling that scales to complex UIs
|
||||
- Type-driven development in Python
|
||||
- Architecture that grows without refactoring
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 2 will add:
|
||||
- The GameMap class for world representation
|
||||
- Tile-based movement and collision
|
||||
- Multiple entities in the world
|
||||
- Basic terrain (walls and floors)
|
||||
- Rendering order for entities
|
||||
|
||||
The architecture we've built in Part 1 makes these additions natural and painless, demonstrating the value of starting with good patterns.
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
# Simple TCOD Tutorial Part 2 - The generic Entity, the map, and walls
|
||||
|
||||
This is Part 2 of the Simple TCOD Tutorial adapted for McRogueFace. Building on Part 1's foundation, we now introduce proper world representation and collision detection.
|
||||
|
||||
## Running the Code
|
||||
|
||||
From your tutorial build directory:
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
## New Architecture Components
|
||||
|
||||
### GameMap Class (`game/game_map.py`)
|
||||
The GameMap inherits from `mcrfpy.Grid` and adds:
|
||||
- **Tile Management**: Uses Grid's built-in point system with walkable property
|
||||
- **Entity Container**: Manages entity lifecycle with `add_entity()` and `remove_entity()`
|
||||
- **Spatial Queries**: `get_entities_at()`, `get_blocking_entity_at()`, `is_walkable()`
|
||||
- **Direct Integration**: Leverages Grid's walkable and tilesprite properties
|
||||
|
||||
### Tiles System (`game/tiles.py`)
|
||||
- **Simple Tile Types**: Using NamedTuple for clean tile definitions
|
||||
- **Tile Types**: Floor (walkable) and Wall (blocks movement)
|
||||
- **Grid Integration**: Maps directly to Grid point properties
|
||||
- **Future-Ready**: Includes transparency for FOV system in Part 4
|
||||
|
||||
### Entity Placement System
|
||||
- **Bidirectional References**: Entities know their map, maps track their entities
|
||||
- **`place()` Method**: Handles all bookkeeping when entities move between maps
|
||||
- **Lifecycle Management**: Automatic cleanup when entities leave maps
|
||||
|
||||
## Key Changes from Part 1
|
||||
|
||||
### Engine Updates
|
||||
- Replaced direct grid management with GameMap
|
||||
- Engine creates and configures the GameMap
|
||||
- Player is placed using the new `place()` method
|
||||
|
||||
### Movement System
|
||||
- MovementAction now checks `is_walkable()` before moving
|
||||
- Collision detection for both walls and blocking entities
|
||||
- Clean separation between validation and execution
|
||||
|
||||
### Visual Changes
|
||||
- Walls rendered as trees (sprite index 3)
|
||||
- Border of walls around the map edge
|
||||
- Floor tiles still use alternating pattern
|
||||
|
||||
## Architectural Benefits
|
||||
|
||||
### McRogueFace Integration
|
||||
- **No NumPy Dependency**: Uses Grid's native tile management
|
||||
- **Direct Walkability**: Grid points have built-in walkable property
|
||||
- **Unified System**: Visual and logical tile data in one place
|
||||
|
||||
### Separation of Concerns
|
||||
- **GameMap**: Knows about tiles and spatial relationships
|
||||
- **Engine**: Coordinates high-level game state
|
||||
- **Entity**: Manages its own lifecycle through `place()`
|
||||
- **Actions**: Validate their own preconditions
|
||||
|
||||
### Extensibility
|
||||
- Easy to add new tile types
|
||||
- Simple to implement different map generation
|
||||
- Ready for FOV, pathfinding, and complex queries
|
||||
- Entity system scales to items and NPCs
|
||||
|
||||
### Type Safety
|
||||
- TYPE_CHECKING imports prevent circular dependencies
|
||||
- Proper type hints throughout
|
||||
- Forward references maintain clean architecture
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 3 will add:
|
||||
- Procedural dungeon generation
|
||||
- Room and corridor creation
|
||||
- Multiple entities in the world
|
||||
- Foundation for enemy placement
|
||||
|
||||
The architecture established in Part 2 makes these additions straightforward, demonstrating the value of proper design from the beginning.
|
||||
|
|
@ -1,87 +0,0 @@
|
|||
# Simple TCOD Tutorial Part 3 - Generating a dungeon
|
||||
|
||||
This is Part 3 of the Simple TCOD Tutorial adapted for McRogueFace. We now add procedural dungeon generation to create interesting, playable levels.
|
||||
|
||||
## Running the Code
|
||||
|
||||
From your tutorial build directory:
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
## New Features
|
||||
|
||||
### Procedural Generation Module (`game/procgen.py`)
|
||||
|
||||
This dedicated module demonstrates separation of concerns - dungeon generation logic is kept separate from the game map implementation.
|
||||
|
||||
#### RectangularRoom Class
|
||||
- **Clean Abstraction**: Represents a room with position and dimensions
|
||||
- **Utility Properties**:
|
||||
- `center` - Returns room center for connections
|
||||
- `inner` - Returns slice objects for efficient carving
|
||||
- **Intersection Detection**: `intersects()` method prevents overlapping rooms
|
||||
|
||||
#### Tunnel Generation
|
||||
- **L-Shaped Corridors**: Simple but effective connection method
|
||||
- **Iterator Pattern**: `tunnel_between()` yields coordinates efficiently
|
||||
- **Random Variation**: 50/50 chance of horizontal-first vs vertical-first
|
||||
|
||||
#### Dungeon Generation Algorithm
|
||||
```python
|
||||
def generate_dungeon(max_rooms, room_min_size, room_max_size,
|
||||
map_width, map_height, engine) -> GameMap:
|
||||
```
|
||||
- **Simple Algorithm**: Try to place random rooms, reject overlaps
|
||||
- **Automatic Connection**: Each room connects to the previous one
|
||||
- **Player Placement**: First room contains the player
|
||||
- **Entity-Centric**: Uses `player.place()` for proper lifecycle
|
||||
|
||||
## Architecture Benefits
|
||||
|
||||
### Modular Design
|
||||
- Generation logic separate from GameMap
|
||||
- Easy to swap algorithms later
|
||||
- Room class reusable for other features
|
||||
|
||||
### Forward Thinking
|
||||
- Engine parameter anticipates entity spawning
|
||||
- Room list available for future features
|
||||
- Iterator-based tunnel generation is memory efficient
|
||||
|
||||
### Clean Integration
|
||||
- Works seamlessly with existing entity placement
|
||||
- Respects GameMap's tile management
|
||||
- No special cases or hacks needed
|
||||
|
||||
## Visual Changes
|
||||
|
||||
- Map size increased to 80x45 for better dungeons
|
||||
- Zoom reduced to 1.0 to see more of the map
|
||||
- Random room layouts each time
|
||||
- Connected rooms and corridors
|
||||
|
||||
## Algorithm Details
|
||||
|
||||
The generation follows these steps:
|
||||
1. Start with a map filled with walls
|
||||
2. Try to place up to `max_rooms` rooms
|
||||
3. For each room attempt:
|
||||
- Generate random size and position
|
||||
- Check for intersections with existing rooms
|
||||
- If valid, carve out the room
|
||||
- Connect to previous room (if any)
|
||||
4. Place player in center of first room
|
||||
|
||||
This simple algorithm creates playable dungeons while being easy to understand and modify.
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 4 will add:
|
||||
- Field of View (FOV) system
|
||||
- Explored vs unexplored areas
|
||||
- Light and dark tile rendering
|
||||
- Torch radius around player
|
||||
|
||||
The modular dungeon generation makes it easy to add these visual features without touching the generation code.
|
||||
|
|
@ -1,131 +0,0 @@
|
|||
# Part 4: Field of View and Exploration
|
||||
|
||||
## Overview
|
||||
|
||||
Part 4 introduces the Field of View (FOV) system, transforming our fully-visible dungeon into an atmospheric exploration experience. We leverage McRogueFace's built-in FOV capabilities and perspective system for efficient rendering.
|
||||
|
||||
## What's New in Part 4
|
||||
|
||||
### Field of View System
|
||||
- **FOV Calculation**: Using `Grid.compute_fov()` with configurable radius
|
||||
- **Perspective System**: Grid tracks which entity is the viewer
|
||||
- **Visibility States**: Unexplored (black), explored (dark), visible (lit)
|
||||
- **Automatic Updates**: FOV recalculates on player movement
|
||||
|
||||
### Implementation Details
|
||||
|
||||
#### FOV with McRogueFace's Grid
|
||||
|
||||
Unlike TCOD which uses numpy arrays for visibility tracking, McRogueFace's Grid has built-in FOV support:
|
||||
|
||||
```python
|
||||
# In GameMap.update_fov()
|
||||
self.compute_fov(viewer_x, viewer_y, radius, light_walls=True, algorithm=mcrfpy.FOV_BASIC)
|
||||
```
|
||||
|
||||
The Grid automatically:
|
||||
- Tracks which tiles have been explored
|
||||
- Applies appropriate color overlays (shroud, dark, light)
|
||||
- Updates entity visibility based on FOV
|
||||
|
||||
#### Perspective System
|
||||
|
||||
McRogueFace uses a perspective-based rendering approach:
|
||||
|
||||
```python
|
||||
# Set the viewer
|
||||
self.game_map.perspective = self.player
|
||||
|
||||
# Grid automatically renders from this entity's viewpoint
|
||||
```
|
||||
|
||||
This is more efficient than manually updating tile colors every turn.
|
||||
|
||||
#### Color Overlays
|
||||
|
||||
We define overlay colors but let the Grid handle application:
|
||||
|
||||
```python
|
||||
# In tiles.py
|
||||
SHROUD = mcrfpy.Color(0, 0, 0, 255) # Unexplored
|
||||
DARK = mcrfpy.Color(100, 100, 150, 128) # Explored but not visible
|
||||
LIGHT = mcrfpy.Color(255, 255, 255, 0) # Currently visible
|
||||
```
|
||||
|
||||
### Key Differences from TCOD
|
||||
|
||||
| TCOD Approach | McRogueFace Approach |
|
||||
|---------------|----------------------|
|
||||
| `visible` and `explored` numpy arrays | Grid's built-in FOV state |
|
||||
| Manual tile color switching | Automatic overlay system |
|
||||
| `tcod.map.compute_fov()` | `Grid.compute_fov()` |
|
||||
| Render conditionals for each tile | Perspective-based rendering |
|
||||
|
||||
### Movement and FOV Updates
|
||||
|
||||
The action system now updates FOV after player movement:
|
||||
|
||||
```python
|
||||
# In MovementAction.perform()
|
||||
if self.entity == engine.player:
|
||||
engine.update_fov()
|
||||
```
|
||||
|
||||
## Architecture Notes
|
||||
|
||||
### Why Grid Perspective?
|
||||
|
||||
The perspective system provides several benefits:
|
||||
1. **Efficiency**: No per-tile color updates needed
|
||||
2. **Flexibility**: Easy to switch viewpoints (for debugging or features)
|
||||
3. **Automatic**: Grid handles all rendering details
|
||||
4. **Clean**: Separates game logic from rendering concerns
|
||||
|
||||
### Entity Visibility
|
||||
|
||||
Entities automatically update their visibility state:
|
||||
|
||||
```python
|
||||
# After FOV calculation
|
||||
self.player.update_visibility()
|
||||
```
|
||||
|
||||
This ensures entities are only rendered when visible to the current perspective.
|
||||
|
||||
## Files Modified
|
||||
|
||||
- `game/tiles.py`: Added FOV color overlay constants
|
||||
- `game/game_map.py`: Added `update_fov()` method
|
||||
- `game/engine.py`: Added FOV initialization and update method
|
||||
- `game/actions.py`: Update FOV after player movement
|
||||
- `main.py`: Updated part description
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 5 will add enemies to our dungeon, introducing:
|
||||
- Enemy entities with AI
|
||||
- Combat system
|
||||
- Turn-based gameplay
|
||||
- Health and damage
|
||||
|
||||
The FOV system will make enemies appear and disappear as you explore, adding tension and strategy to the gameplay.
|
||||
|
||||
## Learning Points
|
||||
|
||||
1. **Leverage Framework Features**: Use McRogueFace's built-in systems rather than reimplementing
|
||||
2. **Perspective-Based Design**: Think in terms of viewpoints, not global state
|
||||
3. **Automatic Systems**: Let the framework handle rendering details
|
||||
4. **Clean Integration**: FOV updates fit naturally into the action system
|
||||
|
||||
## Running Part 4
|
||||
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
You'll now see:
|
||||
- Black unexplored areas
|
||||
- Dark blue tint on previously seen areas
|
||||
- Full brightness only in your field of view
|
||||
- Smooth exploration as you move through the dungeon
|
||||
|
|
@ -1,169 +0,0 @@
|
|||
# Part 5: Placing Enemies and Fighting Them
|
||||
|
||||
## Overview
|
||||
|
||||
Part 5 brings our dungeon to life with enemies! We add rats and spiders that populate the rooms, implement a combat system with melee attacks, and handle entity death by turning creatures into gravestones.
|
||||
|
||||
## What's New in Part 5
|
||||
|
||||
### Actor System
|
||||
- **Actor Class**: Extends Entity with combat stats (HP, defense, power)
|
||||
- **Combat Properties**: Health tracking, damage calculation, alive status
|
||||
- **Death Handling**: Entities become gravestones when killed
|
||||
|
||||
### Enemy Types
|
||||
Using our sprite sheet, we have two enemy types:
|
||||
- **Rat** (sprite 5): 10 HP, 0 defense, 3 power - Common enemy
|
||||
- **Spider** (sprite 4): 16 HP, 1 defense, 4 power - Tougher enemy
|
||||
|
||||
### Combat System
|
||||
|
||||
#### Bump-to-Attack
|
||||
When the player tries to move into an enemy:
|
||||
```python
|
||||
# In MovementAction.perform()
|
||||
target = engine.game_map.get_blocking_entity_at(dest_x, dest_y)
|
||||
if target:
|
||||
if self.entity == engine.player:
|
||||
from game.entity import Actor
|
||||
if isinstance(target, Actor) and target != engine.player:
|
||||
return MeleeAction(self.entity, self.dx, self.dy).perform(engine)
|
||||
```
|
||||
|
||||
#### Damage Calculation
|
||||
Simple formula with defense reduction:
|
||||
```python
|
||||
damage = attacker.power - target.defense
|
||||
```
|
||||
|
||||
#### Death System
|
||||
Dead entities become gravestones:
|
||||
```python
|
||||
def die(self) -> None:
|
||||
"""Handle death by becoming a gravestone."""
|
||||
self.sprite_index = 6 # Tombstone sprite
|
||||
self.blocks_movement = False
|
||||
self.name = f"Grave of {self.name}"
|
||||
```
|
||||
|
||||
### Entity Factories
|
||||
|
||||
Factory functions create pre-configured entities:
|
||||
```python
|
||||
def rat(x: int, y: int, texture: mcrfpy.Texture) -> Actor:
|
||||
return Actor(
|
||||
x=x, y=y,
|
||||
sprite_id=5, # Rat sprite
|
||||
texture=texture,
|
||||
name="Rat",
|
||||
hp=10, defense=0, power=3,
|
||||
)
|
||||
```
|
||||
|
||||
### Dungeon Population
|
||||
|
||||
Enemies are placed randomly in rooms:
|
||||
```python
|
||||
def place_entities(room, dungeon, max_monsters, texture):
|
||||
number_of_monsters = random.randint(0, max_monsters)
|
||||
|
||||
for _ in range(number_of_monsters):
|
||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
|
||||
if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
|
||||
# 80% rats, 20% spiders
|
||||
if random.random() < 0.8:
|
||||
monster = entity_factories.rat(x, y, texture)
|
||||
else:
|
||||
monster = entity_factories.spider(x, y, texture)
|
||||
monster.place(x, y, dungeon)
|
||||
```
|
||||
|
||||
## Key Implementation Details
|
||||
|
||||
### FOV and Enemy Visibility
|
||||
Enemies are automatically shown/hidden by the FOV system:
|
||||
```python
|
||||
def update_fov(self) -> None:
|
||||
# Update visibility for all entities
|
||||
for entity in self.game_map.entities:
|
||||
entity.update_visibility()
|
||||
```
|
||||
|
||||
### Action System Extension
|
||||
The action system now handles combat:
|
||||
- **MovementAction**: Detects collision, triggers attack
|
||||
- **MeleeAction**: New action for melee combat
|
||||
- Actions remain decoupled from entity logic
|
||||
|
||||
### Gravestone System
|
||||
Instead of removing dead entities:
|
||||
- Sprite changes to tombstone (index 6)
|
||||
- Name changes to "Grave of [Name]"
|
||||
- No longer blocks movement
|
||||
- Remains visible as dungeon decoration
|
||||
|
||||
## Architecture Notes
|
||||
|
||||
### Why Actor Extends Entity?
|
||||
- Maintains entity hierarchy
|
||||
- Combat stats only for creatures
|
||||
- Future items/decorations won't have HP
|
||||
- Clean separation of concerns
|
||||
|
||||
### Why Factory Functions?
|
||||
- Centralized entity configuration
|
||||
- Easy to add new enemy types
|
||||
- Consistent stat management
|
||||
- Type-safe entity creation
|
||||
|
||||
### Combat in Actions
|
||||
Combat logic lives in actions, not entities:
|
||||
- Entities store stats
|
||||
- Actions perform combat
|
||||
- Clean separation of data and behavior
|
||||
- Extensible for future combat types
|
||||
|
||||
## Files Modified
|
||||
|
||||
- `game/entity.py`: Added Actor class with combat stats and death handling
|
||||
- `game/entity_factories.py`: New module with entity creation functions
|
||||
- `game/actions.py`: Added MeleeAction for combat
|
||||
- `game/procgen.py`: Added enemy placement in rooms
|
||||
- `game/engine.py`: Updated to use Actor type and handle all entity visibility
|
||||
- `main.py`: Updated to use entity factories and Part 5 description
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 6 will enhance the combat experience with:
|
||||
- Health display UI
|
||||
- Game over conditions
|
||||
- Combat messages window
|
||||
- More strategic combat mechanics
|
||||
|
||||
## Learning Points
|
||||
|
||||
1. **Entity Specialization**: Use inheritance to add features to specific entity types
|
||||
2. **Factory Pattern**: Centralize object creation for consistency
|
||||
3. **State Transformation**: Dead entities become decorations, not deletions
|
||||
4. **Action Extensions**: Combat fits naturally into the action system
|
||||
5. **Automatic Systems**: FOV handles entity visibility without special code
|
||||
|
||||
## Running Part 5
|
||||
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
You'll now encounter rats and spiders as you explore! Walk into them to attack. Dead enemies become gravestones that mark your battles.
|
||||
|
||||
## Sprite Adaptations
|
||||
|
||||
Following our sprite sheet (`sprite_sheet.md`), we made these thematic changes:
|
||||
- Orcs → Rats (same stats, different sprite)
|
||||
- Trolls → Spiders (same stats, different sprite)
|
||||
- Corpses → Gravestones (all use same tombstone sprite)
|
||||
|
||||
The gameplay remains identical to the TCOD tutorial, just with different visual theming.
|
||||
|
|
@ -1,187 +0,0 @@
|
|||
# Part 6: Doing (and Taking) Damage
|
||||
|
||||
## Overview
|
||||
|
||||
Part 6 transforms our basic combat into a complete gameplay loop with visual feedback, enemy AI, and win/lose conditions. We add a health bar, message log, enemy AI that pursues the player, and proper game over handling.
|
||||
|
||||
## What's New in Part 6
|
||||
|
||||
### User Interface Components
|
||||
|
||||
#### Health Bar
|
||||
A visual representation of the player's current health:
|
||||
```python
|
||||
class HealthBar:
|
||||
def create_ui(self) -> List[mcrfpy.UIDrawable]:
|
||||
# Dark red background
|
||||
self.background = mcrfpy.Frame(pos=(x, y), size=(width, height))
|
||||
self.background.fill_color = mcrfpy.Color(100, 0, 0, 255)
|
||||
|
||||
# Bright colored bar (green/yellow/red based on HP)
|
||||
self.bar = mcrfpy.Frame(pos=(x, y), size=(width, height))
|
||||
|
||||
# Text overlay showing HP numbers
|
||||
self.text = mcrfpy.Caption(pos=(x+5, y+2),
|
||||
text=f"HP: {hp}/{max_hp}")
|
||||
```
|
||||
|
||||
The bar changes color based on health percentage:
|
||||
- Green (>60% health)
|
||||
- Yellow (30-60% health)
|
||||
- Red (<30% health)
|
||||
|
||||
#### Message Log
|
||||
A scrolling combat log that replaces console print statements:
|
||||
```python
|
||||
class MessageLog:
|
||||
def __init__(self, max_messages: int = 5):
|
||||
self.messages: deque[str] = deque(maxlen=max_messages)
|
||||
|
||||
def add_message(self, message: str) -> None:
|
||||
self.messages.append(message)
|
||||
self.update_display()
|
||||
```
|
||||
|
||||
Messages include:
|
||||
- Combat actions ("Rat attacks Player for 3 hit points.")
|
||||
- Death notifications ("Spider is dead!")
|
||||
- Game state changes ("You have died! Press Escape to quit.")
|
||||
|
||||
### Enemy AI System
|
||||
|
||||
#### Basic AI Component
|
||||
Enemies now actively pursue and attack the player:
|
||||
```python
|
||||
class BasicAI:
|
||||
def take_turn(self, engine: Engine) -> None:
|
||||
distance = max(abs(dx), abs(dy)) # Chebyshev distance
|
||||
|
||||
if distance <= 1:
|
||||
# Adjacent: Attack!
|
||||
MeleeAction(self.entity, attack_dx, attack_dy).perform(engine)
|
||||
elif distance <= 6:
|
||||
# Can see player: Move closer
|
||||
MovementAction(self.entity, move_dx, move_dy).perform(engine)
|
||||
```
|
||||
|
||||
#### Turn-Based System
|
||||
After each player action, all enemies take their turn:
|
||||
```python
|
||||
def handle_enemy_turns(self) -> None:
|
||||
for entity in self.game_map.entities:
|
||||
if isinstance(entity, Actor) and entity.ai and entity.is_alive:
|
||||
entity.ai.take_turn(self)
|
||||
```
|
||||
|
||||
### Game Over Condition
|
||||
|
||||
When the player dies:
|
||||
1. Game state flag is set (`engine.game_over = True`)
|
||||
2. Player becomes a gravestone (sprite changes)
|
||||
3. Input is restricted (only Escape works)
|
||||
4. Death message appears in the message log
|
||||
|
||||
```python
|
||||
def handle_player_death(self) -> None:
|
||||
self.game_over = True
|
||||
self.message_log.add_message("You have died! Press Escape to quit.")
|
||||
```
|
||||
|
||||
## Architecture Improvements
|
||||
|
||||
### UI Module (`game/ui.py`)
|
||||
Separates UI concerns from game logic:
|
||||
- `MessageLog`: Manages combat messages
|
||||
- `HealthBar`: Displays player health
|
||||
- Clean interface for updating displays
|
||||
|
||||
### AI Module (`game/ai.py`)
|
||||
Encapsulates enemy behavior:
|
||||
- `BasicAI`: Simple pursue-and-attack behavior
|
||||
- Extensible for different AI types
|
||||
- Uses existing action system
|
||||
|
||||
### Turn Management
|
||||
Player actions trigger enemy turns:
|
||||
- Movement → Enemy turns
|
||||
- Attack → Enemy turns
|
||||
- Wait → Enemy turns
|
||||
- Maintains turn-based feel
|
||||
|
||||
## Key Implementation Details
|
||||
|
||||
### UI Updates
|
||||
Health bar updates occur:
|
||||
- After player takes damage
|
||||
- Automatically via `engine.update_ui()`
|
||||
- Color changes based on HP percentage
|
||||
|
||||
### Message Flow
|
||||
Combat messages follow this pattern:
|
||||
1. Action generates message text
|
||||
2. `engine.message_log.add_message(text)`
|
||||
3. Message appears in UI Caption
|
||||
4. Old messages scroll up
|
||||
|
||||
### AI Decision Making
|
||||
Basic AI uses simple rules:
|
||||
1. Check if player is adjacent → Attack
|
||||
2. Check if player is visible (within 6 tiles) → Move toward
|
||||
3. Otherwise → Do nothing
|
||||
|
||||
### Game State Management
|
||||
The `game_over` flag prevents:
|
||||
- Player movement
|
||||
- Player attacks
|
||||
- Player waiting
|
||||
- But allows Escape to quit
|
||||
|
||||
## Files Modified
|
||||
|
||||
- `game/ui.py`: New module for UI components
|
||||
- `game/ai.py`: New module for enemy AI
|
||||
- `game/engine.py`: Added UI setup, enemy turns, game over handling
|
||||
- `game/entity.py`: Added AI component to Actor
|
||||
- `game/entity_factories.py`: Attached AI to enemies
|
||||
- `game/actions.py`: Integrated message log, added enemy turn triggers
|
||||
- `main.py`: Updated part description
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 7 will expand the user interface further with:
|
||||
- More detailed entity inspection
|
||||
- Possibly inventory display
|
||||
- Additional UI panels
|
||||
- Mouse interaction
|
||||
|
||||
## Learning Points
|
||||
|
||||
1. **UI Separation**: Keep UI logic separate from game logic
|
||||
2. **Component Systems**: AI as a component allows different behaviors
|
||||
3. **Turn-Based Flow**: Player action → Enemy reactions creates tactical gameplay
|
||||
4. **Visual Feedback**: Health bars and message logs improve player understanding
|
||||
5. **State Management**: Game over flag controls available actions
|
||||
|
||||
## Running Part 6
|
||||
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
You'll now see:
|
||||
- Health bar at the top showing your current HP
|
||||
- Message log at the bottom showing combat events
|
||||
- Enemies that chase you when you're nearby
|
||||
- Enemies that attack when adjacent
|
||||
- Death state when HP reaches 0
|
||||
|
||||
## Combat Strategy
|
||||
|
||||
With enemy AI active, combat becomes more tactical:
|
||||
- Enemies pursue when they see you
|
||||
- Fighting in corridors limits how many can attack
|
||||
- Running away is sometimes the best option
|
||||
- Health management becomes critical
|
||||
|
||||
The game now has a complete combat loop with clear win/lose conditions!
|
||||
|
|
@ -1,204 +0,0 @@
|
|||
# Part 7: Creating the User Interface
|
||||
|
||||
## Overview
|
||||
|
||||
Part 7 significantly enhances the user interface, transforming our roguelike from a basic game into a more polished experience. We add mouse interaction, help displays, information panels, and better visual feedback systems.
|
||||
|
||||
## What's New in Part 7
|
||||
|
||||
### Mouse Interaction
|
||||
|
||||
#### Click-to-Inspect System
|
||||
Since McRogueFace doesn't have mouse motion events, we use click events to show entity information:
|
||||
```python
|
||||
def grid_click_handler(pixel_x, pixel_y, button, state):
|
||||
# Convert pixel coordinates to grid coordinates
|
||||
grid_x = int(pixel_x / (self.tile_size * self.zoom))
|
||||
grid_y = int(pixel_y / (self.tile_size * self.zoom))
|
||||
|
||||
# Update hover display for this position
|
||||
self.update_mouse_hover(grid_x, grid_y)
|
||||
```
|
||||
|
||||
Click displays show:
|
||||
- Entity names
|
||||
- Current HP for living creatures
|
||||
- Multiple entities if stacked (e.g., "Grave of Rat")
|
||||
|
||||
#### Mouse Handler Registration
|
||||
The click handler is registered as a local function to avoid issues with bound methods:
|
||||
```python
|
||||
# Use a local function instead of a bound method
|
||||
self.game_map.click = grid_click_handler
|
||||
```
|
||||
|
||||
### Help System
|
||||
|
||||
#### Toggle Help Display
|
||||
Press `?`, `H`, or `F1` to show/hide help:
|
||||
```python
|
||||
class HelpDisplay:
|
||||
def toggle(self) -> None:
|
||||
self.visible = not self.visible
|
||||
self.panel.frame.visible = self.visible
|
||||
```
|
||||
|
||||
The help panel includes:
|
||||
- Movement controls for all input methods
|
||||
- Combat instructions
|
||||
- Mouse usage tips
|
||||
- Gameplay strategies
|
||||
|
||||
### Information Panels
|
||||
|
||||
#### Player Stats Panel
|
||||
Always-visible panel showing:
|
||||
- Player name
|
||||
- Current/Max HP
|
||||
- Power and Defense stats
|
||||
- Current grid position
|
||||
|
||||
```python
|
||||
class InfoPanel:
|
||||
def create_ui(self, title: str) -> List[mcrfpy.Drawable]:
|
||||
# Semi-transparent background frame
|
||||
self.frame = mcrfpy.Frame(pos=(x, y), size=(width, height))
|
||||
self.frame.fill_color = mcrfpy.Color(20, 20, 40, 200)
|
||||
|
||||
# Title and content captions as children
|
||||
self.frame.children.append(self.title_caption)
|
||||
self.frame.children.append(self.content_caption)
|
||||
```
|
||||
|
||||
#### Reusable Panel System
|
||||
The `InfoPanel` class provides:
|
||||
- Titled panels with borders
|
||||
- Semi-transparent backgrounds
|
||||
- Easy content updates
|
||||
- Consistent visual style
|
||||
|
||||
### Enhanced UI Components
|
||||
|
||||
#### MouseHoverDisplay Class
|
||||
Manages tooltip-style hover information:
|
||||
- Follows mouse position
|
||||
- Shows/hides automatically
|
||||
- Offset to avoid cursor overlap
|
||||
- Multiple entity support
|
||||
|
||||
#### UI Module Organization
|
||||
Clean separation of UI components:
|
||||
- `MessageLog`: Combat messages
|
||||
- `HealthBar`: HP visualization
|
||||
- `MouseHoverDisplay`: Entity inspection
|
||||
- `InfoPanel`: Generic information display
|
||||
- `HelpDisplay`: Keyboard controls
|
||||
|
||||
## Architecture Improvements
|
||||
|
||||
### UI Composition
|
||||
Using McRogueFace's parent-child system:
|
||||
```python
|
||||
# Add caption as child of frame
|
||||
self.frame.children.append(self.text_caption)
|
||||
```
|
||||
|
||||
Benefits:
|
||||
- Automatic relative positioning
|
||||
- Group visibility control
|
||||
- Clean hierarchy
|
||||
|
||||
### Event Handler Extensions
|
||||
Input handler now manages:
|
||||
- Keyboard input (existing)
|
||||
- Mouse motion (new)
|
||||
- Mouse clicks (prepared for future)
|
||||
- UI toggles (help display)
|
||||
|
||||
### Dynamic Content Updates
|
||||
All UI elements support real-time updates:
|
||||
```python
|
||||
def update_stats_panel(self) -> None:
|
||||
stats_text = f"""Name: {self.player.name}
|
||||
HP: {self.player.hp}/{self.player.max_hp}
|
||||
Power: {self.player.power}
|
||||
Defense: {self.player.defense}"""
|
||||
self.stats_panel.update_content(stats_text)
|
||||
```
|
||||
|
||||
## Key Implementation Details
|
||||
|
||||
### Mouse Coordinate Conversion
|
||||
Pixel to grid conversion:
|
||||
```python
|
||||
grid_x = int(x / (self.engine.tile_size * self.engine.zoom))
|
||||
grid_y = int(y / (self.engine.tile_size * self.engine.zoom))
|
||||
```
|
||||
|
||||
### Visibility Management
|
||||
UI elements can be toggled:
|
||||
- Help panel starts hidden
|
||||
- Mouse hover hides when not over entities
|
||||
- Panels can be shown/hidden dynamically
|
||||
|
||||
### Color and Transparency
|
||||
UI uses semi-transparent overlays:
|
||||
- Panel backgrounds: `Color(20, 20, 40, 200)`
|
||||
- Hover tooltips: `Color(255, 255, 200, 255)`
|
||||
- Borders and outlines for readability
|
||||
|
||||
## Files Modified
|
||||
|
||||
- `game/ui.py`: Added MouseHoverDisplay, InfoPanel, HelpDisplay classes
|
||||
- `game/engine.py`: Integrated new UI components, mouse hover handling
|
||||
- `game/input_handlers.py`: Added mouse motion handling, help toggle
|
||||
- `main.py`: Registered mouse handlers, updated part description
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 8 will add items and inventory:
|
||||
- Collectible items (potions, equipment)
|
||||
- Inventory management UI
|
||||
- Item usage mechanics
|
||||
- Equipment system
|
||||
|
||||
## Learning Points
|
||||
|
||||
1. **UI Composition**: Use parent-child relationships for complex UI
|
||||
2. **Event Delegation**: Separate input handling from UI updates
|
||||
3. **Information Layers**: Multiple UI systems can coexist (hover, panels, help)
|
||||
4. **Visual Polish**: Small touches like transparency and borders improve UX
|
||||
5. **Reusable Components**: Generic panels can be specialized for different uses
|
||||
|
||||
## Running Part 7
|
||||
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
New features to try:
|
||||
- Click on entities to see their details
|
||||
- Press ? or H to toggle help display
|
||||
- Watch the stats panel update as you take damage
|
||||
- See entity HP in hover tooltips
|
||||
- Notice the visual polish in UI panels
|
||||
|
||||
## UI Design Principles
|
||||
|
||||
### Consistency
|
||||
- All panels use similar visual style
|
||||
- Consistent color scheme
|
||||
- Uniform text sizing
|
||||
|
||||
### Non-Intrusive
|
||||
- Semi-transparent panels don't block view
|
||||
- Hover info appears near cursor
|
||||
- Help can be toggled off
|
||||
|
||||
### Information Hierarchy
|
||||
- Critical info (health) always visible
|
||||
- Contextual info (hover) on demand
|
||||
- Help info toggleable
|
||||
|
||||
The UI now provides a professional feel while maintaining the roguelike aesthetic!
|
||||
|
|
@ -1,297 +0,0 @@
|
|||
# Part 8: Items and Inventory
|
||||
|
||||
## Overview
|
||||
|
||||
Part 8 transforms our roguelike into a proper loot-driven game by adding items that can be collected, managed, and used. We implement a flexible inventory system with capacity limits, create consumable items like healing potions, and build UI for inventory management.
|
||||
|
||||
## What's New in Part 8
|
||||
|
||||
### Parent-Child Entity Architecture
|
||||
|
||||
#### Flexible Entity Ownership
|
||||
Entities now have parent containers, allowing them to exist in different contexts:
|
||||
```python
|
||||
class Entity(mcrfpy.Entity):
|
||||
def __init__(self, parent: Optional[Union[GameMap, Inventory]] = None):
|
||||
self.parent = parent
|
||||
|
||||
@property
|
||||
def gamemap(self) -> Optional[GameMap]:
|
||||
"""Get the GameMap through the parent chain"""
|
||||
if isinstance(self.parent, Inventory):
|
||||
return self.parent.gamemap
|
||||
return self.parent
|
||||
```
|
||||
|
||||
Benefits:
|
||||
- Items can exist in the world or in inventories
|
||||
- Clean ownership transfer when picking up/dropping
|
||||
- Automatic visibility management
|
||||
|
||||
### Inventory System
|
||||
|
||||
#### Container-Based Design
|
||||
The inventory acts like a specialized entity container:
|
||||
```python
|
||||
class Inventory:
|
||||
def __init__(self, capacity: int):
|
||||
self.capacity = capacity
|
||||
self.items: List[Item] = []
|
||||
self.parent: Optional[Actor] = None
|
||||
|
||||
def add_item(self, item: Item) -> None:
|
||||
if len(self.items) >= self.capacity:
|
||||
raise Impossible("Your inventory is full.")
|
||||
|
||||
# Transfer ownership
|
||||
self.items.append(item)
|
||||
item.parent = self
|
||||
item.visible = False # Hide from map
|
||||
```
|
||||
|
||||
Features:
|
||||
- Capacity limits (26 items for letter selection)
|
||||
- Clean item transfer between world and inventory
|
||||
- Automatic visual management
|
||||
|
||||
### Item System
|
||||
|
||||
#### Item Entity Class
|
||||
Items are entities with consumable components:
|
||||
```python
|
||||
class Item(Entity):
|
||||
def __init__(self, consumable: Optional = None):
|
||||
super().__init__(blocks_movement=False)
|
||||
self.consumable = consumable
|
||||
if consumable:
|
||||
consumable.parent = self
|
||||
```
|
||||
|
||||
#### Consumable Components
|
||||
Modular system for item effects:
|
||||
```python
|
||||
class HealingConsumable(Consumable):
|
||||
def activate(self, action: ItemAction) -> None:
|
||||
if consumer.hp >= consumer.max_hp:
|
||||
raise Impossible("You are already at full health.")
|
||||
|
||||
amount_recovered = min(self.amount, consumer.max_hp - consumer.hp)
|
||||
consumer.hp += amount_recovered
|
||||
self.consume() # Remove item after use
|
||||
```
|
||||
|
||||
### Exception-Driven Feedback
|
||||
|
||||
#### Clean Error Handling
|
||||
Using exceptions for user feedback:
|
||||
```python
|
||||
class Impossible(Exception):
|
||||
"""Action cannot be performed"""
|
||||
pass
|
||||
|
||||
class PickupAction(Action):
|
||||
def perform(self, engine: Engine) -> None:
|
||||
if not items_here:
|
||||
raise Impossible("There is nothing here to pick up.")
|
||||
|
||||
try:
|
||||
inventory.add_item(item)
|
||||
engine.message_log.add_message(f"You picked up the {item.name}!")
|
||||
except Impossible as e:
|
||||
engine.message_log.add_message(str(e))
|
||||
```
|
||||
|
||||
Benefits:
|
||||
- Consistent error messaging
|
||||
- Clean control flow
|
||||
- Centralized feedback handling
|
||||
|
||||
### Inventory UI
|
||||
|
||||
#### Modal Inventory Screen
|
||||
Interactive inventory management:
|
||||
```python
|
||||
class InventoryEventHandler(BaseEventHandler):
|
||||
def create_ui(self) -> None:
|
||||
# Semi-transparent background
|
||||
self.background = mcrfpy.Frame(pos=(100, 100), size=(400, 400))
|
||||
self.background.fill_color = mcrfpy.Color(0, 0, 0, 200)
|
||||
|
||||
# List items with letter keys
|
||||
for i, item in enumerate(inventory.items):
|
||||
item_caption = mcrfpy.Caption(
|
||||
pos=(20, 80 + i * 20),
|
||||
text=f"{chr(ord('a') + i)}) {item.name}"
|
||||
)
|
||||
```
|
||||
|
||||
Features:
|
||||
- Letter-based selection (a-z)
|
||||
- Separate handlers for use/drop
|
||||
- ESC to cancel
|
||||
- Visual feedback
|
||||
|
||||
### Enhanced Actions
|
||||
|
||||
#### Item Actions
|
||||
New actions for item management:
|
||||
```python
|
||||
class PickupAction(Action):
|
||||
"""Pick up items at current location"""
|
||||
|
||||
class ItemAction(Action):
|
||||
"""Base for item usage actions"""
|
||||
|
||||
class DropAction(ItemAction):
|
||||
"""Drop item from inventory"""
|
||||
```
|
||||
|
||||
Each action:
|
||||
- Self-validates
|
||||
- Provides feedback
|
||||
- Triggers enemy turns
|
||||
|
||||
## Architecture Improvements
|
||||
|
||||
### Component Relationships
|
||||
Parent-based component system:
|
||||
```python
|
||||
# Components know their parent
|
||||
consumable.parent = item
|
||||
item.parent = inventory
|
||||
inventory.parent = actor
|
||||
actor.parent = gamemap
|
||||
gamemap.engine = engine
|
||||
```
|
||||
|
||||
Benefits:
|
||||
- Access to game context from any component
|
||||
- Clean ownership transfer
|
||||
- Simplified entity lifecycle
|
||||
|
||||
### Input Handler States
|
||||
Modal UI through handler switching:
|
||||
```python
|
||||
# Main game
|
||||
engine.current_handler = MainGameEventHandler(engine)
|
||||
|
||||
# Open inventory
|
||||
engine.current_handler = InventoryActivateHandler(engine)
|
||||
|
||||
# Back to game
|
||||
engine.current_handler = MainGameEventHandler(engine)
|
||||
```
|
||||
|
||||
### Entity Lifecycle Management
|
||||
Proper creation and cleanup:
|
||||
```python
|
||||
# Item spawning
|
||||
item = entity_factories.health_potion(x, y, texture)
|
||||
item.place(x, y, dungeon)
|
||||
|
||||
# Pickup
|
||||
inventory.add_item(item) # Removes from map
|
||||
|
||||
# Drop
|
||||
inventory.drop(item) # Returns to map
|
||||
|
||||
# Death
|
||||
actor.die() # Drops all items
|
||||
```
|
||||
|
||||
## Key Implementation Details
|
||||
|
||||
### Visibility Management
|
||||
Items hide/show based on container:
|
||||
```python
|
||||
def add_item(self, item):
|
||||
item.visible = False # Hide when in inventory
|
||||
|
||||
def drop(self, item):
|
||||
item.visible = True # Show when on map
|
||||
```
|
||||
|
||||
### Inventory Capacity
|
||||
Limited to alphabet keys:
|
||||
```python
|
||||
if len(inventory.items) >= 26:
|
||||
raise Impossible("Your inventory is full.")
|
||||
```
|
||||
|
||||
### Item Generation
|
||||
Procedural item placement:
|
||||
```python
|
||||
def place_entities(room, dungeon, max_monsters, max_items, texture):
|
||||
# Place 0-2 items per room
|
||||
number_of_items = random.randint(0, max_items)
|
||||
|
||||
for _ in range(number_of_items):
|
||||
if space_available:
|
||||
item = entity_factories.health_potion(x, y, texture)
|
||||
item.place(x, y, dungeon)
|
||||
```
|
||||
|
||||
## Files Modified
|
||||
|
||||
- `game/entity.py`: Added parent system, Item class, inventory to Actor
|
||||
- `game/inventory.py`: New inventory container system
|
||||
- `game/consumable.py`: New consumable component system
|
||||
- `game/exceptions.py`: New Impossible exception
|
||||
- `game/actions.py`: Added PickupAction, ItemAction, DropAction
|
||||
- `game/input_handlers.py`: Added InventoryEventHandler classes
|
||||
- `game/engine.py`: Added current_handler, inventory UI methods
|
||||
- `game/procgen.py`: Added item generation
|
||||
- `game/entity_factories.py`: Added health_potion factory
|
||||
- `game/ui.py`: Updated help text with inventory controls
|
||||
- `main.py`: Updated to Part 8, handler management
|
||||
|
||||
## What's Next
|
||||
|
||||
Part 9 will add ranged attacks and targeting:
|
||||
- Targeting UI for selecting enemies
|
||||
- Ranged damage items (lightning staff)
|
||||
- Area-of-effect items (fireball staff)
|
||||
- Confusion effects
|
||||
|
||||
## Learning Points
|
||||
|
||||
1. **Container Architecture**: Entity ownership through parent relationships
|
||||
2. **Component Systems**: Modular, reusable components with parent references
|
||||
3. **Exception Handling**: Clean error propagation and user feedback
|
||||
4. **Modal UI**: State-based input handling for different screens
|
||||
5. **Item Systems**: Flexible consumable architecture for varied effects
|
||||
6. **Lifecycle Management**: Proper entity creation, transfer, and cleanup
|
||||
|
||||
## Running Part 8
|
||||
|
||||
```bash
|
||||
cd simple_tcod_tutorial/build
|
||||
./mcrogueface scripts/main.py
|
||||
```
|
||||
|
||||
New features to try:
|
||||
- Press G to pick up healing potions
|
||||
- Press I to open inventory and use items
|
||||
- Press O to drop items from inventory
|
||||
- Heal yourself when injured in combat
|
||||
- Manage limited inventory space (26 slots)
|
||||
- Items drop from dead enemies
|
||||
|
||||
## Design Principles
|
||||
|
||||
### Flexibility Through Composition
|
||||
- Items gain behavior through consumable components
|
||||
- Easy to add new item types
|
||||
- Reusable effect system
|
||||
|
||||
### Clean Ownership Transfer
|
||||
- Entities always have clear parent
|
||||
- Automatic visibility management
|
||||
- No orphaned entities
|
||||
|
||||
### User-Friendly Feedback
|
||||
- Clear error messages
|
||||
- Consistent UI patterns
|
||||
- Intuitive controls
|
||||
|
||||
The inventory system provides the foundation for equipment, spells, and complex item interactions in future parts!
|
||||
|
|
@ -1,625 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 5: Entity Interactions
|
||||
|
||||
This tutorial builds on Part 4 by adding:
|
||||
- Entity class hierarchy (PlayerEntity, EnemyEntity, BoulderEntity, ButtonEntity)
|
||||
- Non-blocking movement animations with destination tracking
|
||||
- Bump interactions (combat, pushing)
|
||||
- Step-on interactions (buttons, doors)
|
||||
- Concurrent enemy AI with smooth animations
|
||||
|
||||
Key concepts:
|
||||
- Entities inherit from mcrfpy.Entity for proper C++/Python integration
|
||||
- Logic operates on destination positions during animations
|
||||
- Player input is processed immediately, not blocked by animations
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# ============================================================================
|
||||
# Entity Classes - Inherit from mcrfpy.Entity
|
||||
# ============================================================================
|
||||
|
||||
class GameEntity(mcrfpy.Entity):
|
||||
"""Base class for all game entities with interaction logic"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
# Extract grid before passing to parent
|
||||
grid = kwargs.pop('grid', None)
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
|
||||
# Current position is tracked by parent Entity.x/y
|
||||
# Add destination tracking for animation system
|
||||
self.dest_x = x
|
||||
self.dest_y = y
|
||||
self.is_moving = False
|
||||
|
||||
# Game properties
|
||||
self.blocks_movement = True
|
||||
self.hp = 10
|
||||
self.max_hp = 10
|
||||
self.entity_type = "generic"
|
||||
|
||||
# Add to grid if provided
|
||||
if grid:
|
||||
grid.entities.append(self)
|
||||
|
||||
def start_move(self, new_x, new_y, duration=0.2, callback=None):
|
||||
"""Start animating movement to new position"""
|
||||
self.dest_x = new_x
|
||||
self.dest_y = new_y
|
||||
self.is_moving = True
|
||||
|
||||
# Create animations for smooth movement
|
||||
if callback:
|
||||
# Only x animation needs callback since they run in parallel
|
||||
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad", callback=callback)
|
||||
else:
|
||||
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad")
|
||||
anim_y = mcrfpy.Animation("y", float(new_y), duration, "easeInOutQuad")
|
||||
|
||||
anim_x.start(self)
|
||||
anim_y.start(self)
|
||||
|
||||
def get_position(self):
|
||||
"""Get logical position (destination if moving, otherwise current)"""
|
||||
if self.is_moving:
|
||||
return (self.dest_x, self.dest_y)
|
||||
return (int(self.x), int(self.y))
|
||||
|
||||
def on_bump(self, other):
|
||||
"""Called when another entity tries to move into our space"""
|
||||
return False # Block movement by default
|
||||
|
||||
def on_step(self, other):
|
||||
"""Called when another entity steps on us (non-blocking)"""
|
||||
pass
|
||||
|
||||
def take_damage(self, damage):
|
||||
"""Apply damage and handle death"""
|
||||
self.hp -= damage
|
||||
if self.hp <= 0:
|
||||
self.hp = 0
|
||||
self.die()
|
||||
|
||||
def die(self):
|
||||
"""Remove entity from grid"""
|
||||
# The C++ die() method handles removal from grid
|
||||
super().die()
|
||||
|
||||
class PlayerEntity(GameEntity):
|
||||
"""The player character"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 64 # Hero sprite
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.damage = 3
|
||||
self.entity_type = "player"
|
||||
self.blocks_movement = True
|
||||
|
||||
def on_bump(self, other):
|
||||
"""Player bumps into something"""
|
||||
if other.entity_type == "enemy":
|
||||
# Deal damage
|
||||
other.take_damage(self.damage)
|
||||
return False # Can't move into enemy space
|
||||
elif other.entity_type == "boulder":
|
||||
# Try to push
|
||||
dx = self.dest_x - int(self.x)
|
||||
dy = self.dest_y - int(self.y)
|
||||
return other.try_push(dx, dy)
|
||||
return False
|
||||
|
||||
class EnemyEntity(GameEntity):
|
||||
"""Basic enemy with AI"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 65 # Enemy sprite
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.damage = 1
|
||||
self.entity_type = "enemy"
|
||||
self.ai_state = "wander"
|
||||
self.hp = 5
|
||||
self.max_hp = 5
|
||||
|
||||
def on_bump(self, other):
|
||||
"""Enemy bumps into something"""
|
||||
if other.entity_type == "player":
|
||||
other.take_damage(self.damage)
|
||||
return False
|
||||
return False
|
||||
|
||||
def can_see_player(self, player_pos, grid):
|
||||
"""Check if enemy can see the player position"""
|
||||
# Simple check: within 6 tiles and has line of sight
|
||||
mx, my = self.get_position()
|
||||
px, py = player_pos
|
||||
|
||||
dist = abs(px - mx) + abs(py - my)
|
||||
if dist > 6:
|
||||
return False
|
||||
|
||||
# Use libtcod for line of sight
|
||||
line = list(mcrfpy.libtcod.line(mx, my, px, py))
|
||||
if len(line) > 7: # Too far
|
||||
return False
|
||||
for x, y in line[1:-1]: # Skip start and end points
|
||||
cell = grid.at(x, y)
|
||||
if cell and not cell.transparent:
|
||||
return False
|
||||
return True
|
||||
|
||||
def ai_turn(self, grid, player):
|
||||
"""Decide next move"""
|
||||
px, py = player.get_position()
|
||||
mx, my = self.get_position()
|
||||
|
||||
# Simple AI: move toward player if visible
|
||||
if self.can_see_player((px, py), grid):
|
||||
# Calculate direction toward player
|
||||
dx = 0
|
||||
dy = 0
|
||||
if px > mx:
|
||||
dx = 1
|
||||
elif px < mx:
|
||||
dx = -1
|
||||
if py > my:
|
||||
dy = 1
|
||||
elif py < my:
|
||||
dy = -1
|
||||
|
||||
# Prefer cardinal movement
|
||||
if dx != 0 and dy != 0:
|
||||
# Pick horizontal or vertical based on greater distance
|
||||
if abs(px - mx) > abs(py - my):
|
||||
dy = 0
|
||||
else:
|
||||
dx = 0
|
||||
|
||||
return (mx + dx, my + dy)
|
||||
else:
|
||||
# Random movement
|
||||
dx, dy = random.choice([(0,1), (0,-1), (1,0), (-1,0)])
|
||||
return (mx + dx, my + dy)
|
||||
|
||||
class BoulderEntity(GameEntity):
|
||||
"""Pushable boulder"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 7 # Boulder sprite
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.entity_type = "boulder"
|
||||
self.pushable = True
|
||||
|
||||
def try_push(self, dx, dy):
|
||||
"""Attempt to push boulder in direction"""
|
||||
new_x = int(self.x) + dx
|
||||
new_y = int(self.y) + dy
|
||||
|
||||
# Check if destination is free
|
||||
if can_move_to(new_x, new_y):
|
||||
self.start_move(new_x, new_y)
|
||||
return True
|
||||
return False
|
||||
|
||||
class ButtonEntity(GameEntity):
|
||||
"""Pressure plate that triggers when stepped on"""
|
||||
def __init__(self, x, y, target=None, **kwargs):
|
||||
kwargs['sprite_index'] = 8 # Button sprite
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.blocks_movement = False # Can be walked over
|
||||
self.entity_type = "button"
|
||||
self.pressed = False
|
||||
self.pressed_by = set() # Track who's pressing
|
||||
self.target = target # Door or other triggerable
|
||||
|
||||
def on_step(self, other):
|
||||
"""Activate when stepped on"""
|
||||
if other not in self.pressed_by:
|
||||
self.pressed_by.add(other)
|
||||
if not self.pressed:
|
||||
self.pressed = True
|
||||
self.sprite_index = 9 # Pressed sprite
|
||||
if self.target:
|
||||
self.target.activate()
|
||||
|
||||
def on_leave(self, other):
|
||||
"""Deactivate when entity leaves"""
|
||||
if other in self.pressed_by:
|
||||
self.pressed_by.remove(other)
|
||||
if len(self.pressed_by) == 0 and self.pressed:
|
||||
self.pressed = False
|
||||
self.sprite_index = 8 # Unpressed sprite
|
||||
if self.target:
|
||||
self.target.deactivate()
|
||||
|
||||
class DoorEntity(GameEntity):
|
||||
"""Door that can be opened by buttons"""
|
||||
def __init__(self, x, y, **kwargs):
|
||||
kwargs['sprite_index'] = 3 # Closed door sprite
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.entity_type = "door"
|
||||
self.is_open = False
|
||||
|
||||
def activate(self):
|
||||
"""Open the door"""
|
||||
self.is_open = True
|
||||
self.blocks_movement = False
|
||||
self.sprite_index = 11 # Open door sprite
|
||||
|
||||
def deactivate(self):
|
||||
"""Close the door"""
|
||||
self.is_open = False
|
||||
self.blocks_movement = True
|
||||
self.sprite_index = 3 # Closed door sprite
|
||||
|
||||
# ============================================================================
|
||||
# Global Game State
|
||||
# ============================================================================
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Game state
|
||||
player = None
|
||||
enemies = []
|
||||
all_entities = []
|
||||
is_player_turn = True
|
||||
move_duration = 0.2
|
||||
|
||||
# ============================================================================
|
||||
# Dungeon Generation (from Part 3)
|
||||
# ============================================================================
|
||||
|
||||
class Room:
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
def center(self):
|
||||
return ((self.x1 + self.x2) // 2, (self.y1 + self.y2) // 2)
|
||||
|
||||
def intersects(self, other):
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
def create_room(room):
|
||||
"""Carve out a room in the grid"""
|
||||
for x in range(room.x1 + 1, room.x2):
|
||||
for y in range(room.y1 + 1, room.y2):
|
||||
cell = grid.at(x, y)
|
||||
if cell:
|
||||
cell.walkable = True
|
||||
cell.transparent = True
|
||||
cell.tilesprite = random.choice(FLOOR_TILES)
|
||||
|
||||
def create_l_shaped_hallway(x1, y1, x2, y2):
|
||||
"""Create L-shaped hallway between two points"""
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x, y in mcrfpy.libtcod.line(x1, y1, corner_x, corner_y):
|
||||
cell = grid.at(x, y)
|
||||
if cell:
|
||||
cell.walkable = True
|
||||
cell.transparent = True
|
||||
cell.tilesprite = random.choice(FLOOR_TILES)
|
||||
|
||||
for x, y in mcrfpy.libtcod.line(corner_x, corner_y, x2, y2):
|
||||
cell = grid.at(x, y)
|
||||
if cell:
|
||||
cell.walkable = True
|
||||
cell.transparent = True
|
||||
cell.tilesprite = random.choice(FLOOR_TILES)
|
||||
|
||||
def generate_dungeon():
|
||||
"""Generate a simple dungeon with rooms and hallways"""
|
||||
# Initialize all cells as walls
|
||||
for x in range(grid_width):
|
||||
for y in range(grid_height):
|
||||
cell = grid.at(x, y)
|
||||
if cell:
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.tilesprite = random.choice(WALL_TILES)
|
||||
|
||||
rooms = []
|
||||
num_rooms = 0
|
||||
|
||||
for _ in range(30):
|
||||
w = random.randint(4, 8)
|
||||
h = random.randint(4, 8)
|
||||
x = random.randint(0, grid_width - w - 1)
|
||||
y = random.randint(0, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
# Check if room intersects with existing rooms
|
||||
if any(new_room.intersects(other_room) for other_room in rooms):
|
||||
continue
|
||||
|
||||
create_room(new_room)
|
||||
|
||||
if num_rooms > 0:
|
||||
# Connect to previous room
|
||||
new_x, new_y = new_room.center()
|
||||
prev_x, prev_y = rooms[num_rooms - 1].center()
|
||||
create_l_shaped_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
num_rooms += 1
|
||||
|
||||
return rooms
|
||||
|
||||
# ============================================================================
|
||||
# Entity Management
|
||||
# ============================================================================
|
||||
|
||||
def get_entities_at(x, y):
|
||||
"""Get all entities at a specific position (including moving ones)"""
|
||||
entities = []
|
||||
for entity in all_entities:
|
||||
ex, ey = entity.get_position()
|
||||
if ex == x and ey == y:
|
||||
entities.append(entity)
|
||||
return entities
|
||||
|
||||
def get_blocking_entity_at(x, y):
|
||||
"""Get the first blocking entity at position"""
|
||||
for entity in get_entities_at(x, y):
|
||||
if entity.blocks_movement:
|
||||
return entity
|
||||
return None
|
||||
|
||||
def can_move_to(x, y):
|
||||
"""Check if a position is valid for movement"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
cell = grid.at(x, y)
|
||||
if not cell or not cell.walkable:
|
||||
return False
|
||||
|
||||
# Check for blocking entities
|
||||
if get_blocking_entity_at(x, y):
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def can_entity_move_to(entity, x, y):
|
||||
"""Check if specific entity can move to position"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
cell = grid.at(x, y)
|
||||
if not cell or not cell.walkable:
|
||||
return False
|
||||
|
||||
# Check for other blocking entities (not self)
|
||||
blocker = get_blocking_entity_at(x, y)
|
||||
if blocker and blocker != entity:
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
# ============================================================================
|
||||
# Turn Management
|
||||
# ============================================================================
|
||||
|
||||
def process_player_move(key):
|
||||
"""Handle player input with immediate response"""
|
||||
global is_player_turn
|
||||
|
||||
if not is_player_turn or player.is_moving:
|
||||
return # Not player's turn or still animating
|
||||
|
||||
px, py = player.get_position()
|
||||
new_x, new_y = px, py
|
||||
|
||||
# Calculate movement direction
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
else:
|
||||
return # Not a movement key
|
||||
|
||||
if new_x == px and new_y == py:
|
||||
return # No movement
|
||||
|
||||
# Check what's at destination
|
||||
cell = grid.at(new_x, new_y)
|
||||
if not cell or not cell.walkable:
|
||||
return # Can't move into walls
|
||||
|
||||
blocking_entity = get_blocking_entity_at(new_x, new_y)
|
||||
|
||||
if blocking_entity:
|
||||
# Try bump interaction
|
||||
if not player.on_bump(blocking_entity):
|
||||
# Movement blocked, but turn still happens
|
||||
is_player_turn = False
|
||||
mcrfpy.setTimer("enemy_turn", process_enemy_turns, 50)
|
||||
return
|
||||
|
||||
# Movement is valid - start player animation
|
||||
is_player_turn = False
|
||||
player.start_move(new_x, new_y, duration=move_duration, callback=player_move_complete)
|
||||
|
||||
# Update grid center to follow player
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, move_duration, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, move_duration, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
|
||||
# Start enemy turns after a short delay (so player sees their move start first)
|
||||
mcrfpy.setTimer("enemy_turn", process_enemy_turns, 50)
|
||||
|
||||
def process_enemy_turns(timer_name):
|
||||
"""Process all enemy AI decisions and start their animations"""
|
||||
enemies_to_move = []
|
||||
|
||||
for enemy in enemies:
|
||||
if enemy.hp <= 0: # Skip dead enemies
|
||||
continue
|
||||
|
||||
if enemy.is_moving:
|
||||
continue # Skip if still animating
|
||||
|
||||
# AI decides next move based on player's destination
|
||||
target_x, target_y = enemy.ai_turn(grid, player)
|
||||
|
||||
# Check if move is valid
|
||||
cell = grid.at(target_x, target_y)
|
||||
if not cell or not cell.walkable:
|
||||
continue
|
||||
|
||||
# Check what's at the destination
|
||||
blocking_entity = get_blocking_entity_at(target_x, target_y)
|
||||
|
||||
if blocking_entity and blocking_entity != enemy:
|
||||
# Try bump interaction
|
||||
enemy.on_bump(blocking_entity)
|
||||
# Enemy doesn't move but still took its turn
|
||||
else:
|
||||
# Valid move - add to list
|
||||
enemies_to_move.append((enemy, target_x, target_y))
|
||||
|
||||
# Start all enemy animations simultaneously
|
||||
for enemy, tx, ty in enemies_to_move:
|
||||
enemy.start_move(tx, ty, duration=move_duration)
|
||||
|
||||
def player_move_complete(anim, entity):
|
||||
"""Called when player animation finishes"""
|
||||
global is_player_turn
|
||||
|
||||
player.is_moving = False
|
||||
|
||||
# Check for step-on interactions at new position
|
||||
for entity in get_entities_at(int(player.x), int(player.y)):
|
||||
if entity != player and not entity.blocks_movement:
|
||||
entity.on_step(player)
|
||||
|
||||
# Update FOV from new position
|
||||
update_fov()
|
||||
|
||||
# Player's turn is ready again
|
||||
is_player_turn = True
|
||||
|
||||
def update_fov():
|
||||
"""Update field of view from player position"""
|
||||
px, py = int(player.x), int(player.y)
|
||||
grid.compute_fov(px, py, radius=8)
|
||||
player.update_visibility()
|
||||
|
||||
# ============================================================================
|
||||
# Input Handling
|
||||
# ============================================================================
|
||||
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input"""
|
||||
if state == "start":
|
||||
# Movement keys
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
process_player_move(key)
|
||||
|
||||
# Register the key handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# ============================================================================
|
||||
# Initialize Game
|
||||
# ============================================================================
|
||||
|
||||
# Generate dungeon
|
||||
rooms = generate_dungeon()
|
||||
|
||||
# Place player in first room
|
||||
if rooms:
|
||||
start_x, start_y = rooms[0].center()
|
||||
player = PlayerEntity(start_x, start_y, grid=grid)
|
||||
all_entities.append(player)
|
||||
|
||||
# Place enemies in other rooms
|
||||
for i in range(1, min(6, len(rooms))):
|
||||
room = rooms[i]
|
||||
ex, ey = room.center()
|
||||
enemy = EnemyEntity(ex, ey, grid=grid)
|
||||
enemies.append(enemy)
|
||||
all_entities.append(enemy)
|
||||
|
||||
# Place some boulders
|
||||
for i in range(3):
|
||||
room = random.choice(rooms[1:])
|
||||
bx = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
by = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
if can_move_to(bx, by):
|
||||
boulder = BoulderEntity(bx, by, grid=grid)
|
||||
all_entities.append(boulder)
|
||||
|
||||
# Place a button and door in one of the rooms
|
||||
if len(rooms) > 2:
|
||||
button_room = rooms[-2]
|
||||
door_room = rooms[-1]
|
||||
|
||||
# Place door at entrance to last room
|
||||
dx, dy = door_room.center()
|
||||
door = DoorEntity(dx, door_room.y1, grid=grid)
|
||||
all_entities.append(door)
|
||||
|
||||
# Place button in second to last room
|
||||
bx, by = button_room.center()
|
||||
button = ButtonEntity(bx, by, target=door, grid=grid)
|
||||
all_entities.append(button)
|
||||
|
||||
# Set grid perspective to player
|
||||
grid.perspective = player
|
||||
grid.center_x = (start_x + 0.5) * 16
|
||||
grid.center_y = (start_y + 0.5) * 16
|
||||
|
||||
# Initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Add grid to scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Show instructions
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="Part 5: Entity Interactions - WASD to move, bump enemies, push boulders!",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
print("Part 5: Entity Interactions - Tutorial loaded!")
|
||||
print("- Bump into enemies to attack them")
|
||||
print("- Push boulders by walking into them")
|
||||
print("- Step on buttons to open doors")
|
||||
print("- Enemies will pursue you when they can see you")
|
||||
|
|
@ -1,253 +0,0 @@
|
|||
# Part 0 - Setting Up McRogueFace
|
||||
|
||||
Welcome to the McRogueFace Roguelike Tutorial! This tutorial will teach you how to create a complete roguelike game using the McRogueFace game engine. Unlike traditional Python libraries, McRogueFace is a complete, portable game engine that includes everything you need to make and distribute games.
|
||||
|
||||
## What is McRogueFace?
|
||||
|
||||
McRogueFace is a high-performance game engine with Python scripting support. Think of it like Unity or Godot, but specifically designed for roguelikes and 2D games. It includes:
|
||||
|
||||
- A complete Python 3.12 runtime (no installation needed!)
|
||||
- High-performance C++ rendering and entity management
|
||||
- Built-in UI components and scene management
|
||||
- Integrated audio system
|
||||
- Professional sprite-based graphics
|
||||
- Easy distribution - your players don't need Python installed!
|
||||
|
||||
## Prerequisites
|
||||
|
||||
Before starting this tutorial, you should:
|
||||
|
||||
- Have basic Python knowledge (variables, functions, classes)
|
||||
- Be comfortable editing text files
|
||||
- Have a text editor (VS Code, Sublime Text, Notepad++, etc.)
|
||||
|
||||
That's it! Unlike other roguelike tutorials, you don't need Python installed - McRogueFace includes everything.
|
||||
|
||||
## Getting McRogueFace
|
||||
|
||||
### Step 1: Download the Engine
|
||||
|
||||
1. Visit the McRogueFace releases page
|
||||
2. Download the version for your operating system:
|
||||
- `McRogueFace-Windows.zip` for Windows
|
||||
- `McRogueFace-MacOS.zip` for macOS
|
||||
- `McRogueFace-Linux.zip` for Linux
|
||||
|
||||
### Step 2: Extract the Archive
|
||||
|
||||
Extract the downloaded archive to a folder where you want to develop your game. You should see this structure:
|
||||
|
||||
```
|
||||
McRogueFace/
|
||||
├── mcrogueface (or mcrogueface.exe on Windows)
|
||||
├── scripts/
|
||||
│ └── game.py
|
||||
├── assets/
|
||||
│ ├── sprites/
|
||||
│ ├── fonts/
|
||||
│ └── audio/
|
||||
└── lib/
|
||||
```
|
||||
|
||||
### Step 3: Run the Engine
|
||||
|
||||
Run the McRogueFace executable:
|
||||
|
||||
- **Windows**: Double-click `mcrogueface.exe`
|
||||
- **Mac/Linux**: Open a terminal in the folder and run `./mcrogueface`
|
||||
|
||||
You should see a window open with the default McRogueFace demo. This shows the engine is working correctly!
|
||||
|
||||
## Your First McRogueFace Script
|
||||
|
||||
Let's modify the engine to display "Hello Roguelike!" instead of the default demo.
|
||||
|
||||
### Step 1: Open game.py
|
||||
|
||||
Open `scripts/game.py` in your text editor. You'll see the default demo code. Replace it entirely with:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
|
||||
# Create a new scene called "hello"
|
||||
mcrfpy.createScene("hello")
|
||||
|
||||
# Switch to our new scene
|
||||
mcrfpy.setScene("hello")
|
||||
|
||||
# Get the UI container for our scene
|
||||
ui = mcrfpy.sceneUI("hello")
|
||||
|
||||
# Create a text caption
|
||||
caption = mcrfpy.Caption("Hello Roguelike!", 400, 300)
|
||||
caption.font_size = 32
|
||||
caption.fill_color = mcrfpy.Color(255, 255, 255) # White text
|
||||
|
||||
# Add the caption to our scene
|
||||
ui.append(caption)
|
||||
|
||||
# Create a smaller instruction caption
|
||||
instruction = mcrfpy.Caption("Press ESC to exit", 400, 350)
|
||||
instruction.font_size = 16
|
||||
instruction.fill_color = mcrfpy.Color(200, 200, 200) # Light gray
|
||||
ui.append(instruction)
|
||||
|
||||
# Set up a simple key handler
|
||||
def handle_keys(key, state):
|
||||
if state == "start" and key == "Escape":
|
||||
mcrfpy.setScene(None) # This exits the game
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
print("Hello Roguelike is running!")
|
||||
```
|
||||
|
||||
### Step 2: Save and Run
|
||||
|
||||
1. Save the file
|
||||
2. If McRogueFace is still running, it will automatically reload!
|
||||
3. If not, run the engine again
|
||||
|
||||
You should now see "Hello Roguelike!" displayed in the window.
|
||||
|
||||
### Step 3: Understanding the Code
|
||||
|
||||
Let's break down what we just wrote:
|
||||
|
||||
1. **Import mcrfpy**: This is McRogueFace's Python API
|
||||
2. **Create a scene**: Scenes are like game states (menu, gameplay, inventory, etc.)
|
||||
3. **UI elements**: We create Caption objects for text display
|
||||
4. **Colors**: McRogueFace uses RGB colors (0-255 for each component)
|
||||
5. **Input handling**: We set up a callback for keyboard input
|
||||
6. **Scene switching**: Setting the scene to None exits the game
|
||||
|
||||
## Key Differences from Pure Python Development
|
||||
|
||||
### The Game Loop
|
||||
|
||||
Unlike typical Python scripts, McRogueFace runs your code inside its game loop:
|
||||
|
||||
1. The engine starts and loads `scripts/game.py`
|
||||
2. Your script sets up scenes, UI elements, and callbacks
|
||||
3. The engine runs at 60 FPS, handling rendering and input
|
||||
4. Your callbacks are triggered by game events
|
||||
|
||||
### Hot Reloading
|
||||
|
||||
McRogueFace can reload your scripts while running! Just save your changes and the engine will reload automatically. This makes development incredibly fast.
|
||||
|
||||
### Asset Pipeline
|
||||
|
||||
McRogueFace includes a complete asset system:
|
||||
|
||||
- **Sprites**: Place images in `assets/sprites/`
|
||||
- **Fonts**: TrueType fonts in `assets/fonts/`
|
||||
- **Audio**: Sound effects and music in `assets/audio/`
|
||||
|
||||
We'll explore these in later lessons.
|
||||
|
||||
## Testing Your Setup
|
||||
|
||||
Let's create a more interactive test to ensure everything is working properly:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
|
||||
# Create our test scene
|
||||
mcrfpy.createScene("test")
|
||||
mcrfpy.setScene("test")
|
||||
ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Create a background frame
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(20, 20, 30) # Dark blue-gray
|
||||
ui.append(background)
|
||||
|
||||
# Title text
|
||||
title = mcrfpy.Caption("McRogueFace Setup Test", 512, 100)
|
||||
title.font_size = 36
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100) # Yellow
|
||||
ui.append(title)
|
||||
|
||||
# Status text that will update
|
||||
status_text = mcrfpy.Caption("Press any key to test input...", 512, 300)
|
||||
status_text.font_size = 20
|
||||
status_text.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
ui.append(status_text)
|
||||
|
||||
# Instructions
|
||||
instructions = [
|
||||
"Arrow Keys: Test movement input",
|
||||
"Space: Test action input",
|
||||
"Mouse Click: Test mouse input",
|
||||
"ESC: Exit"
|
||||
]
|
||||
|
||||
y_offset = 400
|
||||
for instruction in instructions:
|
||||
inst_caption = mcrfpy.Caption(instruction, 512, y_offset)
|
||||
inst_caption.font_size = 16
|
||||
inst_caption.fill_color = mcrfpy.Color(150, 150, 150)
|
||||
ui.append(inst_caption)
|
||||
y_offset += 30
|
||||
|
||||
# Input handler
|
||||
def handle_input(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
if key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
else:
|
||||
status_text.text = f"You pressed: {key}"
|
||||
status_text.fill_color = mcrfpy.Color(100, 255, 100) # Green
|
||||
|
||||
# Set up input handling
|
||||
mcrfpy.keypressScene(handle_input)
|
||||
|
||||
print("Setup test is running! Try pressing different keys.")
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Engine Won't Start
|
||||
|
||||
- **Windows**: Make sure you extracted all files, not just the .exe
|
||||
- **Mac**: You may need to right-click and select "Open" the first time
|
||||
- **Linux**: Make sure the file is executable: `chmod +x mcrogueface`
|
||||
|
||||
### Scripts Not Loading
|
||||
|
||||
- Ensure your script is named exactly `game.py` in the `scripts/` folder
|
||||
- Check the console output for Python errors
|
||||
- Make sure you're using Python 3 syntax
|
||||
|
||||
### Performance Issues
|
||||
|
||||
- McRogueFace should run smoothly at 60 FPS
|
||||
- If not, check if your graphics drivers are updated
|
||||
- The engine shows FPS in the window title
|
||||
|
||||
## What's Next?
|
||||
|
||||
Congratulations! You now have McRogueFace set up and running. You've learned:
|
||||
|
||||
- How to download and run the McRogueFace engine
|
||||
- The basic structure of a McRogueFace project
|
||||
- How to create scenes and UI elements
|
||||
- How to handle keyboard input
|
||||
- The development workflow with hot reloading
|
||||
|
||||
In Part 1, we'll create our player character and implement movement. We'll explore McRogueFace's entity system and learn how to create a game world.
|
||||
|
||||
## Why McRogueFace?
|
||||
|
||||
Before we continue, let's highlight why McRogueFace is excellent for roguelike development:
|
||||
|
||||
1. **No Installation Hassles**: Your players just download and run - no Python needed!
|
||||
2. **Professional Performance**: C++ engine core means smooth gameplay even with hundreds of entities
|
||||
3. **Built-in Features**: UI, audio, scenes, and animations are already there
|
||||
4. **Easy Distribution**: Just zip your game folder and share it
|
||||
5. **Rapid Development**: Hot reloading and Python scripting for quick iteration
|
||||
|
||||
Ready to make a roguelike? Let's continue to Part 1!
|
||||
|
|
@ -1,33 +0,0 @@
|
|||
import mcrfpy
|
||||
|
||||
# Create a new scene called "hello"
|
||||
mcrfpy.createScene("hello")
|
||||
|
||||
# Switch to our new scene
|
||||
mcrfpy.setScene("hello")
|
||||
|
||||
# Get the UI container for our scene
|
||||
ui = mcrfpy.sceneUI("hello")
|
||||
|
||||
# Create a text caption
|
||||
caption = mcrfpy.Caption("Hello Roguelike!", 400, 300)
|
||||
caption.font_size = 32
|
||||
caption.fill_color = mcrfpy.Color(255, 255, 255) # White text
|
||||
|
||||
# Add the caption to our scene
|
||||
ui.append(caption)
|
||||
|
||||
# Create a smaller instruction caption
|
||||
instruction = mcrfpy.Caption("Press ESC to exit", 400, 350)
|
||||
instruction.font_size = 16
|
||||
instruction.fill_color = mcrfpy.Color(200, 200, 200) # Light gray
|
||||
ui.append(instruction)
|
||||
|
||||
# Set up a simple key handler
|
||||
def handle_keys(key, state):
|
||||
if state == "start" and key == "Escape":
|
||||
mcrfpy.setScene(None) # This exits the game
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
print("Hello Roguelike is running!")
|
||||
|
|
@ -1,55 +0,0 @@
|
|||
import mcrfpy
|
||||
|
||||
# Create our test scene
|
||||
mcrfpy.createScene("test")
|
||||
mcrfpy.setScene("test")
|
||||
ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Create a background frame
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(20, 20, 30) # Dark blue-gray
|
||||
ui.append(background)
|
||||
|
||||
# Title text
|
||||
title = mcrfpy.Caption("McRogueFace Setup Test", 512, 100)
|
||||
title.font_size = 36
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100) # Yellow
|
||||
ui.append(title)
|
||||
|
||||
# Status text that will update
|
||||
status_text = mcrfpy.Caption("Press any key to test input...", 512, 300)
|
||||
status_text.font_size = 20
|
||||
status_text.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
ui.append(status_text)
|
||||
|
||||
# Instructions
|
||||
instructions = [
|
||||
"Arrow Keys: Test movement input",
|
||||
"Space: Test action input",
|
||||
"Mouse Click: Test mouse input",
|
||||
"ESC: Exit"
|
||||
]
|
||||
|
||||
y_offset = 400
|
||||
for instruction in instructions:
|
||||
inst_caption = mcrfpy.Caption(instruction, 512, y_offset)
|
||||
inst_caption.font_size = 16
|
||||
inst_caption.fill_color = mcrfpy.Color(150, 150, 150)
|
||||
ui.append(inst_caption)
|
||||
y_offset += 30
|
||||
|
||||
# Input handler
|
||||
def handle_input(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
if key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
else:
|
||||
status_text.text = f"You pressed: {key}"
|
||||
status_text.fill_color = mcrfpy.Color(100, 255, 100) # Green
|
||||
|
||||
# Set up input handling
|
||||
mcrfpy.keypressScene(handle_input)
|
||||
|
||||
print("Setup test is running! Try pressing different keys.")
|
||||
|
|
@ -1,457 +0,0 @@
|
|||
# Part 1 - Drawing the '@' Symbol and Moving It Around
|
||||
|
||||
In Part 0, we set up McRogueFace and created a simple "Hello Roguelike" scene. Now it's time to create the foundation of our game: a player character that can move around the screen.
|
||||
|
||||
In traditional roguelikes, the player is represented by the '@' symbol. We'll honor that tradition while taking advantage of McRogueFace's powerful sprite-based rendering system.
|
||||
|
||||
## Understanding McRogueFace's Architecture
|
||||
|
||||
Before we dive into code, let's understand two key concepts in McRogueFace:
|
||||
|
||||
### Grid - The Game World
|
||||
|
||||
A `Grid` represents your game world. It's a 2D array of tiles where each tile can be:
|
||||
- **Walkable or not** (for collision detection)
|
||||
- **Transparent or not** (for field of view, which we'll cover later)
|
||||
- **Have a visual appearance** (sprite index and color)
|
||||
|
||||
Think of the Grid as the dungeon floor, walls, and other static elements.
|
||||
|
||||
### Entity - Things That Move
|
||||
|
||||
An `Entity` represents anything that can move around on the Grid:
|
||||
- The player character
|
||||
- Monsters
|
||||
- Items (if you want them to be thrown or moved)
|
||||
- Projectiles
|
||||
|
||||
Entities exist "on top of" the Grid and automatically handle smooth movement animation between tiles.
|
||||
|
||||
## Creating Our Game World
|
||||
|
||||
Let's start by creating a simple room for our player to move around in. Create a new `game.py`:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
|
||||
# Define some constants for our tile types
|
||||
FLOOR_TILE = 0
|
||||
WALL_TILE = 1
|
||||
PLAYER_SPRITE = 2
|
||||
|
||||
# Window configuration
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
# Configure window properties
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 1"
|
||||
|
||||
# Get the UI container for our scene
|
||||
ui = mcrfpy.sceneUI("game")
|
||||
|
||||
# Create a dark background
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
ui.append(background)
|
||||
```
|
||||
|
||||
Now we need to set up our tileset. For this tutorial, we'll use ASCII-style sprites. McRogueFace comes with a built-in ASCII tileset:
|
||||
|
||||
```python
|
||||
# Load the ASCII tileset
|
||||
# This tileset has characters mapped to sprite indices
|
||||
# For example: @ = 64, # = 35, . = 46
|
||||
tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
# Create the game grid
|
||||
# 50x30 tiles is a good size for a roguelike
|
||||
GRID_WIDTH = 50
|
||||
GRID_HEIGHT = 30
|
||||
|
||||
grid = mcrfpy.Grid(grid_x=GRID_WIDTH, grid_y=GRID_HEIGHT, texture=tileset)
|
||||
grid.position = (100, 100) # Position on screen
|
||||
grid.size = (800, 480) # Size in pixels
|
||||
|
||||
# Add the grid to our UI
|
||||
ui.append(grid)
|
||||
```
|
||||
|
||||
## Initializing the Game World
|
||||
|
||||
Now let's fill our grid with a simple room:
|
||||
|
||||
```python
|
||||
def create_room():
|
||||
"""Create a room with walls around the edges"""
|
||||
# Fill everything with floor tiles first
|
||||
for y in range(GRID_HEIGHT):
|
||||
for x in range(GRID_WIDTH):
|
||||
cell = grid.at(x, y)
|
||||
cell.walkable = True
|
||||
cell.transparent = True
|
||||
cell.sprite_index = 46 # '.' character
|
||||
cell.color = mcrfpy.Color(50, 50, 50) # Dark gray floor
|
||||
|
||||
# Create walls around the edges
|
||||
for x in range(GRID_WIDTH):
|
||||
# Top wall
|
||||
cell = grid.at(x, 0)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100) # Gray walls
|
||||
|
||||
# Bottom wall
|
||||
cell = grid.at(x, GRID_HEIGHT - 1)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
for y in range(GRID_HEIGHT):
|
||||
# Left wall
|
||||
cell = grid.at(0, y)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
# Right wall
|
||||
cell = grid.at(GRID_WIDTH - 1, y)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
# Create the room
|
||||
create_room()
|
||||
```
|
||||
|
||||
## Creating the Player
|
||||
|
||||
Now let's add our player character:
|
||||
|
||||
```python
|
||||
# Create the player entity
|
||||
player = mcrfpy.Entity(x=GRID_WIDTH // 2, y=GRID_HEIGHT // 2, grid=grid)
|
||||
player.sprite_index = 64 # '@' character
|
||||
player.color = mcrfpy.Color(255, 255, 255) # White
|
||||
|
||||
# The entity is automatically added to the grid when we pass grid= parameter
|
||||
# This is equivalent to: grid.entities.append(player)
|
||||
```
|
||||
|
||||
## Handling Input
|
||||
|
||||
McRogueFace uses a callback system for input. For a turn-based roguelike, we only care about key presses, not releases:
|
||||
|
||||
```python
|
||||
def handle_input(key, state):
|
||||
"""Handle keyboard input for player movement"""
|
||||
# Only process key presses, not releases
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
# Movement deltas
|
||||
dx, dy = 0, 0
|
||||
|
||||
# Arrow keys
|
||||
if key == "Up":
|
||||
dy = -1
|
||||
elif key == "Down":
|
||||
dy = 1
|
||||
elif key == "Left":
|
||||
dx = -1
|
||||
elif key == "Right":
|
||||
dx = 1
|
||||
|
||||
# Numpad movement (for true roguelike feel!)
|
||||
elif key == "Num7": # Northwest
|
||||
dx, dy = -1, -1
|
||||
elif key == "Num8": # North
|
||||
dy = -1
|
||||
elif key == "Num9": # Northeast
|
||||
dx, dy = 1, -1
|
||||
elif key == "Num4": # West
|
||||
dx = -1
|
||||
elif key == "Num6": # East
|
||||
dx = 1
|
||||
elif key == "Num1": # Southwest
|
||||
dx, dy = -1, 1
|
||||
elif key == "Num2": # South
|
||||
dy = 1
|
||||
elif key == "Num3": # Southeast
|
||||
dx, dy = 1, 1
|
||||
|
||||
# Escape to quit
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# If there's movement, try to move the player
|
||||
if dx != 0 or dy != 0:
|
||||
move_player(dx, dy)
|
||||
|
||||
# Register the input handler
|
||||
mcrfpy.keypressScene(handle_input)
|
||||
```
|
||||
|
||||
## Implementing Movement with Collision Detection
|
||||
|
||||
Now let's implement the movement function with proper collision detection:
|
||||
|
||||
```python
|
||||
def move_player(dx, dy):
|
||||
"""Move the player if the destination is walkable"""
|
||||
# Calculate new position
|
||||
new_x = player.x + dx
|
||||
new_y = player.y + dy
|
||||
|
||||
# Check bounds
|
||||
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
|
||||
return
|
||||
|
||||
# Check if the destination is walkable
|
||||
destination = grid.at(new_x, new_y)
|
||||
if destination.walkable:
|
||||
# Move the player
|
||||
player.x = new_x
|
||||
player.y = new_y
|
||||
# The entity will automatically animate to the new position!
|
||||
```
|
||||
|
||||
## Adding Visual Polish
|
||||
|
||||
Let's add some UI elements to make our game look more polished:
|
||||
|
||||
```python
|
||||
# Add a title
|
||||
title = mcrfpy.Caption("McRogueFace Roguelike", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100) # Yellow
|
||||
ui.append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption("Arrow Keys or Numpad to move, ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200) # Light gray
|
||||
ui.append(instructions)
|
||||
|
||||
# Add a status line at the bottom
|
||||
status = mcrfpy.Caption("@ You", 100, 600)
|
||||
status.font_size = 18
|
||||
status.fill_color = mcrfpy.Color(255, 255, 255)
|
||||
ui.append(status)
|
||||
```
|
||||
|
||||
## Complete Code
|
||||
|
||||
Here's the complete `game.py` for Part 1:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
|
||||
# Window configuration
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 1"
|
||||
|
||||
# Get the UI container for our scene
|
||||
ui = mcrfpy.sceneUI("game")
|
||||
|
||||
# Create a dark background
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
ui.append(background)
|
||||
|
||||
# Load the ASCII tileset
|
||||
tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
# Create the game grid
|
||||
GRID_WIDTH = 50
|
||||
GRID_HEIGHT = 30
|
||||
|
||||
grid = mcrfpy.Grid(grid_x=GRID_WIDTH, grid_y=GRID_HEIGHT, texture=tileset)
|
||||
grid.position = (100, 100)
|
||||
grid.size = (800, 480)
|
||||
ui.append(grid)
|
||||
|
||||
def create_room():
|
||||
"""Create a room with walls around the edges"""
|
||||
# Fill everything with floor tiles first
|
||||
for y in range(GRID_HEIGHT):
|
||||
for x in range(GRID_WIDTH):
|
||||
cell = grid.at(x, y)
|
||||
cell.walkable = True
|
||||
cell.transparent = True
|
||||
cell.sprite_index = 46 # '.' character
|
||||
cell.color = mcrfpy.Color(50, 50, 50) # Dark gray floor
|
||||
|
||||
# Create walls around the edges
|
||||
for x in range(GRID_WIDTH):
|
||||
# Top wall
|
||||
cell = grid.at(x, 0)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100) # Gray walls
|
||||
|
||||
# Bottom wall
|
||||
cell = grid.at(x, GRID_HEIGHT - 1)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
for y in range(GRID_HEIGHT):
|
||||
# Left wall
|
||||
cell = grid.at(0, y)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
# Right wall
|
||||
cell = grid.at(GRID_WIDTH - 1, y)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
# Create the room
|
||||
create_room()
|
||||
|
||||
# Create the player entity
|
||||
player = mcrfpy.Entity(x=GRID_WIDTH // 2, y=GRID_HEIGHT // 2, grid=grid)
|
||||
player.sprite_index = 64 # '@' character
|
||||
player.color = mcrfpy.Color(255, 255, 255) # White
|
||||
|
||||
def move_player(dx, dy):
|
||||
"""Move the player if the destination is walkable"""
|
||||
# Calculate new position
|
||||
new_x = player.x + dx
|
||||
new_y = player.y + dy
|
||||
|
||||
# Check bounds
|
||||
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
|
||||
return
|
||||
|
||||
# Check if the destination is walkable
|
||||
destination = grid.at(new_x, new_y)
|
||||
if destination.walkable:
|
||||
# Move the player
|
||||
player.x = new_x
|
||||
player.y = new_y
|
||||
|
||||
def handle_input(key, state):
|
||||
"""Handle keyboard input for player movement"""
|
||||
# Only process key presses, not releases
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
# Movement deltas
|
||||
dx, dy = 0, 0
|
||||
|
||||
# Arrow keys
|
||||
if key == "Up":
|
||||
dy = -1
|
||||
elif key == "Down":
|
||||
dy = 1
|
||||
elif key == "Left":
|
||||
dx = -1
|
||||
elif key == "Right":
|
||||
dx = 1
|
||||
|
||||
# Numpad movement (for true roguelike feel!)
|
||||
elif key == "Num7": # Northwest
|
||||
dx, dy = -1, -1
|
||||
elif key == "Num8": # North
|
||||
dy = -1
|
||||
elif key == "Num9": # Northeast
|
||||
dx, dy = 1, -1
|
||||
elif key == "Num4": # West
|
||||
dx = -1
|
||||
elif key == "Num6": # East
|
||||
dx = 1
|
||||
elif key == "Num1": # Southwest
|
||||
dx, dy = -1, 1
|
||||
elif key == "Num2": # South
|
||||
dy = 1
|
||||
elif key == "Num3": # Southeast
|
||||
dx, dy = 1, 1
|
||||
|
||||
# Escape to quit
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# If there's movement, try to move the player
|
||||
if dx != 0 or dy != 0:
|
||||
move_player(dx, dy)
|
||||
|
||||
# Register the input handler
|
||||
mcrfpy.keypressScene(handle_input)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption("McRogueFace Roguelike", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow Keys or Numpad to move, ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
ui.append(instructions)
|
||||
|
||||
status = mcrfpy.Caption("@ You", 100, 600)
|
||||
status.font_size = 18
|
||||
status.fill_color = mcrfpy.Color(255, 255, 255)
|
||||
ui.append(status)
|
||||
|
||||
print("Part 1: The @ symbol moves!")
|
||||
```
|
||||
|
||||
## Understanding What We've Built
|
||||
|
||||
Let's review the key concepts we've implemented:
|
||||
|
||||
1. **Grid-Entity Architecture**: The Grid represents our static world (floors and walls), while the Entity (player) moves on top of it.
|
||||
|
||||
2. **Collision Detection**: By checking the `walkable` property of grid cells, we prevent the player from walking through walls.
|
||||
|
||||
3. **Turn-Based Input**: By only responding to key presses (not releases), we've created true turn-based movement.
|
||||
|
||||
4. **Visual Feedback**: The Entity system automatically animates movement between tiles, giving smooth visual feedback.
|
||||
|
||||
## Exercises
|
||||
|
||||
Try these modifications to deepen your understanding:
|
||||
|
||||
1. **Add More Rooms**: Create multiple rooms connected by corridors
|
||||
2. **Different Tile Types**: Add doors (walkable but different appearance)
|
||||
3. **Sprint Movement**: Hold Shift to move multiple tiles at once
|
||||
4. **Mouse Support**: Click a tile to pathfind to it (we'll cover pathfinding properly later)
|
||||
|
||||
## ASCII Sprite Reference
|
||||
|
||||
Here are some useful ASCII character indices for the default tileset:
|
||||
- @ (player): 64
|
||||
- # (wall): 35
|
||||
- . (floor): 46
|
||||
- + (door): 43
|
||||
- ~ (water): 126
|
||||
- % (item): 37
|
||||
- ! (potion): 33
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 2, we'll expand our world with:
|
||||
- A proper Entity system for managing multiple objects
|
||||
- NPCs that can also move around
|
||||
- A more interesting map layout
|
||||
- The beginning of our game architecture
|
||||
|
||||
The foundation is set - you have a player character that can move around a world with collision detection. This is the core of any roguelike game!
|
||||
|
|
@ -1,162 +0,0 @@
|
|||
import mcrfpy
|
||||
|
||||
# Window configuration
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 1"
|
||||
|
||||
# Get the UI container for our scene
|
||||
ui = mcrfpy.sceneUI("game")
|
||||
|
||||
# Create a dark background
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
ui.append(background)
|
||||
|
||||
# Load the ASCII tileset
|
||||
tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
# Create the game grid
|
||||
GRID_WIDTH = 50
|
||||
GRID_HEIGHT = 30
|
||||
|
||||
grid = mcrfpy.Grid(grid_x=GRID_WIDTH, grid_y=GRID_HEIGHT, texture=tileset)
|
||||
grid.position = (100, 100)
|
||||
grid.size = (800, 480)
|
||||
ui.append(grid)
|
||||
|
||||
def create_room():
|
||||
"""Create a room with walls around the edges"""
|
||||
# Fill everything with floor tiles first
|
||||
for y in range(GRID_HEIGHT):
|
||||
for x in range(GRID_WIDTH):
|
||||
cell = grid.at(x, y)
|
||||
cell.walkable = True
|
||||
cell.transparent = True
|
||||
cell.sprite_index = 46 # '.' character
|
||||
cell.color = mcrfpy.Color(50, 50, 50) # Dark gray floor
|
||||
|
||||
# Create walls around the edges
|
||||
for x in range(GRID_WIDTH):
|
||||
# Top wall
|
||||
cell = grid.at(x, 0)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100) # Gray walls
|
||||
|
||||
# Bottom wall
|
||||
cell = grid.at(x, GRID_HEIGHT - 1)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
for y in range(GRID_HEIGHT):
|
||||
# Left wall
|
||||
cell = grid.at(0, y)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
# Right wall
|
||||
cell = grid.at(GRID_WIDTH - 1, y)
|
||||
cell.walkable = False
|
||||
cell.transparent = False
|
||||
cell.sprite_index = 35 # '#' character
|
||||
cell.color = mcrfpy.Color(100, 100, 100)
|
||||
|
||||
# Create the room
|
||||
create_room()
|
||||
|
||||
# Create the player entity
|
||||
player = mcrfpy.Entity(x=GRID_WIDTH // 2, y=GRID_HEIGHT // 2, grid=grid)
|
||||
player.sprite_index = 64 # '@' character
|
||||
player.color = mcrfpy.Color(255, 255, 255) # White
|
||||
|
||||
def move_player(dx, dy):
|
||||
"""Move the player if the destination is walkable"""
|
||||
# Calculate new position
|
||||
new_x = player.x + dx
|
||||
new_y = player.y + dy
|
||||
|
||||
# Check bounds
|
||||
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
|
||||
return
|
||||
|
||||
# Check if the destination is walkable
|
||||
destination = grid.at(new_x, new_y)
|
||||
if destination.walkable:
|
||||
# Move the player
|
||||
player.x = new_x
|
||||
player.y = new_y
|
||||
|
||||
def handle_input(key, state):
|
||||
"""Handle keyboard input for player movement"""
|
||||
# Only process key presses, not releases
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
# Movement deltas
|
||||
dx, dy = 0, 0
|
||||
|
||||
# Arrow keys
|
||||
if key == "Up":
|
||||
dy = -1
|
||||
elif key == "Down":
|
||||
dy = 1
|
||||
elif key == "Left":
|
||||
dx = -1
|
||||
elif key == "Right":
|
||||
dx = 1
|
||||
|
||||
# Numpad movement (for true roguelike feel!)
|
||||
elif key == "Num7": # Northwest
|
||||
dx, dy = -1, -1
|
||||
elif key == "Num8": # North
|
||||
dy = -1
|
||||
elif key == "Num9": # Northeast
|
||||
dx, dy = 1, -1
|
||||
elif key == "Num4": # West
|
||||
dx = -1
|
||||
elif key == "Num6": # East
|
||||
dx = 1
|
||||
elif key == "Num1": # Southwest
|
||||
dx, dy = -1, 1
|
||||
elif key == "Num2": # South
|
||||
dy = 1
|
||||
elif key == "Num3": # Southeast
|
||||
dx, dy = 1, 1
|
||||
|
||||
# Escape to quit
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# If there's movement, try to move the player
|
||||
if dx != 0 or dy != 0:
|
||||
move_player(dx, dy)
|
||||
|
||||
# Register the input handler
|
||||
mcrfpy.keypressScene(handle_input)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption("McRogueFace Roguelike", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow Keys or Numpad to move, ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
ui.append(instructions)
|
||||
|
||||
status = mcrfpy.Caption("@ You", 100, 600)
|
||||
status.font_size = 18
|
||||
status.fill_color = mcrfpy.Color(255, 255, 255)
|
||||
ui.append(status)
|
||||
|
||||
print("Part 1: The @ symbol moves!")
|
||||
|
|
@ -1,562 +0,0 @@
|
|||
# Part 2 - The Generic Entity, the Render Functions, and the Map
|
||||
|
||||
In Part 1, we created a player character that could move around a simple room. Now it's time to build a proper architecture for our roguelike. We'll create a flexible entity system, a proper map structure, and organize our code for future expansion.
|
||||
|
||||
## Understanding Game Architecture
|
||||
|
||||
Before diving into code, let's understand the architecture we're building:
|
||||
|
||||
1. **Entities**: Anything that can exist in the game world (player, monsters, items)
|
||||
2. **Game Map**: The dungeon structure with tiles that can be walls or floors
|
||||
3. **Game Engine**: Coordinates everything - entities, map, input, and rendering
|
||||
|
||||
In McRogueFace, we'll adapt these concepts to work with the engine's scene-based architecture.
|
||||
|
||||
## Creating a Flexible Entity System
|
||||
|
||||
While McRogueFace provides a built-in `Entity` class, we'll create a wrapper to add game-specific functionality:
|
||||
|
||||
```python
|
||||
class GameObject:
|
||||
"""Base class for all game objects (player, monsters, items)"""
|
||||
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks # Does this entity block movement?
|
||||
self._entity = None # The McRogueFace entity
|
||||
self.grid = None # Reference to the grid
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = self.color
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount if possible"""
|
||||
if not self.grid:
|
||||
return
|
||||
|
||||
new_x = self.x + dx
|
||||
new_y = self.y + dy
|
||||
|
||||
# Update our position
|
||||
self.x = new_x
|
||||
self.y = new_y
|
||||
|
||||
# Update the visual entity
|
||||
if self._entity:
|
||||
self._entity.x = new_x
|
||||
self._entity.y = new_y
|
||||
|
||||
def destroy(self):
|
||||
"""Remove this entity from the game"""
|
||||
if self._entity and self.grid:
|
||||
# Find and remove from grid's entity list
|
||||
for i, entity in enumerate(self.grid.entities):
|
||||
if entity == self._entity:
|
||||
del self.grid.entities[i]
|
||||
break
|
||||
self._entity = None
|
||||
```
|
||||
|
||||
## Building the Game Map
|
||||
|
||||
Let's create a proper map class that manages our dungeon:
|
||||
|
||||
```python
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = [] # List of GameObjects
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Initialize all tiles as walls
|
||||
self.fill_with_walls()
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, color=(100, 100, 100))
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*color)
|
||||
|
||||
def create_room(self, x1, y1, x2, y2):
|
||||
"""Carve out a room in the map"""
|
||||
# Make sure coordinates are in the right order
|
||||
x1, x2 = min(x1, x2), max(x1, x2)
|
||||
y1, y2 = min(y1, y2), max(y1, y2)
|
||||
|
||||
# Carve out floor tiles
|
||||
for y in range(y1, y2 + 1):
|
||||
for x in range(x1, x2 + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def create_tunnel_h(self, x1, x2, y):
|
||||
"""Create a horizontal tunnel"""
|
||||
for x in range(min(x1, x2), max(x1, x2) + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def create_tunnel_v(self, y1, y2, x):
|
||||
"""Create a vertical tunnel"""
|
||||
for y in range(min(y1, y2), max(y1, y2) + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
# Check map boundaries
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
# Check if tile is walkable
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
# Check if any blocking entity is at this position
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
```
|
||||
|
||||
## Creating the Game Engine
|
||||
|
||||
Now let's build our game engine to tie everything together:
|
||||
|
||||
```python
|
||||
class Engine:
|
||||
"""Main game engine that manages game state"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
# Create the game scene
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
# Configure window
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 2"
|
||||
|
||||
# Get UI container
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
# Add background
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
# Load tileset
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
# Create the game world
|
||||
self.setup_game()
|
||||
|
||||
# Setup input handling
|
||||
self.setup_input()
|
||||
|
||||
# Add UI elements
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
# Create the map
|
||||
self.game_map = GameMap(50, 30)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create some rooms
|
||||
self.game_map.create_room(10, 10, 20, 20)
|
||||
self.game_map.create_room(30, 15, 40, 25)
|
||||
self.game_map.create_room(15, 22, 25, 28)
|
||||
|
||||
# Connect rooms with tunnels
|
||||
self.game_map.create_tunnel_h(20, 30, 15)
|
||||
self.game_map.create_tunnel_v(20, 22, 20)
|
||||
|
||||
# Create player
|
||||
self.player = GameObject(15, 15, 64, (255, 255, 255), "Player", blocks=True)
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Create an NPC
|
||||
npc = GameObject(35, 20, 64, (255, 255, 0), "NPC", blocks=True)
|
||||
self.game_map.add_entity(npc)
|
||||
self.entities.append(npc)
|
||||
|
||||
# Create some items (non-blocking)
|
||||
potion = GameObject(12, 12, 33, (255, 0, 255), "Potion", blocks=False)
|
||||
self.game_map.add_entity(potion)
|
||||
self.entities.append(potion)
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
# Check if movement is blocked
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
else:
|
||||
# Check if we bumped into an entity
|
||||
target = self.game_map.get_blocking_entity_at(new_x, new_y)
|
||||
if target:
|
||||
print(f"You bump into the {target.name}!")
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
# Movement keys
|
||||
movement = {
|
||||
"Up": (0, -1),
|
||||
"Down": (0, 1),
|
||||
"Left": (-1, 0),
|
||||
"Right": (1, 0),
|
||||
"Num7": (-1, -1),
|
||||
"Num8": (0, -1),
|
||||
"Num9": (1, -1),
|
||||
"Num4": (-1, 0),
|
||||
"Num6": (1, 0),
|
||||
"Num1": (-1, 1),
|
||||
"Num2": (0, 1),
|
||||
"Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
# Title
|
||||
title = mcrfpy.Caption("McRogueFace Roguelike - Part 2", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
# Instructions
|
||||
instructions = mcrfpy.Caption("Explore the dungeon! ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
```
|
||||
|
||||
## Putting It All Together
|
||||
|
||||
Here's the complete `game.py` file:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects (player, monsters, items)"""
|
||||
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount if possible"""
|
||||
if not self.grid:
|
||||
return
|
||||
|
||||
new_x = self.x + dx
|
||||
new_y = self.y + dy
|
||||
|
||||
self.x = new_x
|
||||
self.y = new_y
|
||||
|
||||
if self._entity:
|
||||
self._entity.x = new_x
|
||||
self._entity.y = new_y
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
self.fill_with_walls()
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, color=(100, 100, 100))
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*color)
|
||||
|
||||
def create_room(self, x1, y1, x2, y2):
|
||||
"""Carve out a room in the map"""
|
||||
x1, x2 = min(x1, x2), max(x1, x2)
|
||||
y1, y2 = min(y1, y2), max(y1, y2)
|
||||
|
||||
for y in range(y1, y2 + 1):
|
||||
for x in range(x1, x2 + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def create_tunnel_h(self, x1, x2, y):
|
||||
"""Create a horizontal tunnel"""
|
||||
for x in range(min(x1, x2), max(x1, x2) + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def create_tunnel_v(self, y1, y2, x):
|
||||
"""Create a vertical tunnel"""
|
||||
for y in range(min(y1, y2), max(y1, y2) + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
class Engine:
|
||||
"""Main game engine that manages game state"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 2"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(50, 30)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
self.game_map.create_room(10, 10, 20, 20)
|
||||
self.game_map.create_room(30, 15, 40, 25)
|
||||
self.game_map.create_room(15, 22, 25, 28)
|
||||
|
||||
self.game_map.create_tunnel_h(20, 30, 15)
|
||||
self.game_map.create_tunnel_v(20, 22, 20)
|
||||
|
||||
self.player = GameObject(15, 15, 64, (255, 255, 255), "Player", blocks=True)
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
npc = GameObject(35, 20, 64, (255, 255, 0), "NPC", blocks=True)
|
||||
self.game_map.add_entity(npc)
|
||||
self.entities.append(npc)
|
||||
|
||||
potion = GameObject(12, 12, 33, (255, 0, 255), "Potion", blocks=False)
|
||||
self.game_map.add_entity(potion)
|
||||
self.entities.append(potion)
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
else:
|
||||
target = self.game_map.get_blocking_entity_at(new_x, new_y)
|
||||
if target:
|
||||
print(f"You bump into the {target.name}!")
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("McRogueFace Roguelike - Part 2", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Explore the dungeon! ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 2: Entities and Maps!")
|
||||
```
|
||||
|
||||
## Understanding the Architecture
|
||||
|
||||
### GameObject Class
|
||||
Our `GameObject` class wraps McRogueFace's `Entity` and adds:
|
||||
- Game logic properties (name, blocking)
|
||||
- Position tracking independent of the visual entity
|
||||
- Easy attachment/detachment from grids
|
||||
|
||||
### GameMap Class
|
||||
The `GameMap` manages:
|
||||
- The McRogueFace `Grid` for visual representation
|
||||
- A list of all entities in the map
|
||||
- Collision detection including entity blocking
|
||||
- Map generation utilities (rooms, tunnels)
|
||||
|
||||
### Engine Class
|
||||
The `Engine` coordinates everything:
|
||||
- Scene and UI setup
|
||||
- Game state management
|
||||
- Input handling
|
||||
- Entity-map interactions
|
||||
|
||||
## Key Improvements from Part 1
|
||||
|
||||
1. **Proper Entity Management**: Multiple entities can exist and interact
|
||||
2. **Blocking Entities**: Some entities block movement, others don't
|
||||
3. **Map Generation**: Tools for creating rooms and tunnels
|
||||
4. **Collision System**: Checks both tiles and entities
|
||||
5. **Organized Code**: Clear separation of concerns
|
||||
|
||||
## Exercises
|
||||
|
||||
1. **Add More Entity Types**: Create different sprites for monsters, items, and NPCs
|
||||
2. **Entity Interactions**: Make items disappear when walked over
|
||||
3. **Random Map Generation**: Place rooms and tunnels randomly
|
||||
4. **Entity Properties**: Add health, damage, or other attributes to GameObjects
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 3, we'll implement proper dungeon generation with:
|
||||
- Procedurally generated rooms
|
||||
- Smart tunnel routing
|
||||
- Entity spawning
|
||||
- The beginning of a real roguelike dungeon!
|
||||
|
||||
We now have a solid foundation with proper entity management and map structure. This architecture will serve us well as we add more complex features to our roguelike!
|
||||
|
|
@ -1,217 +0,0 @@
|
|||
import mcrfpy
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects (player, monsters, items)"""
|
||||
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount if possible"""
|
||||
if not self.grid:
|
||||
return
|
||||
|
||||
new_x = self.x + dx
|
||||
new_y = self.y + dy
|
||||
|
||||
self.x = new_x
|
||||
self.y = new_y
|
||||
|
||||
if self._entity:
|
||||
self._entity.x = new_x
|
||||
self._entity.y = new_y
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
self.fill_with_walls()
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, color=(100, 100, 100))
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*color)
|
||||
|
||||
def create_room(self, x1, y1, x2, y2):
|
||||
"""Carve out a room in the map"""
|
||||
x1, x2 = min(x1, x2), max(x1, x2)
|
||||
y1, y2 = min(y1, y2), max(y1, y2)
|
||||
|
||||
for y in range(y1, y2 + 1):
|
||||
for x in range(x1, x2 + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def create_tunnel_h(self, x1, x2, y):
|
||||
"""Create a horizontal tunnel"""
|
||||
for x in range(min(x1, x2), max(x1, x2) + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def create_tunnel_v(self, y1, y2, x):
|
||||
"""Create a vertical tunnel"""
|
||||
for y in range(min(y1, y2), max(y1, y2) + 1):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
class Engine:
|
||||
"""Main game engine that manages game state"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 2"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(50, 30)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
self.game_map.create_room(10, 10, 20, 20)
|
||||
self.game_map.create_room(30, 15, 40, 25)
|
||||
self.game_map.create_room(15, 22, 25, 28)
|
||||
|
||||
self.game_map.create_tunnel_h(20, 30, 15)
|
||||
self.game_map.create_tunnel_v(20, 22, 20)
|
||||
|
||||
self.player = GameObject(15, 15, 64, (255, 255, 255), "Player", blocks=True)
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
npc = GameObject(35, 20, 64, (255, 255, 0), "NPC", blocks=True)
|
||||
self.game_map.add_entity(npc)
|
||||
self.entities.append(npc)
|
||||
|
||||
potion = GameObject(12, 12, 33, (255, 0, 255), "Potion", blocks=False)
|
||||
self.game_map.add_entity(potion)
|
||||
self.entities.append(potion)
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
else:
|
||||
target = self.game_map.get_blocking_entity_at(new_x, new_y)
|
||||
if target:
|
||||
print(f"You bump into the {target.name}!")
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("McRogueFace Roguelike - Part 2", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Explore the dungeon! ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 2: Entities and Maps!")
|
||||
|
|
@ -1,548 +0,0 @@
|
|||
# Part 3 - Generating a Dungeon
|
||||
|
||||
In Parts 1 and 2, we created a player that could move around and interact with a hand-crafted dungeon. Now it's time to generate dungeons procedurally - a core feature of any roguelike game!
|
||||
|
||||
## The Plan
|
||||
|
||||
We'll create a dungeon generator that:
|
||||
1. Places rectangular rooms randomly
|
||||
2. Ensures rooms don't overlap
|
||||
3. Connects rooms with tunnels
|
||||
4. Places the player in the first room
|
||||
|
||||
This is a classic approach used by many roguelikes, and it creates interesting, playable dungeons.
|
||||
|
||||
## Creating a Room Class
|
||||
|
||||
First, let's create a class to represent rectangular rooms:
|
||||
|
||||
```python
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
"""Return the center coordinates of the room"""
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
"""Return the inner area of the room as a tuple of slices
|
||||
|
||||
This property returns the area inside the walls.
|
||||
We'll add 1 to min coordinates and subtract 1 from max coordinates.
|
||||
"""
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
"""Return True if this room overlaps with another RectangularRoom"""
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
```
|
||||
|
||||
## Implementing Tunnel Generation
|
||||
|
||||
Since McRogueFace doesn't include line-drawing algorithms, let's implement simple L-shaped tunnels:
|
||||
|
||||
```python
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
# Randomly decide whether to go horizontal first or vertical first
|
||||
if random.random() < 0.5:
|
||||
# Horizontal, then vertical
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
# Vertical, then horizontal
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
# Generate the coordinates
|
||||
# First line: from start to corner
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
|
||||
# Second line: from corner to end
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
```
|
||||
|
||||
## The Dungeon Generator
|
||||
|
||||
Now let's update our GameMap class to generate dungeons:
|
||||
|
||||
```python
|
||||
import random
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = [] # Keep track of rooms for game logic
|
||||
|
||||
def generate_dungeon(
|
||||
self,
|
||||
max_rooms,
|
||||
room_min_size,
|
||||
room_max_size,
|
||||
player
|
||||
):
|
||||
"""Generate a new dungeon map"""
|
||||
# Start with everything as walls
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
# Random width and height
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
# Random position without going out of bounds
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
# Create the room
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
# Check if it intersects with any existing room
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue # This room intersects, so go to the next attempt
|
||||
|
||||
# If we get here, it's a valid room
|
||||
|
||||
# Carve out this room
|
||||
self.carve_room(new_room)
|
||||
|
||||
# Place the player in the center of the first room
|
||||
if len(self.rooms) == 0:
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
# All rooms after the first:
|
||||
# Tunnel between this room and the previous one
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
|
||||
# Finally, append the new room to the list
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(30, 30, 40)) # Slightly different color for tunnels
|
||||
```
|
||||
|
||||
## Complete Code
|
||||
|
||||
Here's the complete `game.py` with procedural dungeon generation:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
"""Return the center coordinates of the room"""
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
"""Return the inner area of the room"""
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
"""Return True if this room overlaps with another"""
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
# Generate the coordinates
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, color=(100, 100, 100))
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*color)
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(30, 30, 40))
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 3"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player (before dungeon generation)
|
||||
self.player = GameObject(0, 0, 64, (255, 255, 255), "Player", blocks=True)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Add some monsters in random rooms
|
||||
for i in range(5):
|
||||
if i < len(self.game_map.rooms) - 1: # Don't spawn in first room
|
||||
room = self.game_map.rooms[i + 1]
|
||||
x, y = room.center
|
||||
|
||||
# Create an orc
|
||||
orc = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
self.game_map.add_entity(orc)
|
||||
self.entities.append(orc)
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
elif key == "Space":
|
||||
# Regenerate the dungeon
|
||||
self.regenerate_dungeon()
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def regenerate_dungeon(self):
|
||||
"""Generate a new dungeon"""
|
||||
# Clear existing entities
|
||||
self.game_map.entities.clear()
|
||||
self.game_map.rooms.clear()
|
||||
self.entities.clear()
|
||||
|
||||
# Clear the entity list in the grid
|
||||
if self.game_map.grid:
|
||||
self.game_map.grid.entities.clear()
|
||||
|
||||
# Regenerate
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Re-add player
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Add new monsters
|
||||
for i in range(5):
|
||||
if i < len(self.game_map.rooms) - 1:
|
||||
room = self.game_map.rooms[i + 1]
|
||||
x, y = room.center
|
||||
orc = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
self.game_map.add_entity(orc)
|
||||
self.entities.append(orc)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Procedural Dungeon Generation", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow keys to move, SPACE to regenerate, ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 3: Procedural Dungeon Generation!")
|
||||
print("Press SPACE to generate a new dungeon")
|
||||
```
|
||||
|
||||
## Understanding the Algorithm
|
||||
|
||||
Our dungeon generation algorithm is simple but effective:
|
||||
|
||||
1. **Start with solid walls** - The entire map begins filled with wall tiles
|
||||
2. **Try to place rooms** - Generate random rooms and check for overlaps
|
||||
3. **Connect with tunnels** - Each new room connects to the previous one
|
||||
4. **Place entities** - The player starts in the first room, monsters in others
|
||||
|
||||
### Room Placement
|
||||
|
||||
The algorithm attempts to place `max_rooms` rooms, but may place fewer if many attempts result in overlapping rooms. This is called "rejection sampling" - we generate random rooms and reject ones that don't fit.
|
||||
|
||||
### Tunnel Design
|
||||
|
||||
Our L-shaped tunnels are simple but effective. They either go:
|
||||
- Horizontal first, then vertical
|
||||
- Vertical first, then horizontal
|
||||
|
||||
This creates variety while ensuring all rooms are connected.
|
||||
|
||||
## Experimenting with Parameters
|
||||
|
||||
Try adjusting these parameters to create different dungeon styles:
|
||||
|
||||
```python
|
||||
# Sparse dungeon with large rooms
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=10,
|
||||
room_min_size=10,
|
||||
room_max_size=15,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Dense dungeon with small rooms
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=50,
|
||||
room_min_size=4,
|
||||
room_max_size=6,
|
||||
player=self.player
|
||||
)
|
||||
```
|
||||
|
||||
## Visual Enhancements
|
||||
|
||||
Notice how we gave tunnels a slightly different color:
|
||||
- Rooms: `color=(50, 50, 50)` - Medium gray
|
||||
- Tunnels: `color=(30, 30, 40)` - Darker with blue tint
|
||||
|
||||
This subtle difference helps players understand the dungeon layout.
|
||||
|
||||
## Exercises
|
||||
|
||||
1. **Different Room Shapes**: Create circular or cross-shaped rooms
|
||||
2. **Better Tunnel Routing**: Implement A* pathfinding for more natural tunnels
|
||||
3. **Room Types**: Create special rooms (treasure rooms, trap rooms)
|
||||
4. **Dungeon Themes**: Use different tile sets and colors for different dungeon levels
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 4, we'll implement Field of View (FOV) so the player can only see parts of the dungeon they've explored. This will add mystery and atmosphere to our procedurally generated dungeons!
|
||||
|
||||
Our dungeon generator is now creating unique, playable levels every time. The foundation of a true roguelike is taking shape!
|
||||
|
|
@ -1,312 +0,0 @@
|
|||
import mcrfpy
|
||||
import random
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
"""Return the center coordinates of the room"""
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
"""Return the inner area of the room"""
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
"""Return True if this room overlaps with another"""
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
# Generate the coordinates
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, color=(100, 100, 100))
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*color)
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(50, 50, 50))
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, color=(30, 30, 40))
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 3"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player (before dungeon generation)
|
||||
self.player = GameObject(0, 0, 64, (255, 255, 255), "Player", blocks=True)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Add some monsters in random rooms
|
||||
for i in range(5):
|
||||
if i < len(self.game_map.rooms) - 1: # Don't spawn in first room
|
||||
room = self.game_map.rooms[i + 1]
|
||||
x, y = room.center
|
||||
|
||||
# Create an orc
|
||||
orc = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
self.game_map.add_entity(orc)
|
||||
self.entities.append(orc)
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
elif key == "Space":
|
||||
# Regenerate the dungeon
|
||||
self.regenerate_dungeon()
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def regenerate_dungeon(self):
|
||||
"""Generate a new dungeon"""
|
||||
# Clear existing entities
|
||||
self.game_map.entities.clear()
|
||||
self.game_map.rooms.clear()
|
||||
self.entities.clear()
|
||||
|
||||
# Clear the entity list in the grid
|
||||
if self.game_map.grid:
|
||||
self.game_map.grid.entities.clear()
|
||||
|
||||
# Regenerate
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Re-add player
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Add new monsters
|
||||
for i in range(5):
|
||||
if i < len(self.game_map.rooms) - 1:
|
||||
room = self.game_map.rooms[i + 1]
|
||||
x, y = room.center
|
||||
orc = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
self.game_map.add_entity(orc)
|
||||
self.entities.append(orc)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Procedural Dungeon Generation", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow keys to move, SPACE to regenerate, ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 3: Procedural Dungeon Generation!")
|
||||
print("Press SPACE to generate a new dungeon")
|
||||
|
|
@ -1,520 +0,0 @@
|
|||
# Part 4 - Field of View
|
||||
|
||||
One of the defining features of roguelikes is exploration and discovery. In Part 3, we could see the entire dungeon at once. Now we'll implement Field of View (FOV) so players can only see what their character can actually see, adding mystery and tactical depth to our game.
|
||||
|
||||
## Understanding Field of View
|
||||
|
||||
Field of View creates three distinct visibility states for each tile:
|
||||
|
||||
1. **Visible**: Currently in the player's line of sight
|
||||
2. **Explored**: Previously seen but not currently visible
|
||||
3. **Unexplored**: Never seen (completely hidden)
|
||||
|
||||
This creates the classic "fog of war" effect where you remember the layout of areas you've explored, but can't see current enemy positions unless they're in your view.
|
||||
|
||||
## McRogueFace's FOV System
|
||||
|
||||
Good news! McRogueFace includes built-in FOV support through its C++ engine. We just need to enable and configure it. The engine uses an efficient shadowcasting algorithm that provides smooth, realistic line-of-sight calculations.
|
||||
|
||||
Let's update our code to use FOV:
|
||||
|
||||
```python
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
```
|
||||
|
||||
## Configuring Visibility Rendering
|
||||
|
||||
McRogueFace automatically handles the rendering of visible/explored/unexplored tiles. We need to set up our grid to use perspective-based rendering:
|
||||
|
||||
```python
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering (0 = first entity = player)
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
```
|
||||
|
||||
## Visual Appearance Configuration
|
||||
|
||||
Let's define how our tiles look in different visibility states:
|
||||
|
||||
```python
|
||||
# Color configurations for visibility states
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100), # Light gray
|
||||
'floor': (50, 50, 50), # Dark gray
|
||||
'tunnel': (30, 30, 40), # Dark blue-gray
|
||||
}
|
||||
|
||||
COLORS_EXPLORED = {
|
||||
'wall': (50, 50, 70), # Darker, bluish
|
||||
'floor': (20, 20, 30), # Very dark
|
||||
'tunnel': (15, 15, 25), # Almost black
|
||||
}
|
||||
|
||||
# Update the tile-setting methods to store the tile type
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
# Store both visible and explored colors
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
# The engine will automatically darken explored tiles
|
||||
```
|
||||
|
||||
## Complete Implementation
|
||||
|
||||
Here's the complete updated `game.py` with FOV:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Color configurations for visibility
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100),
|
||||
'floor': (50, 50, 50),
|
||||
'tunnel': (30, 30, 40),
|
||||
}
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering (0 = first entity = player)
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, tile_type='wall')
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='floor')
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='tunnel')
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
self.fov_radius = 8
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 4"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player
|
||||
self.player = GameObject(0, 0, 64, (255, 255, 255), "Player", blocks=True)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Add monsters in random rooms
|
||||
for i in range(10):
|
||||
if i < len(self.game_map.rooms) - 1:
|
||||
room = self.game_map.rooms[i + 1]
|
||||
x, y = room.center
|
||||
|
||||
# Randomly offset from center
|
||||
x += random.randint(-2, 2)
|
||||
y += random.randint(-2, 2)
|
||||
|
||||
# Make sure position is walkable
|
||||
if self.game_map.grid.at(x, y).walkable:
|
||||
if i % 2 == 0:
|
||||
# Create an orc
|
||||
orc = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
self.game_map.add_entity(orc)
|
||||
self.entities.append(orc)
|
||||
else:
|
||||
# Create a troll
|
||||
troll = GameObject(x, y, 84, (0, 127, 0), "Troll", blocks=True)
|
||||
self.game_map.add_entity(troll)
|
||||
self.entities.append(troll)
|
||||
|
||||
# Initial FOV calculation
|
||||
self.player.update_fov()
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
elif key == "v":
|
||||
# Toggle FOV on/off
|
||||
if self.game_map.grid.perspective == 0:
|
||||
self.game_map.grid.perspective = -1 # Omniscient
|
||||
print("FOV disabled - omniscient view")
|
||||
else:
|
||||
self.game_map.grid.perspective = 0 # Player perspective
|
||||
print("FOV enabled - player perspective")
|
||||
elif key == "Plus" or key == "Equals":
|
||||
# Increase FOV radius
|
||||
self.fov_radius = min(self.fov_radius + 1, 20)
|
||||
self.player._entity.update_fov(radius=self.fov_radius)
|
||||
print(f"FOV radius: {self.fov_radius}")
|
||||
elif key == "Minus":
|
||||
# Decrease FOV radius
|
||||
self.fov_radius = max(self.fov_radius - 1, 3)
|
||||
self.player._entity.update_fov(radius=self.fov_radius)
|
||||
print(f"FOV radius: {self.fov_radius}")
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Field of View", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow keys to move | V to toggle FOV | +/- to adjust radius | ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# FOV indicator
|
||||
self.fov_text = mcrfpy.Caption(f"FOV Radius: {self.fov_radius}", 900, 100)
|
||||
self.fov_text.font_size = 14
|
||||
self.fov_text.fill_color = mcrfpy.Color(150, 200, 255)
|
||||
self.ui.append(self.fov_text)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 4: Field of View!")
|
||||
print("Press V to toggle FOV on/off")
|
||||
print("Press +/- to adjust FOV radius")
|
||||
```
|
||||
|
||||
## How FOV Works
|
||||
|
||||
McRogueFace's built-in FOV system uses a shadowcasting algorithm that:
|
||||
|
||||
1. **Casts rays** from the player's position to tiles within the radius
|
||||
2. **Checks transparency** along each ray path
|
||||
3. **Marks tiles as visible** if the ray reaches them unobstructed
|
||||
4. **Remembers explored tiles** automatically
|
||||
|
||||
The engine handles all the complex calculations in C++ for optimal performance.
|
||||
|
||||
## Visibility States in Detail
|
||||
|
||||
### Visible Tiles
|
||||
- Currently in the player's line of sight
|
||||
- Rendered at full brightness
|
||||
- Show current entity positions
|
||||
|
||||
### Explored Tiles
|
||||
- Previously seen but not currently visible
|
||||
- Rendered darker/muted
|
||||
- Show remembered terrain but not entities
|
||||
|
||||
### Unexplored Tiles
|
||||
- Never been in the player's FOV
|
||||
- Rendered as black/invisible
|
||||
- Complete mystery to the player
|
||||
|
||||
## FOV Parameters
|
||||
|
||||
You can customize FOV behavior:
|
||||
|
||||
```python
|
||||
# Basic FOV update
|
||||
entity.update_fov(radius=8)
|
||||
|
||||
# The grid's perspective property controls rendering:
|
||||
grid.perspective = 0 # Use first entity's FOV (player)
|
||||
grid.perspective = 1 # Use second entity's FOV
|
||||
grid.perspective = -1 # Omniscient (no FOV, see everything)
|
||||
```
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
McRogueFace's C++ FOV implementation is highly optimized:
|
||||
- Uses efficient shadowcasting algorithm
|
||||
- Only recalculates when needed
|
||||
- Handles large maps smoothly
|
||||
- Automatically culls entities outside FOV
|
||||
|
||||
## Visual Polish
|
||||
|
||||
The engine automatically handles visual transitions:
|
||||
- Smooth color changes between visibility states
|
||||
- Entities fade in/out of view
|
||||
- Explored areas remain visible but dimmed
|
||||
|
||||
## Exercises
|
||||
|
||||
1. **Variable Vision**: Give different entities different FOV radii
|
||||
2. **Light Sources**: Create torches that expand local FOV
|
||||
3. **Blind Spots**: Add pillars that create interesting shadows
|
||||
4. **X-Ray Vision**: Temporary power-up to see through walls
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 5, we'll place enemies throughout the dungeon and implement basic interactions. With FOV in place, enemies will appear and disappear as you explore, creating tension and surprise!
|
||||
|
||||
Field of View transforms our dungeon from a tactical puzzle into a mysterious world to explore. The fog of war adds atmosphere and gameplay depth that's essential to the roguelike experience.
|
||||
|
|
@ -1,334 +0,0 @@
|
|||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Color configurations for visibility
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100),
|
||||
'floor': (50, 50, 50),
|
||||
'tunnel': (30, 30, 40),
|
||||
}
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering (0 = first entity = player)
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, tile_type='wall')
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='floor')
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='tunnel')
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return True
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
self.fov_radius = 8
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 4"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player
|
||||
self.player = GameObject(0, 0, 64, (255, 255, 255), "Player", blocks=True)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Add monsters in random rooms
|
||||
for i in range(10):
|
||||
if i < len(self.game_map.rooms) - 1:
|
||||
room = self.game_map.rooms[i + 1]
|
||||
x, y = room.center
|
||||
|
||||
# Randomly offset from center
|
||||
x += random.randint(-2, 2)
|
||||
y += random.randint(-2, 2)
|
||||
|
||||
# Make sure position is walkable
|
||||
if self.game_map.grid.at(x, y).walkable:
|
||||
if i % 2 == 0:
|
||||
# Create an orc
|
||||
orc = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
self.game_map.add_entity(orc)
|
||||
self.entities.append(orc)
|
||||
else:
|
||||
# Create a troll
|
||||
troll = GameObject(x, y, 84, (0, 127, 0), "Troll", blocks=True)
|
||||
self.game_map.add_entity(troll)
|
||||
self.entities.append(troll)
|
||||
|
||||
# Initial FOV calculation
|
||||
self.player.update_fov()
|
||||
|
||||
def handle_movement(self, dx, dy):
|
||||
"""Handle player movement"""
|
||||
new_x = self.player.x + dx
|
||||
new_y = self.player.y + dy
|
||||
|
||||
if not self.game_map.is_blocked(new_x, new_y):
|
||||
self.player.move(dx, dy)
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
self.handle_movement(dx, dy)
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
elif key == "v":
|
||||
# Toggle FOV on/off
|
||||
if self.game_map.grid.perspective == 0:
|
||||
self.game_map.grid.perspective = -1 # Omniscient
|
||||
print("FOV disabled - omniscient view")
|
||||
else:
|
||||
self.game_map.grid.perspective = 0 # Player perspective
|
||||
print("FOV enabled - player perspective")
|
||||
elif key == "Plus" or key == "Equals":
|
||||
# Increase FOV radius
|
||||
self.fov_radius = min(self.fov_radius + 1, 20)
|
||||
self.player._entity.update_fov(radius=self.fov_radius)
|
||||
print(f"FOV radius: {self.fov_radius}")
|
||||
elif key == "Minus":
|
||||
# Decrease FOV radius
|
||||
self.fov_radius = max(self.fov_radius - 1, 3)
|
||||
self.player._entity.update_fov(radius=self.fov_radius)
|
||||
print(f"FOV radius: {self.fov_radius}")
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Field of View", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow keys to move | V to toggle FOV | +/- to adjust radius | ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# FOV indicator
|
||||
self.fov_text = mcrfpy.Caption(f"FOV Radius: {self.fov_radius}", 900, 100)
|
||||
self.fov_text.font_size = 14
|
||||
self.fov_text.fill_color = mcrfpy.Color(150, 200, 255)
|
||||
self.ui.append(self.fov_text)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 4: Field of View!")
|
||||
print("Press V to toggle FOV on/off")
|
||||
print("Press +/- to adjust FOV radius")
|
||||
|
|
@ -1,570 +0,0 @@
|
|||
# Part 5 - Placing Enemies and Kicking Them (Harmlessly)
|
||||
|
||||
Now that we have Field of View working, it's time to populate our dungeon with enemies! In this part, we'll:
|
||||
- Place enemies randomly in rooms
|
||||
- Implement entity-to-entity collision detection
|
||||
- Create basic interactions (bumping into enemies)
|
||||
- Set the stage for combat in Part 6
|
||||
|
||||
## Enemy Spawning System
|
||||
|
||||
First, let's create a system to spawn enemies in our dungeon rooms. We'll avoid placing them in the first room (where the player starts) to give players a safe starting area.
|
||||
|
||||
```python
|
||||
def spawn_enemies_in_room(room, game_map, max_enemies=2):
|
||||
"""Spawn between 0 and max_enemies in a room"""
|
||||
import random
|
||||
|
||||
number_of_enemies = random.randint(0, max_enemies)
|
||||
|
||||
for i in range(number_of_enemies):
|
||||
# Try to find a valid position
|
||||
attempts = 10
|
||||
while attempts > 0:
|
||||
# Random position within room bounds
|
||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
|
||||
# Check if position is valid
|
||||
if not game_map.is_blocked(x, y):
|
||||
# 80% chance for orc, 20% for troll
|
||||
if random.random() < 0.8:
|
||||
enemy = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
else:
|
||||
enemy = GameObject(x, y, 84, (0, 127, 0), "Troll", blocks=True)
|
||||
|
||||
game_map.add_entity(enemy)
|
||||
break
|
||||
|
||||
attempts -= 1
|
||||
```
|
||||
|
||||
## Enhanced Collision Detection
|
||||
|
||||
We need to improve our collision detection to check for entities, not just walls:
|
||||
|
||||
```python
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
# Check boundaries
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
# Check walls
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
# Check entities
|
||||
if self.get_blocking_entity_at(x, y):
|
||||
return True
|
||||
|
||||
return False
|
||||
```
|
||||
|
||||
## Action System Introduction
|
||||
|
||||
Let's create a simple action system to handle different types of interactions:
|
||||
|
||||
```python
|
||||
class Action:
|
||||
"""Base class for all actions"""
|
||||
pass
|
||||
|
||||
class MovementAction(Action):
|
||||
"""Action for moving an entity"""
|
||||
def __init__(self, dx, dy):
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
|
||||
class BumpAction(Action):
|
||||
"""Action for bumping into something"""
|
||||
def __init__(self, dx, dy, target=None):
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
self.target = target
|
||||
|
||||
class WaitAction(Action):
|
||||
"""Action for waiting/skipping turn"""
|
||||
pass
|
||||
```
|
||||
|
||||
## Handling Player Actions
|
||||
|
||||
Now let's update our movement handling to support bumping into enemies:
|
||||
|
||||
```python
|
||||
def handle_player_turn(self, action):
|
||||
"""Process the player's action"""
|
||||
if isinstance(action, MovementAction):
|
||||
dest_x = self.player.x + action.dx
|
||||
dest_y = self.player.y + action.dy
|
||||
|
||||
# Check what's at the destination
|
||||
target = self.game_map.get_blocking_entity_at(dest_x, dest_y)
|
||||
|
||||
if target:
|
||||
# We bumped into something!
|
||||
print(f"You kick the {target.name} in the shins, much to its annoyance!")
|
||||
elif not self.game_map.is_blocked(dest_x, dest_y):
|
||||
# Move the player
|
||||
self.player.move(action.dx, action.dy)
|
||||
# Update message
|
||||
self.status_text.text = "Exploring the dungeon..."
|
||||
else:
|
||||
# Bumped into a wall
|
||||
self.status_text.text = "Ouch! You bump into a wall."
|
||||
|
||||
elif isinstance(action, WaitAction):
|
||||
self.status_text.text = "You wait..."
|
||||
```
|
||||
|
||||
## Complete Updated Code
|
||||
|
||||
Here's the complete `game.py` with enemy placement and interactions:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Color configurations
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100),
|
||||
'floor': (50, 50, 50),
|
||||
'tunnel': (30, 30, 40),
|
||||
}
|
||||
|
||||
# Actions
|
||||
class Action:
|
||||
"""Base class for all actions"""
|
||||
pass
|
||||
|
||||
class MovementAction(Action):
|
||||
"""Action for moving an entity"""
|
||||
def __init__(self, dx, dy):
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
|
||||
class WaitAction(Action):
|
||||
"""Action for waiting/skipping turn"""
|
||||
pass
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
def spawn_enemies_in_room(room, game_map, max_enemies=2):
|
||||
"""Spawn between 0 and max_enemies in a room"""
|
||||
number_of_enemies = random.randint(0, max_enemies)
|
||||
|
||||
enemies_spawned = []
|
||||
|
||||
for i in range(number_of_enemies):
|
||||
# Try to find a valid position
|
||||
attempts = 10
|
||||
while attempts > 0:
|
||||
# Random position within room bounds
|
||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
|
||||
# Check if position is valid
|
||||
if not game_map.is_blocked(x, y):
|
||||
# 80% chance for orc, 20% for troll
|
||||
if random.random() < 0.8:
|
||||
enemy = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
else:
|
||||
enemy = GameObject(x, y, 84, (0, 127, 0), "Troll", blocks=True)
|
||||
|
||||
game_map.add_entity(enemy)
|
||||
enemies_spawned.append(enemy)
|
||||
break
|
||||
|
||||
attempts -= 1
|
||||
|
||||
return enemies_spawned
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, tile_type='wall')
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player, max_enemies_per_room):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
# First room - place player
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
# All other rooms - add tunnel and enemies
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
spawn_enemies_in_room(new_room, self, max_enemies_per_room)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='floor')
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='tunnel')
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
if self.get_blocking_entity_at(x, y):
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 5"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player
|
||||
self.player = GameObject(0, 0, 64, (255, 255, 255), "Player", blocks=True)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player,
|
||||
max_enemies_per_room=2
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Store reference to all entities
|
||||
self.entities = [e for e in self.game_map.entities if e != self.player]
|
||||
|
||||
# Initial FOV calculation
|
||||
self.player.update_fov()
|
||||
|
||||
def handle_player_turn(self, action):
|
||||
"""Process the player's action"""
|
||||
if isinstance(action, MovementAction):
|
||||
dest_x = self.player.x + action.dx
|
||||
dest_y = self.player.y + action.dy
|
||||
|
||||
# Check what's at the destination
|
||||
target = self.game_map.get_blocking_entity_at(dest_x, dest_y)
|
||||
|
||||
if target:
|
||||
# We bumped into something!
|
||||
print(f"You kick the {target.name} in the shins, much to its annoyance!")
|
||||
self.status_text.text = f"You kick the {target.name}!"
|
||||
elif not self.game_map.is_blocked(dest_x, dest_y):
|
||||
# Move the player
|
||||
self.player.move(action.dx, action.dy)
|
||||
self.status_text.text = ""
|
||||
else:
|
||||
# Bumped into a wall
|
||||
self.status_text.text = "Blocked!"
|
||||
|
||||
elif isinstance(action, WaitAction):
|
||||
self.status_text.text = "You wait..."
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
action = None
|
||||
|
||||
# Movement keys
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num5": (0, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
if dx == 0 and dy == 0:
|
||||
action = WaitAction()
|
||||
else:
|
||||
action = MovementAction(dx, dy)
|
||||
elif key == "Period":
|
||||
action = WaitAction()
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# Process the action
|
||||
if action:
|
||||
self.handle_player_turn(action)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Placing Enemies", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow keys to move | . to wait | Bump into enemies! | ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Status text
|
||||
self.status_text = mcrfpy.Caption("", 512, 600)
|
||||
self.status_text.font_size = 18
|
||||
self.status_text.fill_color = mcrfpy.Color(255, 200, 200)
|
||||
self.ui.append(self.status_text)
|
||||
|
||||
# Entity count
|
||||
entity_count = len(self.entities)
|
||||
count_text = mcrfpy.Caption(f"Enemies: {entity_count}", 900, 100)
|
||||
count_text.font_size = 14
|
||||
count_text.fill_color = mcrfpy.Color(150, 150, 255)
|
||||
self.ui.append(count_text)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 5: Placing Enemies!")
|
||||
print("Try bumping into enemies - combat coming in Part 6!")
|
||||
```
|
||||
|
||||
## Understanding Entity Interactions
|
||||
|
||||
### Collision Detection
|
||||
Our system now checks three things when the player tries to move:
|
||||
1. **Map boundaries** - Can't move outside the map
|
||||
2. **Wall tiles** - Can't walk through walls
|
||||
3. **Blocking entities** - Can't walk through enemies
|
||||
|
||||
### The Action System
|
||||
We've introduced a simple action system that will grow in Part 6:
|
||||
- `Action` - Base class for all actions
|
||||
- `MovementAction` - Represents attempted movement
|
||||
- `WaitAction` - Skip a turn (important for turn-based games)
|
||||
|
||||
### Entity Spawning
|
||||
Enemies are placed randomly in rooms with these rules:
|
||||
- Never in the first room (player's starting room)
|
||||
- Random number between 0 and max per room
|
||||
- 80% orcs, 20% trolls
|
||||
- Must be placed on walkable, unoccupied tiles
|
||||
|
||||
## Visual Feedback
|
||||
|
||||
With FOV enabled, enemies will appear and disappear as you explore:
|
||||
- Enemies in sight are fully visible
|
||||
- Enemies in explored but dark areas are hidden
|
||||
- Creates tension and surprise encounters
|
||||
|
||||
## Exercises
|
||||
|
||||
1. **More Enemy Types**: Add different sprites and names (goblins, skeletons)
|
||||
2. **Enemy Density**: Adjust spawn rates based on dungeon depth
|
||||
3. **Special Rooms**: Create rooms with guaranteed enemies or treasures
|
||||
4. **Better Feedback**: Add sound effects or visual effects for bumping
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 6, we'll transform those harmless kicks into a real combat system! We'll add:
|
||||
- Health points for all entities
|
||||
- Damage calculations
|
||||
- Death and corpses
|
||||
- Combat messages
|
||||
- The beginning of a real roguelike!
|
||||
|
||||
Right now our enemies are just obstacles. Soon they'll fight back!
|
||||
|
|
@ -1,388 +0,0 @@
|
|||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Color configurations
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100),
|
||||
'floor': (50, 50, 50),
|
||||
'tunnel': (30, 30, 40),
|
||||
}
|
||||
|
||||
# Actions
|
||||
class Action:
|
||||
"""Base class for all actions"""
|
||||
pass
|
||||
|
||||
class MovementAction(Action):
|
||||
"""Action for moving an entity"""
|
||||
def __init__(self, dx, dy):
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
|
||||
class WaitAction(Action):
|
||||
"""Action for waiting/skipping turn"""
|
||||
pass
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
def spawn_enemies_in_room(room, game_map, max_enemies=2):
|
||||
"""Spawn between 0 and max_enemies in a room"""
|
||||
number_of_enemies = random.randint(0, max_enemies)
|
||||
|
||||
enemies_spawned = []
|
||||
|
||||
for i in range(number_of_enemies):
|
||||
# Try to find a valid position
|
||||
attempts = 10
|
||||
while attempts > 0:
|
||||
# Random position within room bounds
|
||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
|
||||
# Check if position is valid
|
||||
if not game_map.is_blocked(x, y):
|
||||
# 80% chance for orc, 20% for troll
|
||||
if random.random() < 0.8:
|
||||
enemy = GameObject(x, y, 111, (63, 127, 63), "Orc", blocks=True)
|
||||
else:
|
||||
enemy = GameObject(x, y, 84, (0, 127, 0), "Troll", blocks=True)
|
||||
|
||||
game_map.add_entity(enemy)
|
||||
enemies_spawned.append(enemy)
|
||||
break
|
||||
|
||||
attempts -= 1
|
||||
|
||||
return enemies_spawned
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, tile_type='wall')
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player, max_enemies_per_room):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
# First room - place player
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
# All other rooms - add tunnel and enemies
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
spawn_enemies_in_room(new_room, self, max_enemies_per_room)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='floor')
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='tunnel')
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
if self.get_blocking_entity_at(x, y):
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 5"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player
|
||||
self.player = GameObject(0, 0, 64, (255, 255, 255), "Player", blocks=True)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player,
|
||||
max_enemies_per_room=2
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Store reference to all entities
|
||||
self.entities = [e for e in self.game_map.entities if e != self.player]
|
||||
|
||||
# Initial FOV calculation
|
||||
self.player.update_fov()
|
||||
|
||||
def handle_player_turn(self, action):
|
||||
"""Process the player's action"""
|
||||
if isinstance(action, MovementAction):
|
||||
dest_x = self.player.x + action.dx
|
||||
dest_y = self.player.y + action.dy
|
||||
|
||||
# Check what's at the destination
|
||||
target = self.game_map.get_blocking_entity_at(dest_x, dest_y)
|
||||
|
||||
if target:
|
||||
# We bumped into something!
|
||||
print(f"You kick the {target.name} in the shins, much to its annoyance!")
|
||||
self.status_text.text = f"You kick the {target.name}!"
|
||||
elif not self.game_map.is_blocked(dest_x, dest_y):
|
||||
# Move the player
|
||||
self.player.move(action.dx, action.dy)
|
||||
self.status_text.text = ""
|
||||
else:
|
||||
# Bumped into a wall
|
||||
self.status_text.text = "Blocked!"
|
||||
|
||||
elif isinstance(action, WaitAction):
|
||||
self.status_text.text = "You wait..."
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
action = None
|
||||
|
||||
# Movement keys
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num5": (0, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
if dx == 0 and dy == 0:
|
||||
action = WaitAction()
|
||||
else:
|
||||
action = MovementAction(dx, dy)
|
||||
elif key == "Period":
|
||||
action = WaitAction()
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# Process the action
|
||||
if action:
|
||||
self.handle_player_turn(action)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Placing Enemies", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Arrow keys to move | . to wait | Bump into enemies! | ESC to quit", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Status text
|
||||
self.status_text = mcrfpy.Caption("", 512, 600)
|
||||
self.status_text.font_size = 18
|
||||
self.status_text.fill_color = mcrfpy.Color(255, 200, 200)
|
||||
self.ui.append(self.status_text)
|
||||
|
||||
# Entity count
|
||||
entity_count = len(self.entities)
|
||||
count_text = mcrfpy.Caption(f"Enemies: {entity_count}", 900, 100)
|
||||
count_text.font_size = 14
|
||||
count_text.fill_color = mcrfpy.Color(150, 150, 255)
|
||||
self.ui.append(count_text)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 5: Placing Enemies!")
|
||||
print("Try bumping into enemies - combat coming in Part 6!")
|
||||
|
|
@ -1,743 +0,0 @@
|
|||
# Part 6 - Doing (and Taking) Some Damage
|
||||
|
||||
It's time to turn our harmless kicks into real combat! In this part, we'll implement:
|
||||
- Health points for all entities
|
||||
- A damage calculation system
|
||||
- Death and corpse mechanics
|
||||
- Combat feedback messages
|
||||
- The foundation of tactical roguelike combat
|
||||
|
||||
## Adding Combat Stats
|
||||
|
||||
First, let's enhance our GameObject class with combat capabilities:
|
||||
|
||||
```python
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name,
|
||||
blocks=False, hp=0, defense=0, power=0):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
# Combat stats
|
||||
self.max_hp = hp
|
||||
self.hp = hp
|
||||
self.defense = defense
|
||||
self.power = power
|
||||
|
||||
@property
|
||||
def is_alive(self):
|
||||
"""Returns True if this entity can act"""
|
||||
return self.hp > 0
|
||||
|
||||
def take_damage(self, amount):
|
||||
"""Apply damage to this entity"""
|
||||
damage = amount - self.defense
|
||||
if damage > 0:
|
||||
self.hp -= damage
|
||||
|
||||
# Check for death
|
||||
if self.hp <= 0 and self.hp + damage > 0:
|
||||
self.die()
|
||||
|
||||
return damage
|
||||
|
||||
def die(self):
|
||||
"""Handle entity death"""
|
||||
if self.name == "Player":
|
||||
# Player death is special - we'll handle it differently
|
||||
self.sprite_index = 64 # Stay as @ but change color
|
||||
self.color = (127, 0, 0) # Dark red
|
||||
if self._entity:
|
||||
self._entity.color = mcrfpy.Color(127, 0, 0)
|
||||
print("You have died!")
|
||||
else:
|
||||
# Enemy death
|
||||
self.sprite_index = 37 # % character for corpse
|
||||
self.color = (127, 0, 0) # Dark red
|
||||
self.blocks = False # Corpses don't block
|
||||
self.name = f"remains of {self.name}"
|
||||
|
||||
if self._entity:
|
||||
self._entity.sprite_index = 37
|
||||
self._entity.color = mcrfpy.Color(127, 0, 0)
|
||||
```
|
||||
|
||||
## The Combat System
|
||||
|
||||
Now let's implement actual combat when entities bump into each other:
|
||||
|
||||
```python
|
||||
class MeleeAction(Action):
|
||||
"""Action for melee attacks"""
|
||||
def __init__(self, attacker, target):
|
||||
self.attacker = attacker
|
||||
self.target = target
|
||||
|
||||
def perform(self):
|
||||
"""Execute the attack"""
|
||||
if not self.target.is_alive:
|
||||
return # Can't attack the dead
|
||||
|
||||
damage = self.attacker.power - self.target.defense
|
||||
|
||||
if damage > 0:
|
||||
attack_desc = f"{self.attacker.name} attacks {self.target.name} for {damage} damage!"
|
||||
self.target.take_damage(damage)
|
||||
else:
|
||||
attack_desc = f"{self.attacker.name} attacks {self.target.name} but does no damage."
|
||||
|
||||
return attack_desc
|
||||
```
|
||||
|
||||
## Entity Factories
|
||||
|
||||
Let's create factory functions for consistent entity creation:
|
||||
|
||||
```python
|
||||
def create_player(x, y):
|
||||
"""Create the player entity"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=64, # @
|
||||
color=(255, 255, 255),
|
||||
name="Player",
|
||||
blocks=True,
|
||||
hp=30,
|
||||
defense=2,
|
||||
power=5
|
||||
)
|
||||
|
||||
def create_orc(x, y):
|
||||
"""Create an orc enemy"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=111, # o
|
||||
color=(63, 127, 63),
|
||||
name="Orc",
|
||||
blocks=True,
|
||||
hp=10,
|
||||
defense=0,
|
||||
power=3
|
||||
)
|
||||
|
||||
def create_troll(x, y):
|
||||
"""Create a troll enemy"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=84, # T
|
||||
color=(0, 127, 0),
|
||||
name="Troll",
|
||||
blocks=True,
|
||||
hp=16,
|
||||
defense=1,
|
||||
power=4
|
||||
)
|
||||
```
|
||||
|
||||
## The Message Log
|
||||
|
||||
Combat needs feedback! Let's create a simple message log:
|
||||
|
||||
```python
|
||||
class MessageLog:
|
||||
"""Manages game messages"""
|
||||
def __init__(self, max_messages=5):
|
||||
self.messages = []
|
||||
self.max_messages = max_messages
|
||||
|
||||
def add_message(self, text, color=(255, 255, 255)):
|
||||
"""Add a message to the log"""
|
||||
self.messages.append((text, color))
|
||||
# Keep only recent messages
|
||||
if len(self.messages) > self.max_messages:
|
||||
self.messages.pop(0)
|
||||
|
||||
def render(self, ui, x, y, line_height=20):
|
||||
"""Render messages to the UI"""
|
||||
for i, (text, color) in enumerate(self.messages):
|
||||
caption = mcrfpy.Caption(text, x, y + i * line_height)
|
||||
caption.font_size = 14
|
||||
caption.fill_color = mcrfpy.Color(*color)
|
||||
ui.append(caption)
|
||||
```
|
||||
|
||||
## Complete Implementation
|
||||
|
||||
Here's the complete `game.py` with combat:
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Color configurations
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100),
|
||||
'floor': (50, 50, 50),
|
||||
'tunnel': (30, 30, 40),
|
||||
}
|
||||
|
||||
# Message colors
|
||||
COLOR_PLAYER_ATK = (230, 230, 230)
|
||||
COLOR_ENEMY_ATK = (255, 200, 200)
|
||||
COLOR_PLAYER_DIE = (255, 100, 100)
|
||||
COLOR_ENEMY_DIE = (255, 165, 0)
|
||||
|
||||
# Actions
|
||||
class Action:
|
||||
"""Base class for all actions"""
|
||||
pass
|
||||
|
||||
class MovementAction(Action):
|
||||
"""Action for moving an entity"""
|
||||
def __init__(self, dx, dy):
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
|
||||
class MeleeAction(Action):
|
||||
"""Action for melee attacks"""
|
||||
def __init__(self, attacker, target):
|
||||
self.attacker = attacker
|
||||
self.target = target
|
||||
|
||||
def perform(self):
|
||||
"""Execute the attack"""
|
||||
if not self.target.is_alive:
|
||||
return None
|
||||
|
||||
damage = self.attacker.power - self.target.defense
|
||||
|
||||
if damage > 0:
|
||||
attack_desc = f"{self.attacker.name} attacks {self.target.name} for {damage} damage!"
|
||||
self.target.take_damage(damage)
|
||||
|
||||
# Choose color based on attacker
|
||||
if self.attacker.name == "Player":
|
||||
color = COLOR_PLAYER_ATK
|
||||
else:
|
||||
color = COLOR_ENEMY_ATK
|
||||
|
||||
return attack_desc, color
|
||||
else:
|
||||
attack_desc = f"{self.attacker.name} attacks {self.target.name} but does no damage."
|
||||
return attack_desc, (150, 150, 150)
|
||||
|
||||
class WaitAction(Action):
|
||||
"""Action for waiting/skipping turn"""
|
||||
pass
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name,
|
||||
blocks=False, hp=0, defense=0, power=0):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
# Combat stats
|
||||
self.max_hp = hp
|
||||
self.hp = hp
|
||||
self.defense = defense
|
||||
self.power = power
|
||||
|
||||
@property
|
||||
def is_alive(self):
|
||||
"""Returns True if this entity can act"""
|
||||
return self.hp > 0
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
|
||||
def take_damage(self, amount):
|
||||
"""Apply damage to this entity"""
|
||||
self.hp -= amount
|
||||
|
||||
# Check for death
|
||||
if self.hp <= 0:
|
||||
self.die()
|
||||
|
||||
def die(self):
|
||||
"""Handle entity death"""
|
||||
if self.name == "Player":
|
||||
# Player death
|
||||
self.sprite_index = 64 # Stay as @
|
||||
self.color = (127, 0, 0) # Dark red
|
||||
if self._entity:
|
||||
self._entity.color = mcrfpy.Color(127, 0, 0)
|
||||
else:
|
||||
# Enemy death
|
||||
self.sprite_index = 37 # % character for corpse
|
||||
self.color = (127, 0, 0) # Dark red
|
||||
self.blocks = False # Corpses don't block
|
||||
self.name = f"remains of {self.name}"
|
||||
|
||||
if self._entity:
|
||||
self._entity.sprite_index = 37
|
||||
self._entity.color = mcrfpy.Color(127, 0, 0)
|
||||
|
||||
# Entity factories
|
||||
def create_player(x, y):
|
||||
"""Create the player entity"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=64, # @
|
||||
color=(255, 255, 255),
|
||||
name="Player",
|
||||
blocks=True,
|
||||
hp=30,
|
||||
defense=2,
|
||||
power=5
|
||||
)
|
||||
|
||||
def create_orc(x, y):
|
||||
"""Create an orc enemy"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=111, # o
|
||||
color=(63, 127, 63),
|
||||
name="Orc",
|
||||
blocks=True,
|
||||
hp=10,
|
||||
defense=0,
|
||||
power=3
|
||||
)
|
||||
|
||||
def create_troll(x, y):
|
||||
"""Create a troll enemy"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=84, # T
|
||||
color=(0, 127, 0),
|
||||
name="Troll",
|
||||
blocks=True,
|
||||
hp=16,
|
||||
defense=1,
|
||||
power=4
|
||||
)
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
def spawn_enemies_in_room(room, game_map, max_enemies=2):
|
||||
"""Spawn between 0 and max_enemies in a room"""
|
||||
number_of_enemies = random.randint(0, max_enemies)
|
||||
|
||||
enemies_spawned = []
|
||||
|
||||
for i in range(number_of_enemies):
|
||||
attempts = 10
|
||||
while attempts > 0:
|
||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
|
||||
if not game_map.is_blocked(x, y):
|
||||
# 80% chance for orc, 20% for troll
|
||||
if random.random() < 0.8:
|
||||
enemy = create_orc(x, y)
|
||||
else:
|
||||
enemy = create_troll(x, y)
|
||||
|
||||
game_map.add_entity(enemy)
|
||||
enemies_spawned.append(enemy)
|
||||
break
|
||||
|
||||
attempts -= 1
|
||||
|
||||
return enemies_spawned
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, tile_type='wall')
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player, max_enemies_per_room):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
# First room - place player
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
# All other rooms - add tunnel and enemies
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
spawn_enemies_in_room(new_room, self, max_enemies_per_room)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='floor')
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='tunnel')
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
if self.get_blocking_entity_at(x, y):
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
self.messages = [] # Simple message log
|
||||
self.max_messages = 5
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 6"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def add_message(self, text, color=(255, 255, 255)):
|
||||
"""Add a message to the log"""
|
||||
self.messages.append((text, color))
|
||||
if len(self.messages) > self.max_messages:
|
||||
self.messages.pop(0)
|
||||
self.update_message_display()
|
||||
|
||||
def update_message_display(self):
|
||||
"""Update the message display"""
|
||||
# Clear old messages
|
||||
for caption in self.message_captions:
|
||||
# Remove from UI (McRogueFace doesn't have remove, so we hide it)
|
||||
caption.text = ""
|
||||
|
||||
# Display current messages
|
||||
for i, (text, color) in enumerate(self.messages):
|
||||
if i < len(self.message_captions):
|
||||
self.message_captions[i].text = text
|
||||
self.message_captions[i].fill_color = mcrfpy.Color(*color)
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player
|
||||
self.player = create_player(0, 0)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player,
|
||||
max_enemies_per_room=2
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Store reference to all entities
|
||||
self.entities = [e for e in self.game_map.entities if e != self.player]
|
||||
|
||||
# Initial FOV calculation
|
||||
self.player.update_fov()
|
||||
|
||||
# Welcome message
|
||||
self.add_message("Welcome to the dungeon!", (100, 100, 255))
|
||||
|
||||
def handle_player_turn(self, action):
|
||||
"""Process the player's action"""
|
||||
if not self.player.is_alive:
|
||||
return
|
||||
|
||||
if isinstance(action, MovementAction):
|
||||
dest_x = self.player.x + action.dx
|
||||
dest_y = self.player.y + action.dy
|
||||
|
||||
# Check what's at the destination
|
||||
target = self.game_map.get_blocking_entity_at(dest_x, dest_y)
|
||||
|
||||
if target:
|
||||
# Attack!
|
||||
attack = MeleeAction(self.player, target)
|
||||
result = attack.perform()
|
||||
if result:
|
||||
text, color = result
|
||||
self.add_message(text, color)
|
||||
|
||||
# Check if target died
|
||||
if not target.is_alive:
|
||||
death_msg = f"The {target.name.replace('remains of ', '')} is dead!"
|
||||
self.add_message(death_msg, COLOR_ENEMY_DIE)
|
||||
|
||||
elif not self.game_map.is_blocked(dest_x, dest_y):
|
||||
# Move the player
|
||||
self.player.move(action.dx, action.dy)
|
||||
|
||||
elif isinstance(action, WaitAction):
|
||||
pass # Do nothing
|
||||
|
||||
# Enemy turns
|
||||
self.handle_enemy_turns()
|
||||
|
||||
def handle_enemy_turns(self):
|
||||
"""Let all enemies take their turn"""
|
||||
for entity in self.entities:
|
||||
if entity.is_alive:
|
||||
# Simple AI: if player is adjacent, attack. Otherwise, do nothing.
|
||||
dx = entity.x - self.player.x
|
||||
dy = entity.y - self.player.y
|
||||
distance = abs(dx) + abs(dy)
|
||||
|
||||
if distance == 1: # Adjacent to player
|
||||
attack = MeleeAction(entity, self.player)
|
||||
result = attack.perform()
|
||||
if result:
|
||||
text, color = result
|
||||
self.add_message(text, color)
|
||||
|
||||
# Check if player died
|
||||
if not self.player.is_alive:
|
||||
self.add_message("You have died!", COLOR_PLAYER_DIE)
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
action = None
|
||||
|
||||
# Movement keys
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num5": (0, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
if dx == 0 and dy == 0:
|
||||
action = WaitAction()
|
||||
else:
|
||||
action = MovementAction(dx, dy)
|
||||
elif key == "Period":
|
||||
action = WaitAction()
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# Process the action
|
||||
if action:
|
||||
self.handle_player_turn(action)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Combat System", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Attack enemies by bumping into them!", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Player stats
|
||||
self.hp_text = mcrfpy.Caption(f"HP: {self.player.hp}/{self.player.max_hp}", 50, 100)
|
||||
self.hp_text.font_size = 18
|
||||
self.hp_text.fill_color = mcrfpy.Color(255, 100, 100)
|
||||
self.ui.append(self.hp_text)
|
||||
|
||||
# Message log
|
||||
self.message_captions = []
|
||||
for i in range(self.max_messages):
|
||||
caption = mcrfpy.Caption("", 50, 620 + i * 20)
|
||||
caption.font_size = 14
|
||||
caption.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(caption)
|
||||
self.message_captions.append(caption)
|
||||
|
||||
# Timer to update HP display
|
||||
def update_stats(dt):
|
||||
self.hp_text.text = f"HP: {self.player.hp}/{self.player.max_hp}"
|
||||
if self.player.hp <= 0:
|
||||
self.hp_text.fill_color = mcrfpy.Color(127, 0, 0)
|
||||
elif self.player.hp < self.player.max_hp // 3:
|
||||
self.hp_text.fill_color = mcrfpy.Color(255, 100, 100)
|
||||
else:
|
||||
self.hp_text.fill_color = mcrfpy.Color(0, 255, 0)
|
||||
|
||||
mcrfpy.setTimer("update_stats", update_stats, 100)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 6: Combat System!")
|
||||
print("Attack enemies to defeat them, but watch your HP!")
|
||||
|
|
@ -1,568 +0,0 @@
|
|||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Color configurations
|
||||
COLORS_VISIBLE = {
|
||||
'wall': (100, 100, 100),
|
||||
'floor': (50, 50, 50),
|
||||
'tunnel': (30, 30, 40),
|
||||
}
|
||||
|
||||
# Message colors
|
||||
COLOR_PLAYER_ATK = (230, 230, 230)
|
||||
COLOR_ENEMY_ATK = (255, 200, 200)
|
||||
COLOR_PLAYER_DIE = (255, 100, 100)
|
||||
COLOR_ENEMY_DIE = (255, 165, 0)
|
||||
|
||||
# Actions
|
||||
class Action:
|
||||
"""Base class for all actions"""
|
||||
pass
|
||||
|
||||
class MovementAction(Action):
|
||||
"""Action for moving an entity"""
|
||||
def __init__(self, dx, dy):
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
|
||||
class MeleeAction(Action):
|
||||
"""Action for melee attacks"""
|
||||
def __init__(self, attacker, target):
|
||||
self.attacker = attacker
|
||||
self.target = target
|
||||
|
||||
def perform(self):
|
||||
"""Execute the attack"""
|
||||
if not self.target.is_alive:
|
||||
return None
|
||||
|
||||
damage = self.attacker.power - self.target.defense
|
||||
|
||||
if damage > 0:
|
||||
attack_desc = f"{self.attacker.name} attacks {self.target.name} for {damage} damage!"
|
||||
self.target.take_damage(damage)
|
||||
|
||||
# Choose color based on attacker
|
||||
if self.attacker.name == "Player":
|
||||
color = COLOR_PLAYER_ATK
|
||||
else:
|
||||
color = COLOR_ENEMY_ATK
|
||||
|
||||
return attack_desc, color
|
||||
else:
|
||||
attack_desc = f"{self.attacker.name} attacks {self.target.name} but does no damage."
|
||||
return attack_desc, (150, 150, 150)
|
||||
|
||||
class WaitAction(Action):
|
||||
"""Action for waiting/skipping turn"""
|
||||
pass
|
||||
|
||||
class GameObject:
|
||||
"""Base class for all game objects"""
|
||||
def __init__(self, x, y, sprite_index, color, name,
|
||||
blocks=False, hp=0, defense=0, power=0):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite_index = sprite_index
|
||||
self.color = color
|
||||
self.name = name
|
||||
self.blocks = blocks
|
||||
self._entity = None
|
||||
self.grid = None
|
||||
|
||||
# Combat stats
|
||||
self.max_hp = hp
|
||||
self.hp = hp
|
||||
self.defense = defense
|
||||
self.power = power
|
||||
|
||||
@property
|
||||
def is_alive(self):
|
||||
"""Returns True if this entity can act"""
|
||||
return self.hp > 0
|
||||
|
||||
def attach_to_grid(self, grid):
|
||||
"""Attach this game object to a McRogueFace grid"""
|
||||
self.grid = grid
|
||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
||||
self._entity.sprite_index = self.sprite_index
|
||||
self._entity.color = mcrfpy.Color(*self.color)
|
||||
|
||||
def move(self, dx, dy):
|
||||
"""Move by the given amount"""
|
||||
if not self.grid:
|
||||
return
|
||||
self.x += dx
|
||||
self.y += dy
|
||||
if self._entity:
|
||||
self._entity.x = self.x
|
||||
self._entity.y = self.y
|
||||
# Update FOV when player moves
|
||||
if self.name == "Player":
|
||||
self.update_fov()
|
||||
|
||||
def update_fov(self):
|
||||
"""Update field of view from this entity's position"""
|
||||
if self._entity and self.grid:
|
||||
self._entity.update_fov(radius=8)
|
||||
|
||||
def take_damage(self, amount):
|
||||
"""Apply damage to this entity"""
|
||||
self.hp -= amount
|
||||
|
||||
# Check for death
|
||||
if self.hp <= 0:
|
||||
self.die()
|
||||
|
||||
def die(self):
|
||||
"""Handle entity death"""
|
||||
if self.name == "Player":
|
||||
# Player death
|
||||
self.sprite_index = 64 # Stay as @
|
||||
self.color = (127, 0, 0) # Dark red
|
||||
if self._entity:
|
||||
self._entity.color = mcrfpy.Color(127, 0, 0)
|
||||
else:
|
||||
# Enemy death
|
||||
self.sprite_index = 37 # % character for corpse
|
||||
self.color = (127, 0, 0) # Dark red
|
||||
self.blocks = False # Corpses don't block
|
||||
self.name = f"remains of {self.name}"
|
||||
|
||||
if self._entity:
|
||||
self._entity.sprite_index = 37
|
||||
self._entity.color = mcrfpy.Color(127, 0, 0)
|
||||
|
||||
# Entity factories
|
||||
def create_player(x, y):
|
||||
"""Create the player entity"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=64, # @
|
||||
color=(255, 255, 255),
|
||||
name="Player",
|
||||
blocks=True,
|
||||
hp=30,
|
||||
defense=2,
|
||||
power=5
|
||||
)
|
||||
|
||||
def create_orc(x, y):
|
||||
"""Create an orc enemy"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=111, # o
|
||||
color=(63, 127, 63),
|
||||
name="Orc",
|
||||
blocks=True,
|
||||
hp=10,
|
||||
defense=0,
|
||||
power=3
|
||||
)
|
||||
|
||||
def create_troll(x, y):
|
||||
"""Create a troll enemy"""
|
||||
return GameObject(
|
||||
x=x, y=y,
|
||||
sprite_index=84, # T
|
||||
color=(0, 127, 0),
|
||||
name="Troll",
|
||||
blocks=True,
|
||||
hp=16,
|
||||
defense=1,
|
||||
power=4
|
||||
)
|
||||
|
||||
class RectangularRoom:
|
||||
"""A rectangular room with its position and size"""
|
||||
|
||||
def __init__(self, x, y, width, height):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + width
|
||||
self.y2 = y + height
|
||||
|
||||
@property
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return center_x, center_y
|
||||
|
||||
@property
|
||||
def inner(self):
|
||||
return self.x1 + 1, self.y1 + 1, self.x2 - 1, self.y2 - 1
|
||||
|
||||
def intersects(self, other):
|
||||
return (
|
||||
self.x1 <= other.x2
|
||||
and self.x2 >= other.x1
|
||||
and self.y1 <= other.y2
|
||||
and self.y2 >= other.y1
|
||||
)
|
||||
|
||||
def tunnel_between(start, end):
|
||||
"""Return an L-shaped tunnel between two points"""
|
||||
x1, y1 = start
|
||||
x2, y2 = end
|
||||
|
||||
if random.random() < 0.5:
|
||||
corner_x = x2
|
||||
corner_y = y1
|
||||
else:
|
||||
corner_x = x1
|
||||
corner_y = y2
|
||||
|
||||
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
|
||||
yield x, y1
|
||||
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
|
||||
yield corner_x, y
|
||||
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
|
||||
yield x, corner_y
|
||||
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
|
||||
yield x2, y
|
||||
|
||||
def spawn_enemies_in_room(room, game_map, max_enemies=2):
|
||||
"""Spawn between 0 and max_enemies in a room"""
|
||||
number_of_enemies = random.randint(0, max_enemies)
|
||||
|
||||
enemies_spawned = []
|
||||
|
||||
for i in range(number_of_enemies):
|
||||
attempts = 10
|
||||
while attempts > 0:
|
||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||
|
||||
if not game_map.is_blocked(x, y):
|
||||
# 80% chance for orc, 20% for troll
|
||||
if random.random() < 0.8:
|
||||
enemy = create_orc(x, y)
|
||||
else:
|
||||
enemy = create_troll(x, y)
|
||||
|
||||
game_map.add_entity(enemy)
|
||||
enemies_spawned.append(enemy)
|
||||
break
|
||||
|
||||
attempts -= 1
|
||||
|
||||
return enemies_spawned
|
||||
|
||||
class GameMap:
|
||||
"""Manages the game world"""
|
||||
|
||||
def __init__(self, width, height):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.grid = None
|
||||
self.entities = []
|
||||
self.rooms = []
|
||||
|
||||
def create_grid(self, tileset):
|
||||
"""Create the McRogueFace grid"""
|
||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
||||
self.grid.position = (100, 100)
|
||||
self.grid.size = (800, 480)
|
||||
|
||||
# Enable perspective rendering
|
||||
self.grid.perspective = 0
|
||||
|
||||
return self.grid
|
||||
|
||||
def fill_with_walls(self):
|
||||
"""Fill the entire map with wall tiles"""
|
||||
for y in range(self.height):
|
||||
for x in range(self.width):
|
||||
self.set_tile(x, y, walkable=False, transparent=False,
|
||||
sprite_index=35, tile_type='wall')
|
||||
|
||||
def set_tile(self, x, y, walkable, transparent, sprite_index, tile_type):
|
||||
"""Set properties for a specific tile"""
|
||||
if 0 <= x < self.width and 0 <= y < self.height:
|
||||
cell = self.grid.at(x, y)
|
||||
cell.walkable = walkable
|
||||
cell.transparent = transparent
|
||||
cell.sprite_index = sprite_index
|
||||
cell.color = mcrfpy.Color(*COLORS_VISIBLE[tile_type])
|
||||
|
||||
def generate_dungeon(self, max_rooms, room_min_size, room_max_size, player, max_enemies_per_room):
|
||||
"""Generate a new dungeon map"""
|
||||
self.fill_with_walls()
|
||||
|
||||
for r in range(max_rooms):
|
||||
room_width = random.randint(room_min_size, room_max_size)
|
||||
room_height = random.randint(room_min_size, room_max_size)
|
||||
|
||||
x = random.randint(0, self.width - room_width - 1)
|
||||
y = random.randint(0, self.height - room_height - 1)
|
||||
|
||||
new_room = RectangularRoom(x, y, room_width, room_height)
|
||||
|
||||
if any(new_room.intersects(other_room) for other_room in self.rooms):
|
||||
continue
|
||||
|
||||
self.carve_room(new_room)
|
||||
|
||||
if len(self.rooms) == 0:
|
||||
# First room - place player
|
||||
player.x, player.y = new_room.center
|
||||
if player._entity:
|
||||
player._entity.x, player._entity.y = new_room.center
|
||||
else:
|
||||
# All other rooms - add tunnel and enemies
|
||||
self.carve_tunnel(self.rooms[-1].center, new_room.center)
|
||||
spawn_enemies_in_room(new_room, self, max_enemies_per_room)
|
||||
|
||||
self.rooms.append(new_room)
|
||||
|
||||
def carve_room(self, room):
|
||||
"""Carve out a room"""
|
||||
inner_x1, inner_y1, inner_x2, inner_y2 = room.inner
|
||||
|
||||
for y in range(inner_y1, inner_y2):
|
||||
for x in range(inner_x1, inner_x2):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='floor')
|
||||
|
||||
def carve_tunnel(self, start, end):
|
||||
"""Carve a tunnel between two points"""
|
||||
for x, y in tunnel_between(start, end):
|
||||
self.set_tile(x, y, walkable=True, transparent=True,
|
||||
sprite_index=46, tile_type='tunnel')
|
||||
|
||||
def get_blocking_entity_at(self, x, y):
|
||||
"""Return any blocking entity at the given position"""
|
||||
for entity in self.entities:
|
||||
if entity.blocks and entity.x == x and entity.y == y:
|
||||
return entity
|
||||
return None
|
||||
|
||||
def is_blocked(self, x, y):
|
||||
"""Check if a tile blocks movement"""
|
||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
||||
return True
|
||||
|
||||
if not self.grid.at(x, y).walkable:
|
||||
return True
|
||||
|
||||
if self.get_blocking_entity_at(x, y):
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def add_entity(self, entity):
|
||||
"""Add a GameObject to the map"""
|
||||
self.entities.append(entity)
|
||||
entity.attach_to_grid(self.grid)
|
||||
|
||||
class Engine:
|
||||
"""Main game engine"""
|
||||
|
||||
def __init__(self):
|
||||
self.game_map = None
|
||||
self.player = None
|
||||
self.entities = []
|
||||
self.messages = [] # Simple message log
|
||||
self.max_messages = 5
|
||||
|
||||
mcrfpy.createScene("game")
|
||||
mcrfpy.setScene("game")
|
||||
|
||||
window = mcrfpy.Window.get()
|
||||
window.title = "McRogueFace Roguelike - Part 6"
|
||||
|
||||
self.ui = mcrfpy.sceneUI("game")
|
||||
|
||||
background = mcrfpy.Frame((0, 0), (1024, 768))
|
||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
||||
self.ui.append(background)
|
||||
|
||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
||||
|
||||
self.setup_game()
|
||||
self.setup_input()
|
||||
self.setup_ui()
|
||||
|
||||
def add_message(self, text, color=(255, 255, 255)):
|
||||
"""Add a message to the log"""
|
||||
self.messages.append((text, color))
|
||||
if len(self.messages) > self.max_messages:
|
||||
self.messages.pop(0)
|
||||
self.update_message_display()
|
||||
|
||||
def update_message_display(self):
|
||||
"""Update the message display"""
|
||||
# Clear old messages
|
||||
for caption in self.message_captions:
|
||||
# Remove from UI (McRogueFace doesn't have remove, so we hide it)
|
||||
caption.text = ""
|
||||
|
||||
# Display current messages
|
||||
for i, (text, color) in enumerate(self.messages):
|
||||
if i < len(self.message_captions):
|
||||
self.message_captions[i].text = text
|
||||
self.message_captions[i].fill_color = mcrfpy.Color(*color)
|
||||
|
||||
def setup_game(self):
|
||||
"""Initialize the game world"""
|
||||
self.game_map = GameMap(80, 45)
|
||||
grid = self.game_map.create_grid(self.tileset)
|
||||
self.ui.append(grid)
|
||||
|
||||
# Create player
|
||||
self.player = create_player(0, 0)
|
||||
|
||||
# Generate the dungeon
|
||||
self.game_map.generate_dungeon(
|
||||
max_rooms=30,
|
||||
room_min_size=6,
|
||||
room_max_size=10,
|
||||
player=self.player,
|
||||
max_enemies_per_room=2
|
||||
)
|
||||
|
||||
# Add player to map
|
||||
self.game_map.add_entity(self.player)
|
||||
|
||||
# Store reference to all entities
|
||||
self.entities = [e for e in self.game_map.entities if e != self.player]
|
||||
|
||||
# Initial FOV calculation
|
||||
self.player.update_fov()
|
||||
|
||||
# Welcome message
|
||||
self.add_message("Welcome to the dungeon!", (100, 100, 255))
|
||||
|
||||
def handle_player_turn(self, action):
|
||||
"""Process the player's action"""
|
||||
if not self.player.is_alive:
|
||||
return
|
||||
|
||||
if isinstance(action, MovementAction):
|
||||
dest_x = self.player.x + action.dx
|
||||
dest_y = self.player.y + action.dy
|
||||
|
||||
# Check what's at the destination
|
||||
target = self.game_map.get_blocking_entity_at(dest_x, dest_y)
|
||||
|
||||
if target:
|
||||
# Attack!
|
||||
attack = MeleeAction(self.player, target)
|
||||
result = attack.perform()
|
||||
if result:
|
||||
text, color = result
|
||||
self.add_message(text, color)
|
||||
|
||||
# Check if target died
|
||||
if not target.is_alive:
|
||||
death_msg = f"The {target.name.replace('remains of ', '')} is dead!"
|
||||
self.add_message(death_msg, COLOR_ENEMY_DIE)
|
||||
|
||||
elif not self.game_map.is_blocked(dest_x, dest_y):
|
||||
# Move the player
|
||||
self.player.move(action.dx, action.dy)
|
||||
|
||||
elif isinstance(action, WaitAction):
|
||||
pass # Do nothing
|
||||
|
||||
# Enemy turns
|
||||
self.handle_enemy_turns()
|
||||
|
||||
def handle_enemy_turns(self):
|
||||
"""Let all enemies take their turn"""
|
||||
for entity in self.entities:
|
||||
if entity.is_alive:
|
||||
# Simple AI: if player is adjacent, attack. Otherwise, do nothing.
|
||||
dx = entity.x - self.player.x
|
||||
dy = entity.y - self.player.y
|
||||
distance = abs(dx) + abs(dy)
|
||||
|
||||
if distance == 1: # Adjacent to player
|
||||
attack = MeleeAction(entity, self.player)
|
||||
result = attack.perform()
|
||||
if result:
|
||||
text, color = result
|
||||
self.add_message(text, color)
|
||||
|
||||
# Check if player died
|
||||
if not self.player.is_alive:
|
||||
self.add_message("You have died!", COLOR_PLAYER_DIE)
|
||||
|
||||
def setup_input(self):
|
||||
"""Setup keyboard input handling"""
|
||||
def handle_keys(key, state):
|
||||
if state != "start":
|
||||
return
|
||||
|
||||
action = None
|
||||
|
||||
# Movement keys
|
||||
movement = {
|
||||
"Up": (0, -1), "Down": (0, 1),
|
||||
"Left": (-1, 0), "Right": (1, 0),
|
||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
||||
"Num4": (-1, 0), "Num5": (0, 0), "Num6": (1, 0),
|
||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
||||
}
|
||||
|
||||
if key in movement:
|
||||
dx, dy = movement[key]
|
||||
if dx == 0 and dy == 0:
|
||||
action = WaitAction()
|
||||
else:
|
||||
action = MovementAction(dx, dy)
|
||||
elif key == "Period":
|
||||
action = WaitAction()
|
||||
elif key == "Escape":
|
||||
mcrfpy.setScene(None)
|
||||
return
|
||||
|
||||
# Process the action
|
||||
if action:
|
||||
self.handle_player_turn(action)
|
||||
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
def setup_ui(self):
|
||||
"""Setup UI elements"""
|
||||
title = mcrfpy.Caption("Combat System", 512, 30)
|
||||
title.font_size = 24
|
||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
||||
self.ui.append(title)
|
||||
|
||||
instructions = mcrfpy.Caption("Attack enemies by bumping into them!", 512, 60)
|
||||
instructions.font_size = 16
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(instructions)
|
||||
|
||||
# Player stats
|
||||
self.hp_text = mcrfpy.Caption(f"HP: {self.player.hp}/{self.player.max_hp}", 50, 100)
|
||||
self.hp_text.font_size = 18
|
||||
self.hp_text.fill_color = mcrfpy.Color(255, 100, 100)
|
||||
self.ui.append(self.hp_text)
|
||||
|
||||
# Message log
|
||||
self.message_captions = []
|
||||
for i in range(self.max_messages):
|
||||
caption = mcrfpy.Caption("", 50, 620 + i * 20)
|
||||
caption.font_size = 14
|
||||
caption.fill_color = mcrfpy.Color(200, 200, 200)
|
||||
self.ui.append(caption)
|
||||
self.message_captions.append(caption)
|
||||
|
||||
# Timer to update HP display
|
||||
def update_stats(dt):
|
||||
self.hp_text.text = f"HP: {self.player.hp}/{self.player.max_hp}"
|
||||
if self.player.hp <= 0:
|
||||
self.hp_text.fill_color = mcrfpy.Color(127, 0, 0)
|
||||
elif self.player.hp < self.player.max_hp // 3:
|
||||
self.hp_text.fill_color = mcrfpy.Color(255, 100, 100)
|
||||
else:
|
||||
self.hp_text.fill_color = mcrfpy.Color(0, 255, 0)
|
||||
|
||||
mcrfpy.setTimer("update_stats", update_stats, 100)
|
||||
|
||||
# Create and run the game
|
||||
engine = Engine()
|
||||
print("Part 6: Combat System!")
|
||||
print("Attack enemies to defeat them, but watch your HP!")
|
||||
|
|
@ -1,80 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 0: Introduction to Scene, Texture, and Grid
|
||||
|
||||
This tutorial introduces the basic building blocks:
|
||||
- Scene: A container for UI elements and game state
|
||||
- Texture: Loading image assets for use in the game
|
||||
- Grid: A tilemap component for rendering tile-based worlds
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
|
||||
|
||||
grid_width, grid_height = 25, 20 # width, height in number of tiles
|
||||
|
||||
# calculating the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size, # height and width on screen
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
grid.center = (grid_width/2.0)*16, (grid_height/2.0)*16 # center on the middle of the central tile
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Fill the grid with a simple pattern
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
# Create walls around the edges
|
||||
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
|
||||
tile_index = random.choice(WALL_TILES)
|
||||
else:
|
||||
# Fill interior with floor tiles
|
||||
tile_index = random.choice(FLOOR_TILES)
|
||||
|
||||
# Set the tile at this position
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = tile_index
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Add a title caption
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 0",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption((280, 750),
|
||||
text="Scene + Texture + Grid = Tilemap!",
|
||||
)
|
||||
instructions.font_size=18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
print("Tutorial Part 0 loaded!")
|
||||
print(f"Created a {grid.grid_size[0]}x{grid.grid_size[1]} grid")
|
||||
print(f"Grid positioned at ({grid.x}, {grid.y})")
|
||||
|
|
@ -1,116 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 1: Entities and Keyboard Input
|
||||
|
||||
This tutorial builds on Part 0 by adding:
|
||||
- Entity: A game object that can be placed in a grid
|
||||
- Keyboard handling: Responding to key presses to move the entity
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture (32x32 sprite sheet)
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
|
||||
|
||||
grid_width, grid_height = 25, 20 # width, height in number of tiles
|
||||
|
||||
# calculating the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size, # height and width on screen
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
grid.center = (grid_width/2.0)*16, (grid_height/2.0)*16 # center on the middle of the central tile
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Fill the grid with a simple pattern
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
# Create walls around the edges
|
||||
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
|
||||
tile_index = random.choice(WALL_TILES)
|
||||
else:
|
||||
# Fill interior with floor tiles
|
||||
tile_index = random.choice(FLOOR_TILES)
|
||||
|
||||
# Set the tile at this position
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = tile_index
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Create a player entity at position (4, 4)
|
||||
player = mcrfpy.Entity(
|
||||
(4, 4), # Entity positions are tile coordinates
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Use the first sprite in the texture
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
|
||||
# Define keyboard handler
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input to move the player"""
|
||||
if state == "start": # Only respond to key press, not release
|
||||
# Get current player position in grid coordinates
|
||||
px, py = player.x, player.y
|
||||
|
||||
# Calculate new position based on key press
|
||||
if key == "W" or key == "Up":
|
||||
py -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
py += 1
|
||||
elif key == "A" or key == "Left":
|
||||
px -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
px += 1
|
||||
|
||||
# Update player position (no collision checking yet)
|
||||
player.x = px
|
||||
player.y = py
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add a title caption
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 1",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption((200, 750),
|
||||
text="Use WASD or Arrow Keys to move the hero!",
|
||||
)
|
||||
instructions.font_size=18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
print("Tutorial Part 1 loaded!")
|
||||
print(f"Player entity created at grid position (4, 4)")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,117 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 1: Entities and Keyboard Input
|
||||
|
||||
This tutorial builds on Part 0 by adding:
|
||||
- Entity: A game object that can be placed in a grid
|
||||
- Keyboard handling: Responding to key presses to move the entity
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture (32x32 sprite sheet)
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
|
||||
|
||||
grid_width, grid_height = 25, 20 # width, height in number of tiles
|
||||
|
||||
# calculating the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size, # height and width on screen
|
||||
)
|
||||
|
||||
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Fill the grid with a simple pattern
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
# Create walls around the edges
|
||||
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
|
||||
tile_index = random.choice(WALL_TILES)
|
||||
else:
|
||||
# Fill interior with floor tiles
|
||||
tile_index = random.choice(FLOOR_TILES)
|
||||
|
||||
# Set the tile at this position
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = tile_index
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Create a player entity at position (4, 4)
|
||||
player = mcrfpy.Entity(
|
||||
(4, 4), # Entity positions are tile coordinates
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Use the first sprite in the texture
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
|
||||
|
||||
# Define keyboard handler
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input to move the player"""
|
||||
if state == "start": # Only respond to key press, not release
|
||||
# Get current player position in grid coordinates
|
||||
px, py = player.x, player.y
|
||||
|
||||
# Calculate new position based on key press
|
||||
if key == "W" or key == "Up":
|
||||
py -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
py += 1
|
||||
elif key == "A" or key == "Left":
|
||||
px -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
px += 1
|
||||
|
||||
# Update player position (no collision checking yet)
|
||||
player.x = px
|
||||
player.y = py
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add a title caption
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 1",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption((200, 750),
|
||||
text="Use WASD or Arrow Keys to move the hero!",
|
||||
)
|
||||
instructions.font_size=18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
print("Tutorial Part 1 loaded!")
|
||||
print(f"Player entity created at grid position (4, 4)")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,149 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 2: Animated Movement
|
||||
|
||||
This tutorial builds on Part 1 by adding:
|
||||
- Animation system for smooth movement
|
||||
- Movement that takes 0.5 seconds per tile
|
||||
- Input blocking during movement animation
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture (32x32 sprite sheet)
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
|
||||
|
||||
grid_width, grid_height = 25, 20 # width, height in number of tiles
|
||||
|
||||
# calculating the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size, # height and width on screen
|
||||
)
|
||||
|
||||
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Fill the grid with a simple pattern
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
# Create walls around the edges
|
||||
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
|
||||
tile_index = random.choice(WALL_TILES)
|
||||
else:
|
||||
# Fill interior with floor tiles
|
||||
tile_index = random.choice(FLOOR_TILES)
|
||||
|
||||
# Set the tile at this position
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = tile_index
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Create a player entity at position (4, 4)
|
||||
player = mcrfpy.Entity(
|
||||
(4, 4), # Entity positions are tile coordinates
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Use the first sprite in the texture
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
|
||||
|
||||
# Movement state tracking
|
||||
is_moving = False
|
||||
move_animations = [] # Track active animations
|
||||
|
||||
# Animation completion callback
|
||||
def movement_complete(runtime):
|
||||
"""Called when movement animation completes"""
|
||||
global is_moving
|
||||
is_moving = False
|
||||
# Ensure grid is centered on final position
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
motion_speed = 0.30 # seconds per tile
|
||||
# Define keyboard handler
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input to move the player"""
|
||||
global is_moving, move_animations
|
||||
|
||||
if state == "start" and not is_moving: # Only respond to key press when not moving
|
||||
# Get current player position in grid coordinates
|
||||
px, py = player.x, player.y
|
||||
new_x, new_y = px, py
|
||||
|
||||
# Calculate new position based on key press
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
# If position changed, start movement animation
|
||||
if new_x != px or new_y != py:
|
||||
is_moving = True
|
||||
|
||||
# Create animations for player position
|
||||
anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad")
|
||||
anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
|
||||
anim_x.start(player)
|
||||
anim_y.start(player)
|
||||
|
||||
# Animate grid center to follow player
|
||||
center_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
center_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
center_x.start(grid)
|
||||
center_y.start(grid)
|
||||
|
||||
# Set a timer to mark movement as complete
|
||||
mcrfpy.setTimer("move_complete", movement_complete, 500)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add a title caption
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 2",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption((150, 750),
|
||||
text="Smooth movement! Each step takes 0.5 seconds.",
|
||||
)
|
||||
instructions.font_size=18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
print("Tutorial Part 2 loaded!")
|
||||
print(f"Player entity created at grid position (4, 4)")
|
||||
print("Movement is now animated over 0.5 seconds per tile!")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,241 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 2: Enhanced with Single Move Queue
|
||||
|
||||
This tutorial builds on Part 2 by adding:
|
||||
- Single queued move system for responsive input
|
||||
- Debug display showing position and queue status
|
||||
- Smooth continuous movement when keys are held
|
||||
- Animation callbacks to prevent race conditions
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture (32x32 sprite sheet)
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
|
||||
|
||||
grid_width, grid_height = 25, 20 # width, height in number of tiles
|
||||
|
||||
# calculating the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size, # height and width on screen
|
||||
)
|
||||
|
||||
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Fill the grid with a simple pattern
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
# Create walls around the edges
|
||||
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
|
||||
tile_index = random.choice(WALL_TILES)
|
||||
else:
|
||||
# Fill interior with floor tiles
|
||||
tile_index = random.choice(FLOOR_TILES)
|
||||
|
||||
# Set the tile at this position
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = tile_index
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Create a player entity at position (4, 4)
|
||||
player = mcrfpy.Entity(
|
||||
(4, 4), # Entity positions are tile coordinates
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Use the first sprite in the texture
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
|
||||
|
||||
# Movement state tracking
|
||||
is_moving = False
|
||||
move_queue = [] # List to store queued moves (max 1 item)
|
||||
#last_position = (4, 4) # Track last position
|
||||
current_destination = None # Track where we're currently moving to
|
||||
current_move = None # Track current move direction
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
# Debug display caption
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text="Last: (4, 4) | Queue: 0 | Dest: None",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
# Additional debug caption for movement state
|
||||
move_debug_caption = mcrfpy.Caption((10, 60),
|
||||
text="Moving: False | Current: None | Queued: None",
|
||||
)
|
||||
move_debug_caption.font_size = 16
|
||||
move_debug_caption.fill_color = mcrfpy.Color(255, 200, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(move_debug_caption)
|
||||
|
||||
def key_to_direction(key):
|
||||
"""Convert key to direction string"""
|
||||
if key == "W" or key == "Up":
|
||||
return "Up"
|
||||
elif key == "S" or key == "Down":
|
||||
return "Down"
|
||||
elif key == "A" or key == "Left":
|
||||
return "Left"
|
||||
elif key == "D" or key == "Right":
|
||||
return "Right"
|
||||
return None
|
||||
|
||||
def update_debug_display():
|
||||
"""Update the debug caption with current state"""
|
||||
queue_count = len(move_queue)
|
||||
dest_text = f"({current_destination[0]}, {current_destination[1]})" if current_destination else "None"
|
||||
debug_caption.text = f"Last: ({player.x}, {player.y}) | Queue: {queue_count} | Dest: {dest_text}"
|
||||
|
||||
# Update movement state debug
|
||||
current_dir = key_to_direction(current_move) if current_move else "None"
|
||||
queued_dir = key_to_direction(move_queue[0]) if move_queue else "None"
|
||||
move_debug_caption.text = f"Moving: {is_moving} | Current: {current_dir} | Queued: {queued_dir}"
|
||||
|
||||
# Animation completion callback
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global is_moving, move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y
|
||||
print(f"In callback for animation: {anim=} {target=}")
|
||||
# Clear movement state
|
||||
is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
# Clear animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
# Update last position to where we actually are now
|
||||
#last_position = (int(player.x), int(player.y))
|
||||
|
||||
# Ensure grid is centered on final position
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
# Check if there's a queued move
|
||||
if move_queue:
|
||||
# Pop the next move from the queue
|
||||
next_move = move_queue.pop(0)
|
||||
print(f"Processing queued move: {next_move}")
|
||||
# Process it like a fresh input
|
||||
process_move(next_move)
|
||||
|
||||
update_debug_display()
|
||||
|
||||
motion_speed = 0.30 # seconds per tile
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global is_moving, current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
# If already moving, just update the queue
|
||||
if is_moving:
|
||||
print(f"process_move processing {key=} as a queued move (is_moving = True)")
|
||||
# Clear queue and add new move (only keep 1 queued move)
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
update_debug_display()
|
||||
return
|
||||
print(f"process_move processing {key=} as a new, immediate animation (is_moving = False)")
|
||||
# Calculate new position from current position
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
# Calculate new position based on key press (only one tile movement)
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
# Start the move if position changed
|
||||
if new_x != px or new_y != py:
|
||||
is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
# only animate a single axis, same callback from either
|
||||
if new_x != px:
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_x.start(player)
|
||||
elif new_y != py:
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_y.start(player)
|
||||
|
||||
# Animate grid center to follow player
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
|
||||
update_debug_display()
|
||||
|
||||
# Define keyboard handler
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input to move the player"""
|
||||
if state == "start":
|
||||
# Only process movement keys
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
print(f"handle_keys producing actual input: {key=}")
|
||||
process_move(key)
|
||||
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add a title caption
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 2 Enhanced",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption((150, 750),
|
||||
text="One-move queue system with animation callbacks!",
|
||||
)
|
||||
instructions.font_size=18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
print("Tutorial Part 2 Enhanced loaded!")
|
||||
print(f"Player entity created at grid position (4, 4)")
|
||||
print("Movement now uses animation callbacks to prevent race conditions!")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,149 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 2: Animated Movement
|
||||
|
||||
This tutorial builds on Part 1 by adding:
|
||||
- Animation system for smooth movement
|
||||
- Movement that takes 0.5 seconds per tile
|
||||
- Input blocking during movement animation
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture (32x32 sprite sheet)
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
|
||||
|
||||
grid_width, grid_height = 25, 20 # width, height in number of tiles
|
||||
|
||||
# calculating the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size, # height and width on screen
|
||||
)
|
||||
|
||||
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Fill the grid with a simple pattern
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
# Create walls around the edges
|
||||
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
|
||||
tile_index = random.choice(WALL_TILES)
|
||||
else:
|
||||
# Fill interior with floor tiles
|
||||
tile_index = random.choice(FLOOR_TILES)
|
||||
|
||||
# Set the tile at this position
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = tile_index
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Create a player entity at position (4, 4)
|
||||
player = mcrfpy.Entity(
|
||||
(4, 4), # Entity positions are tile coordinates
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Use the first sprite in the texture
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
|
||||
|
||||
# Movement state tracking
|
||||
is_moving = False
|
||||
move_animations = [] # Track active animations
|
||||
|
||||
# Animation completion callback
|
||||
def movement_complete(runtime):
|
||||
"""Called when movement animation completes"""
|
||||
global is_moving
|
||||
is_moving = False
|
||||
# Ensure grid is centered on final position
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
motion_speed = 0.30 # seconds per tile
|
||||
# Define keyboard handler
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input to move the player"""
|
||||
global is_moving, move_animations
|
||||
|
||||
if state == "start" and not is_moving: # Only respond to key press when not moving
|
||||
# Get current player position in grid coordinates
|
||||
px, py = player.x, player.y
|
||||
new_x, new_y = px, py
|
||||
|
||||
# Calculate new position based on key press
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
# If position changed, start movement animation
|
||||
if new_x != px or new_y != py:
|
||||
is_moving = True
|
||||
|
||||
# Create animations for player position
|
||||
anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad")
|
||||
anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
|
||||
anim_x.start(player)
|
||||
anim_y.start(player)
|
||||
|
||||
# Animate grid center to follow player
|
||||
center_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
center_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
center_x.start(grid)
|
||||
center_y.start(grid)
|
||||
|
||||
# Set a timer to mark movement as complete
|
||||
mcrfpy.setTimer("move_complete", movement_complete, 500)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add a title caption
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 2",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
# Add instructions
|
||||
instructions = mcrfpy.Caption((150, 750),
|
||||
"Smooth movement! Each step takes 0.5 seconds.",
|
||||
)
|
||||
instructions.font_size=18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
print("Tutorial Part 2 loaded!")
|
||||
print(f"Player entity created at grid position (4, 4)")
|
||||
print("Movement is now animated over 0.5 seconds per tile!")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,313 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 3: Procedural Dungeon Generation
|
||||
|
||||
This tutorial builds on Part 2 by adding:
|
||||
- Binary Space Partition (BSP) dungeon generation
|
||||
- Rooms connected by hallways using libtcod.line()
|
||||
- Walkable/non-walkable terrain
|
||||
- Player spawning in a valid location
|
||||
- Wall tiles that block movement
|
||||
|
||||
Key code references:
|
||||
- src/scripts/cos_level.py (lines 7-15, 184-217, 218-224) - BSP algorithm
|
||||
- mcrfpy.libtcod.line() for smooth hallway generation
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30 # Larger grid for dungeon
|
||||
|
||||
# Calculate the size in pixels to fit the entire grid on-screen
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# Calculate the position to center the grid on the screen
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid with a TCODMap for pathfinding/FOV
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Room class for BSP
|
||||
class Room:
|
||||
def __init__(self, x, y, w, h):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + w
|
||||
self.y2 = y + h
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
def center(self):
|
||||
"""Return the center coordinates of the room"""
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return (center_x, center_y)
|
||||
|
||||
def intersects(self, other):
|
||||
"""Return True if this room overlaps with another"""
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
# Dungeon generation functions
|
||||
def carve_room(room):
|
||||
"""Carve out a room in the grid - referenced from cos_level.py lines 117-120"""
|
||||
# Using individual updates for now (batch updates would be more efficient)
|
||||
for x in range(room.x1, room.x2):
|
||||
for y in range(room.y1, room.y2):
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def carve_hallway(x1, y1, x2, y2):
|
||||
"""Carve a hallway between two points using libtcod.line()
|
||||
Referenced from cos_level.py lines 184-217, improved with libtcod.line()
|
||||
"""
|
||||
# Get all points along the line
|
||||
|
||||
# Simple solution: works if your characters have diagonal movement
|
||||
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
|
||||
|
||||
# We don't, so we're going to carve a path with an elbow in it
|
||||
points = []
|
||||
if random.choice([True, False]):
|
||||
# x1,y1 -> x2,y1 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
|
||||
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
|
||||
else:
|
||||
# x1,y1 -> x1,y2 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
|
||||
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
|
||||
|
||||
|
||||
# Carve out each point
|
||||
for x, y in points:
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
|
||||
"""Generate a dungeon using simplified BSP approach
|
||||
Referenced from cos_level.py lines 218-224
|
||||
"""
|
||||
rooms = []
|
||||
|
||||
# First, fill everything with walls
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(WALL_TILES)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Generate rooms
|
||||
for _ in range(max_rooms):
|
||||
# Random room size
|
||||
w = random.randint(room_min_size, room_max_size)
|
||||
h = random.randint(room_min_size, room_max_size)
|
||||
|
||||
# Random position (with margin from edges)
|
||||
x = random.randint(1, grid_width - w - 1)
|
||||
y = random.randint(1, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
# Check if it overlaps with existing rooms
|
||||
failed = False
|
||||
for other_room in rooms:
|
||||
if new_room.intersects(other_room):
|
||||
failed = True
|
||||
break
|
||||
|
||||
if not failed:
|
||||
# Carve out the room
|
||||
carve_room(new_room)
|
||||
|
||||
# If not the first room, connect to previous room
|
||||
if rooms:
|
||||
# Get centers
|
||||
prev_x, prev_y = rooms[-1].center()
|
||||
new_x, new_y = new_room.center()
|
||||
|
||||
# Carve hallway using libtcod.line()
|
||||
carve_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
|
||||
return rooms
|
||||
|
||||
# Generate the dungeon
|
||||
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
# Fallback spawn position
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
# Create a player entity at the spawn position
|
||||
player = mcrfpy.Entity(
|
||||
(spawn_x, spawn_y),
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
# Movement state tracking (from Part 2)
|
||||
is_moving = False
|
||||
move_queue = []
|
||||
current_destination = None
|
||||
current_move = None
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global is_moving, move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y
|
||||
|
||||
is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
if move_queue:
|
||||
next_move = move_queue.pop(0)
|
||||
process_move(next_move)
|
||||
|
||||
motion_speed = 0.20 # Slightly faster for dungeon exploration
|
||||
|
||||
def can_move_to(x, y):
|
||||
"""Check if a position is valid for movement"""
|
||||
# Boundary check
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
# Walkability check
|
||||
point = grid.at(x, y)
|
||||
if point and point.walkable:
|
||||
return True
|
||||
return False
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global is_moving, current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
if is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
# Check if we can move to the new position
|
||||
if new_x != px or new_y != py:
|
||||
if can_move_to(new_x, new_y):
|
||||
is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
|
||||
if new_x != px:
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_x.start(player)
|
||||
elif new_y != py:
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_y.start(player)
|
||||
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
else:
|
||||
# Play a "bump" sound or visual feedback here
|
||||
print(f"Can't move to ({new_x}, {new_y}) - blocked!")
|
||||
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input to move the player"""
|
||||
if state == "start":
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
process_move(key)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 3: Dungeon Generation",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
instructions = mcrfpy.Caption((150, 750),
|
||||
text=f"Procedural dungeon with {len(rooms)} rooms connected by hallways!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# Debug info
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text=f"Grid: {grid_width}x{grid_height} | Player spawned at ({spawn_x}, {spawn_y})",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
print("Tutorial Part 3 loaded!")
|
||||
print(f"Generated dungeon with {len(rooms)} rooms")
|
||||
print(f"Player spawned at ({spawn_x}, {spawn_y})")
|
||||
print("Walls now block movement!")
|
||||
print("Use WASD or Arrow keys to explore the dungeon!")
|
||||
|
|
@ -1,366 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 4: Field of View
|
||||
|
||||
This tutorial builds on Part 3 by adding:
|
||||
- Field of view calculation using grid.compute_fov()
|
||||
- Entity perspective rendering with grid.perspective
|
||||
- Three visibility states: unexplored (black), explored (dark), visible (lit)
|
||||
- Memory of previously seen areas
|
||||
- Enemy entity to demonstrate perspective switching
|
||||
|
||||
Key code references:
|
||||
- tests/unit/test_tcod_fov_entities.py (lines 89-118) - FOV with multiple entities
|
||||
- ROADMAP.md (lines 216-229) - FOV system implementation details
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30
|
||||
|
||||
# Calculate the size in pixels
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# Calculate the position to center the grid on the screen
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid with a TCODMap for pathfinding/FOV
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Room class for BSP
|
||||
class Room:
|
||||
def __init__(self, x, y, w, h):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + w
|
||||
self.y2 = y + h
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return (center_x, center_y)
|
||||
|
||||
def intersects(self, other):
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
# Dungeon generation functions (from Part 3)
|
||||
def carve_room(room):
|
||||
for x in range(room.x1, room.x2):
|
||||
for y in range(room.y1, room.y2):
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def carve_hallway(x1, y1, x2, y2):
|
||||
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
|
||||
points = []
|
||||
if random.choice([True, False]):
|
||||
# x1,y1 -> x2,y1 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
|
||||
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
|
||||
else:
|
||||
# x1,y1 -> x1,y2 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
|
||||
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
|
||||
|
||||
for x, y in points:
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
|
||||
rooms = []
|
||||
|
||||
# Fill with walls
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(WALL_TILES)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Generate rooms
|
||||
for _ in range(max_rooms):
|
||||
w = random.randint(room_min_size, room_max_size)
|
||||
h = random.randint(room_min_size, room_max_size)
|
||||
x = random.randint(1, grid_width - w - 1)
|
||||
y = random.randint(1, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
failed = False
|
||||
for other_room in rooms:
|
||||
if new_room.intersects(other_room):
|
||||
failed = True
|
||||
break
|
||||
|
||||
if not failed:
|
||||
carve_room(new_room)
|
||||
|
||||
if rooms:
|
||||
prev_x, prev_y = rooms[-1].center()
|
||||
new_x, new_y = new_room.center()
|
||||
carve_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
|
||||
return rooms
|
||||
|
||||
# Generate the dungeon
|
||||
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
# Create a player entity
|
||||
player = mcrfpy.Entity(
|
||||
(spawn_x, spawn_y),
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
|
||||
# Create an enemy entity in another room (to demonstrate perspective switching)
|
||||
enemy = None
|
||||
if len(rooms) > 1:
|
||||
enemy_x, enemy_y = rooms[1].center()
|
||||
enemy = mcrfpy.Entity(
|
||||
(enemy_x, enemy_y),
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Enemy sprite
|
||||
)
|
||||
grid.entities.append(enemy)
|
||||
|
||||
# Set the grid perspective to the player by default
|
||||
# Note: The new perspective system uses entity references directly
|
||||
grid.perspective = player
|
||||
|
||||
# Initial FOV computation
|
||||
def update_fov():
|
||||
"""Update field of view from current perspective
|
||||
Referenced from test_tcod_fov_entities.py lines 89-118
|
||||
"""
|
||||
if grid.perspective == player:
|
||||
grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
|
||||
player.update_visibility()
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
|
||||
enemy.update_visibility()
|
||||
|
||||
# Perform initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Center grid on current perspective
|
||||
def center_on_perspective():
|
||||
if grid.perspective == player:
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.center = (enemy.x + 0.5) * 16, (enemy.y + 0.5) * 16
|
||||
|
||||
center_on_perspective()
|
||||
|
||||
# Movement state tracking (from Part 3)
|
||||
is_moving = False
|
||||
move_queue = []
|
||||
current_destination = None
|
||||
current_move = None
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global is_moving, move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y
|
||||
|
||||
is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
# Update FOV after movement
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
if move_queue:
|
||||
next_move = move_queue.pop(0)
|
||||
process_move(next_move)
|
||||
|
||||
motion_speed = 0.20
|
||||
|
||||
def can_move_to(x, y):
|
||||
"""Check if a position is valid for movement"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
point = grid.at(x, y)
|
||||
if point and point.walkable:
|
||||
return True
|
||||
return False
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global is_moving, current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
# Only allow player movement when in player perspective
|
||||
if grid.perspective != player:
|
||||
return
|
||||
|
||||
if is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
if can_move_to(new_x, new_y):
|
||||
is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
|
||||
if new_x != px:
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_x.start(player)
|
||||
elif new_y != py:
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_y.start(player)
|
||||
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input"""
|
||||
if state == "start":
|
||||
# Movement keys
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
process_move(key)
|
||||
|
||||
# Perspective switching
|
||||
elif key == "Tab":
|
||||
# Switch perspective between player and enemy
|
||||
if enemy:
|
||||
if grid.perspective == player:
|
||||
grid.perspective = enemy
|
||||
print("Switched to enemy perspective")
|
||||
else:
|
||||
grid.perspective = player
|
||||
print("Switched to player perspective")
|
||||
|
||||
# Update FOV and camera for new perspective
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 4: Field of View",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
instructions = mcrfpy.Caption((150, 720),
|
||||
text="Use WASD/Arrows to move. Press Tab to switch perspective!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# FOV info
|
||||
fov_caption = mcrfpy.Caption((150, 745),
|
||||
text="FOV: Player (radius 8) | Enemy visible in other room",
|
||||
)
|
||||
fov_caption.font_size = 16
|
||||
fov_caption.fill_color = mcrfpy.Color(100, 200, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(fov_caption)
|
||||
|
||||
# Debug info
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: Player",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
# Update function for perspective display
|
||||
def update_perspective_display():
|
||||
current_perspective = "Player" if grid.perspective == player else "Enemy"
|
||||
debug_caption.text = f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: {current_perspective}"
|
||||
|
||||
if grid.perspective == player:
|
||||
fov_caption.text = "FOV: Player (radius 8) | Tab to switch perspective"
|
||||
else:
|
||||
fov_caption.text = "FOV: Enemy (radius 6) | Tab to switch perspective"
|
||||
|
||||
# Timer to update display
|
||||
def update_display(runtime):
|
||||
update_perspective_display()
|
||||
|
||||
mcrfpy.setTimer("display_update", update_display, 100)
|
||||
|
||||
print("Tutorial Part 4 loaded!")
|
||||
print("Field of View system active!")
|
||||
print("- Unexplored areas are black")
|
||||
print("- Previously seen areas are dark")
|
||||
print("- Currently visible areas are lit")
|
||||
print("Press Tab to switch between player and enemy perspective!")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,363 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 5: Interacting with other entities
|
||||
|
||||
This tutorial builds on Part 4 by adding:
|
||||
- Subclassing mcrfpy.Entity
|
||||
- Non-blocking movement animations with destination tracking
|
||||
- Bump interactions (combat, pushing)
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30
|
||||
|
||||
# Calculate the size in pixels
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# Calculate the position to center the grid on the screen
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid with a TCODMap for pathfinding/FOV
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Room class for BSP
|
||||
class Room:
|
||||
def __init__(self, x, y, w, h):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + w
|
||||
self.y2 = y + h
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return (center_x, center_y)
|
||||
|
||||
def intersects(self, other):
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
# Dungeon generation functions (from Part 3)
|
||||
def carve_room(room):
|
||||
for x in range(room.x1, room.x2):
|
||||
for y in range(room.y1, room.y2):
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def carve_hallway(x1, y1, x2, y2):
|
||||
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
|
||||
points = []
|
||||
if random.choice([True, False]):
|
||||
# x1,y1 -> x2,y1 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
|
||||
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
|
||||
else:
|
||||
# x1,y1 -> x1,y2 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
|
||||
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
|
||||
|
||||
for x, y in points:
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
|
||||
rooms = []
|
||||
|
||||
# Fill with walls
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(WALL_TILES)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Generate rooms
|
||||
for _ in range(max_rooms):
|
||||
w = random.randint(room_min_size, room_max_size)
|
||||
h = random.randint(room_min_size, room_max_size)
|
||||
x = random.randint(1, grid_width - w - 1)
|
||||
y = random.randint(1, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
failed = False
|
||||
for other_room in rooms:
|
||||
if new_room.intersects(other_room):
|
||||
failed = True
|
||||
break
|
||||
|
||||
if not failed:
|
||||
carve_room(new_room)
|
||||
|
||||
if rooms:
|
||||
prev_x, prev_y = rooms[-1].center()
|
||||
new_x, new_y = new_room.center()
|
||||
carve_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
|
||||
return rooms
|
||||
|
||||
# Generate the dungeon
|
||||
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
class GameEntity(mcrfpy.Entity):
|
||||
"""An entity whose default behavior is to prevent others from moving into its tile."""
|
||||
|
||||
def __init__(self, x, y, walkable=False, **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.walkable = walkable
|
||||
self.dest_x = x
|
||||
self.dest_y = y
|
||||
self.is_moving = False
|
||||
|
||||
def get_position(self):
|
||||
"""Get logical position (destination if moving, otherwise current)"""
|
||||
if self.is_moving:
|
||||
return (self.dest_x, self.dest_y)
|
||||
return (int(self.x), int(self.y))
|
||||
|
||||
def on_bump(self, other):
|
||||
return self.walkable # allow other's motion to proceed if entity is walkable
|
||||
|
||||
def __repr__(self):
|
||||
return f"<{self.__class__.__name__} x={self.x}, y={self.y}, sprite_index={self.sprite_index}>"
|
||||
|
||||
class BumpableEntity(GameEntity):
|
||||
def __init__(self, x, y, **kwargs):
|
||||
super().__init__(x, y, **kwargs)
|
||||
|
||||
def on_bump(self, other):
|
||||
print(f"Watch it, {other}! You bumped into {self}!")
|
||||
return False
|
||||
|
||||
# Create a player entity
|
||||
player = GameEntity(
|
||||
spawn_x, spawn_y,
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
for r in rooms:
|
||||
enemy_x, enemy_y = r.center()
|
||||
enemy = BumpableEntity(
|
||||
enemy_x, enemy_y,
|
||||
grid=grid,
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Enemy sprite
|
||||
)
|
||||
|
||||
# Set the grid perspective to the player by default
|
||||
# Note: The new perspective system uses entity references directly
|
||||
grid.perspective = player
|
||||
|
||||
# Initial FOV computation
|
||||
def update_fov():
|
||||
"""Update field of view from current perspective
|
||||
Referenced from test_tcod_fov_entities.py lines 89-118
|
||||
"""
|
||||
if grid.perspective == player:
|
||||
grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
|
||||
player.update_visibility()
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
|
||||
enemy.update_visibility()
|
||||
|
||||
# Perform initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Center grid on current perspective
|
||||
def center_on_perspective():
|
||||
if grid.perspective == player:
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.center = (enemy.x + 0.5) * 16, (enemy.y + 0.5) * 16
|
||||
|
||||
center_on_perspective()
|
||||
|
||||
# Movement state tracking (from Part 3)
|
||||
#is_moving = False # make it an entity property
|
||||
move_queue = []
|
||||
current_destination = None
|
||||
current_move = None
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y
|
||||
|
||||
player.is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
# Update FOV after movement
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
if move_queue:
|
||||
next_move = move_queue.pop(0)
|
||||
process_move(next_move)
|
||||
|
||||
motion_speed = 0.20
|
||||
|
||||
def can_move_to(x, y):
|
||||
"""Check if a position is valid for movement"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
point = grid.at(x, y)
|
||||
if point and point.walkable:
|
||||
for e in grid.entities:
|
||||
if not e.walkable and (x, y) == e.get_position(): # blocking the way
|
||||
e.on_bump(player)
|
||||
return False
|
||||
return True # all checks passed, no collision
|
||||
return False
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
# Only allow player movement when in player perspective
|
||||
if grid.perspective != player:
|
||||
return
|
||||
|
||||
if player.is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
if can_move_to(new_x, new_y):
|
||||
player.is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
|
||||
if new_x != px:
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_x.start(player)
|
||||
elif new_y != py:
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_y.start(player)
|
||||
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input"""
|
||||
if state == "start":
|
||||
# Movement keys
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
process_move(key)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 5: Entity Collision",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
instructions = mcrfpy.Caption((150, 720),
|
||||
text="Use WASD/Arrows to move. Try to bump into the other entity!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# Debug info
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: Player",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
# Update function for perspective display
|
||||
def update_perspective_display():
|
||||
current_perspective = "Player" if grid.perspective == player else "Enemy"
|
||||
debug_caption.text = f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: {current_perspective}"
|
||||
|
||||
# Timer to update display
|
||||
def update_display(runtime):
|
||||
update_perspective_display()
|
||||
|
||||
mcrfpy.setTimer("display_update", update_display, 100)
|
||||
|
||||
print("Tutorial Part 4 loaded!")
|
||||
print("Field of View system active!")
|
||||
print("- Unexplored areas are black")
|
||||
print("- Previously seen areas are dark")
|
||||
print("- Currently visible areas are lit")
|
||||
print("Press Tab to switch between player and enemy perspective!")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,645 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 6: Turn-based enemy movement
|
||||
|
||||
This tutorial builds on Part 5 by adding:
|
||||
- Turn cycles where enemies move after the player
|
||||
- Enemy AI that pursues or wanders
|
||||
- Shared collision detection for all entities
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30
|
||||
|
||||
# Calculate the size in pixels
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# Calculate the position to center the grid on the screen
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid with a TCODMap for pathfinding/FOV
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Room class for BSP
|
||||
class Room:
|
||||
def __init__(self, x, y, w, h):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + w
|
||||
self.y2 = y + h
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return (center_x, center_y)
|
||||
|
||||
def intersects(self, other):
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
# Dungeon generation functions (from Part 3)
|
||||
def carve_room(room):
|
||||
for x in range(room.x1, room.x2):
|
||||
for y in range(room.y1, room.y2):
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def carve_hallway(x1, y1, x2, y2):
|
||||
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
|
||||
points = []
|
||||
if random.choice([True, False]):
|
||||
# x1,y1 -> x2,y1 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
|
||||
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
|
||||
else:
|
||||
# x1,y1 -> x1,y2 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
|
||||
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
|
||||
|
||||
for x, y in points:
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
|
||||
rooms = []
|
||||
|
||||
# Fill with walls
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(WALL_TILES)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Generate rooms
|
||||
for _ in range(max_rooms):
|
||||
w = random.randint(room_min_size, room_max_size)
|
||||
h = random.randint(room_min_size, room_max_size)
|
||||
x = random.randint(1, grid_width - w - 1)
|
||||
y = random.randint(1, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
failed = False
|
||||
for other_room in rooms:
|
||||
if new_room.intersects(other_room):
|
||||
failed = True
|
||||
break
|
||||
|
||||
if not failed:
|
||||
carve_room(new_room)
|
||||
|
||||
if rooms:
|
||||
prev_x, prev_y = rooms[-1].center()
|
||||
new_x, new_y = new_room.center()
|
||||
carve_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
|
||||
return rooms
|
||||
|
||||
# Generate the dungeon
|
||||
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
class GameEntity(mcrfpy.Entity):
|
||||
"""An entity whose default behavior is to prevent others from moving into its tile."""
|
||||
|
||||
def __init__(self, x, y, walkable=False, **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.walkable = walkable
|
||||
self.dest_x = x
|
||||
self.dest_y = y
|
||||
self.is_moving = False
|
||||
|
||||
def get_position(self):
|
||||
"""Get logical position (destination if moving, otherwise current)"""
|
||||
if self.is_moving:
|
||||
return (self.dest_x, self.dest_y)
|
||||
return (int(self.x), int(self.y))
|
||||
|
||||
def on_bump(self, other):
|
||||
return self.walkable # allow other's motion to proceed if entity is walkable
|
||||
|
||||
def __repr__(self):
|
||||
return f"<{self.__class__.__name__} x={self.x}, y={self.y}, sprite_index={self.sprite_index}>"
|
||||
|
||||
class CombatEntity(GameEntity):
|
||||
def __init__(self, x, y, hp=10, damage=(1,3), **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.hp = hp
|
||||
self.damage = damage
|
||||
|
||||
def is_dead(self):
|
||||
return self.hp <= 0
|
||||
|
||||
def start_move(self, new_x, new_y, duration=0.2, callback=None):
|
||||
"""Start animating movement to new position"""
|
||||
self.dest_x = new_x
|
||||
self.dest_y = new_y
|
||||
self.is_moving = True
|
||||
|
||||
# Define completion callback that resets is_moving
|
||||
def movement_done(anim, entity):
|
||||
self.is_moving = False
|
||||
if callback:
|
||||
callback(anim, entity)
|
||||
|
||||
# Create animations for smooth movement
|
||||
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad", callback=movement_done)
|
||||
anim_y = mcrfpy.Animation("y", float(new_y), duration, "easeInOutQuad")
|
||||
|
||||
anim_x.start(self)
|
||||
anim_y.start(self)
|
||||
|
||||
def can_see(self, target_x, target_y):
|
||||
"""Check if this entity can see the target position"""
|
||||
mx, my = self.get_position()
|
||||
|
||||
# Simple distance check first
|
||||
dist = abs(target_x - mx) + abs(target_y - my)
|
||||
if dist > 6:
|
||||
return False
|
||||
|
||||
# Line of sight check
|
||||
line = list(mcrfpy.libtcod.line(mx, my, target_x, target_y))
|
||||
for x, y in line[1:-1]: # Skip start and end
|
||||
cell = grid.at(x, y)
|
||||
if cell and not cell.transparent:
|
||||
return False
|
||||
return True
|
||||
|
||||
def ai_turn(self, player_pos):
|
||||
"""Decide next move"""
|
||||
mx, my = self.get_position()
|
||||
px, py = player_pos
|
||||
|
||||
# Simple AI: move toward player if visible
|
||||
if self.can_see(px, py):
|
||||
# Calculate direction toward player
|
||||
dx = 0
|
||||
dy = 0
|
||||
if px > mx:
|
||||
dx = 1
|
||||
elif px < mx:
|
||||
dx = -1
|
||||
if py > my:
|
||||
dy = 1
|
||||
elif py < my:
|
||||
dy = -1
|
||||
|
||||
# Prefer cardinal movement
|
||||
if dx != 0 and dy != 0:
|
||||
# Pick horizontal or vertical based on greater distance
|
||||
if abs(px - mx) > abs(py - my):
|
||||
dy = 0
|
||||
else:
|
||||
dx = 0
|
||||
|
||||
return (mx + dx, my + dy)
|
||||
else:
|
||||
# Random wander
|
||||
dx, dy = random.choice([(0,1), (0,-1), (1,0), (-1,0)])
|
||||
return (mx + dx, my + dy)
|
||||
|
||||
def ai_turn_dijkstra(self):
|
||||
"""Decide next move using precomputed Dijkstra map"""
|
||||
mx, my = self.get_position()
|
||||
|
||||
# Get current distance to player
|
||||
current_dist = grid.get_dijkstra_distance(mx, my)
|
||||
if current_dist is None or current_dist > 20:
|
||||
# Too far or unreachable - random wander
|
||||
dx, dy = random.choice([(0,1), (0,-1), (1,0), (-1,0)])
|
||||
return (mx + dx, my + dy)
|
||||
|
||||
# Check all adjacent cells for best move
|
||||
best_moves = []
|
||||
for dx, dy in [(0,1), (0,-1), (1,0), (-1,0)]:
|
||||
nx, ny = mx + dx, my + dy
|
||||
|
||||
# Skip if out of bounds
|
||||
if nx < 0 or nx >= grid_width or ny < 0 or ny >= grid_height:
|
||||
continue
|
||||
|
||||
# Skip if not walkable
|
||||
cell = grid.at(nx, ny)
|
||||
if not cell or not cell.walkable:
|
||||
continue
|
||||
|
||||
# Get distance from this cell
|
||||
dist = grid.get_dijkstra_distance(nx, ny)
|
||||
if dist is not None:
|
||||
best_moves.append((dist, nx, ny))
|
||||
|
||||
if best_moves:
|
||||
# Sort by distance
|
||||
best_moves.sort()
|
||||
|
||||
# If multiple moves have the same best distance, pick randomly
|
||||
best_dist = best_moves[0][0]
|
||||
equal_moves = [(nx, ny) for dist, nx, ny in best_moves if dist == best_dist]
|
||||
|
||||
if len(equal_moves) > 1:
|
||||
# Random choice among equally good moves
|
||||
nx, ny = random.choice(equal_moves)
|
||||
else:
|
||||
_, nx, ny = best_moves[0]
|
||||
|
||||
return (nx, ny)
|
||||
else:
|
||||
# No valid moves
|
||||
return (mx, my)
|
||||
|
||||
# Create a player entity
|
||||
player = CombatEntity(
|
||||
spawn_x, spawn_y,
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
|
||||
# Track all enemies
|
||||
enemies = []
|
||||
|
||||
# Spawn enemies in other rooms
|
||||
for i, room in enumerate(rooms[1:], 1): # Skip first room (player spawn)
|
||||
if i <= 3: # Limit to 3 enemies for now
|
||||
enemy_x, enemy_y = room.center()
|
||||
enemy = CombatEntity(
|
||||
enemy_x, enemy_y,
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Enemy sprite (borrow player's)
|
||||
)
|
||||
grid.entities.append(enemy)
|
||||
enemies.append(enemy)
|
||||
|
||||
# Set the grid perspective to the player by default
|
||||
# Note: The new perspective system uses entity references directly
|
||||
grid.perspective = player
|
||||
|
||||
# Initial FOV computation
|
||||
def update_fov():
|
||||
"""Update field of view from current perspective"""
|
||||
if grid.perspective == player:
|
||||
grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
|
||||
player.update_visibility()
|
||||
|
||||
# Perform initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Center grid on current perspective
|
||||
def center_on_perspective():
|
||||
if grid.perspective == player:
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
center_on_perspective()
|
||||
|
||||
# Movement state tracking (from Part 3)
|
||||
#is_moving = False # make it an entity property
|
||||
move_queue = []
|
||||
current_destination = None
|
||||
current_move = None
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y, is_player_turn
|
||||
|
||||
player.is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
# Update FOV after movement
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
# Player turn complete, start enemy turns and queued player move simultaneously
|
||||
is_player_turn = False
|
||||
process_enemy_turns_and_player_queue()
|
||||
|
||||
motion_speed = 0.20
|
||||
is_player_turn = True # Track whose turn it is
|
||||
|
||||
def get_blocking_entity_at(x, y):
|
||||
"""Get blocking entity at position"""
|
||||
for e in grid.entities:
|
||||
if not e.walkable and (x, y) == e.get_position():
|
||||
return e
|
||||
return None
|
||||
|
||||
def can_move_to(x, y, mover=None):
|
||||
"""Check if a position is valid for movement"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
point = grid.at(x, y)
|
||||
if not point or not point.walkable:
|
||||
return False
|
||||
|
||||
# Check for blocking entities
|
||||
blocker = get_blocking_entity_at(x, y)
|
||||
if blocker and blocker != mover:
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def process_enemy_turns_and_player_queue():
|
||||
"""Process all enemy AI decisions and player's queued move simultaneously"""
|
||||
global is_player_turn, move_queue
|
||||
|
||||
# Compute Dijkstra map once for all enemies (if using Dijkstra)
|
||||
if USE_DIJKSTRA:
|
||||
px, py = player.get_position()
|
||||
grid.compute_dijkstra(px, py, diagonal_cost=1.41)
|
||||
|
||||
enemies_to_move = []
|
||||
claimed_positions = set() # Track where enemies plan to move
|
||||
|
||||
# Collect all enemy moves
|
||||
for i, enemy in enumerate(enemies):
|
||||
if enemy.is_dead():
|
||||
continue
|
||||
|
||||
# AI decides next move
|
||||
if USE_DIJKSTRA:
|
||||
target_x, target_y = enemy.ai_turn_dijkstra()
|
||||
else:
|
||||
target_x, target_y = enemy.ai_turn(player.get_position())
|
||||
|
||||
# Check if move is valid and not claimed by another enemy
|
||||
if can_move_to(target_x, target_y, enemy) and (target_x, target_y) not in claimed_positions:
|
||||
enemies_to_move.append((enemy, target_x, target_y))
|
||||
claimed_positions.add((target_x, target_y))
|
||||
|
||||
# Start all enemy animations simultaneously
|
||||
any_enemy_moved = False
|
||||
if enemies_to_move:
|
||||
for enemy, tx, ty in enemies_to_move:
|
||||
enemy.start_move(tx, ty, duration=motion_speed)
|
||||
any_enemy_moved = True
|
||||
|
||||
# Process player's queued move at the same time
|
||||
if move_queue:
|
||||
next_move = move_queue.pop(0)
|
||||
process_player_queued_move(next_move)
|
||||
else:
|
||||
# No queued move, set up callback to return control when animations finish
|
||||
if any_enemy_moved:
|
||||
# Wait for animations to complete
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, int(motion_speed * 1000) + 50)
|
||||
else:
|
||||
# No animations, return control immediately
|
||||
is_player_turn = True
|
||||
|
||||
def process_player_queued_move(key):
|
||||
"""Process player's queued move during enemy turn"""
|
||||
global current_move, current_destination
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
# Check destination at animation end time (considering enemy destinations)
|
||||
future_blocker = get_future_blocking_entity_at(new_x, new_y)
|
||||
|
||||
if future_blocker:
|
||||
# Will bump at destination
|
||||
# Schedule bump for when animations complete
|
||||
mcrfpy.setTimer("delayed_bump", lambda t: handle_delayed_bump(future_blocker), int(motion_speed * 1000))
|
||||
elif can_move_to(new_x, new_y, player):
|
||||
# Valid move, start animation
|
||||
player.is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
player.dest_x = new_x
|
||||
player.dest_y = new_y
|
||||
|
||||
# Player animation with callback
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=player_queued_move_complete)
|
||||
player_anim_x.start(player)
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
|
||||
player_anim_y.start(player)
|
||||
|
||||
# Move camera with player
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
else:
|
||||
# Blocked by wall, wait for turn to complete
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, int(motion_speed * 1000) + 50)
|
||||
|
||||
def get_future_blocking_entity_at(x, y):
|
||||
"""Get entity that will be blocking at position after current animations"""
|
||||
for e in grid.entities:
|
||||
if not e.walkable and (x, y) == (e.dest_x, e.dest_y):
|
||||
return e
|
||||
return None
|
||||
|
||||
def handle_delayed_bump(entity):
|
||||
"""Handle bump after animations complete"""
|
||||
global is_player_turn
|
||||
entity.on_bump(player)
|
||||
is_player_turn = True
|
||||
|
||||
def player_queued_move_complete(anim, target):
|
||||
"""Called when player's queued movement completes"""
|
||||
global is_player_turn
|
||||
player.is_moving = False
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
is_player_turn = True
|
||||
|
||||
def check_turn_complete(timer_name):
|
||||
"""Check if all animations are complete"""
|
||||
global is_player_turn
|
||||
|
||||
# Check if any entity is still moving
|
||||
if player.is_moving:
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, 50)
|
||||
return
|
||||
|
||||
for enemy in enemies:
|
||||
if enemy.is_moving:
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, 50)
|
||||
return
|
||||
|
||||
# All done
|
||||
is_player_turn = True
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y, is_player_turn
|
||||
|
||||
# Only allow player movement on player's turn
|
||||
if not is_player_turn:
|
||||
return
|
||||
|
||||
# Only allow player movement when in player perspective
|
||||
if grid.perspective != player:
|
||||
return
|
||||
|
||||
if player.is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
# Check what's at destination
|
||||
blocker = get_blocking_entity_at(new_x, new_y)
|
||||
|
||||
if blocker:
|
||||
# Bump interaction (combat will go here later)
|
||||
blocker.on_bump(player)
|
||||
# Still counts as a turn
|
||||
is_player_turn = False
|
||||
process_enemy_turns_and_player_queue()
|
||||
elif can_move_to(new_x, new_y, player):
|
||||
player.is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
player.dest_x = new_x
|
||||
player.dest_y = new_y
|
||||
|
||||
# Start player move animation
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_x.start(player)
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
|
||||
player_anim_y.start(player)
|
||||
|
||||
# Move camera with player
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input"""
|
||||
if state == "start":
|
||||
# Movement keys
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
process_move(key)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 6: Turn-based Movement",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
instructions = mcrfpy.Caption((150, 720),
|
||||
text="Use WASD/Arrows to move. Enemies move after you!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# Debug info
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Enemies: {len(enemies)}",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
# Update function for turn display
|
||||
def update_turn_display():
|
||||
turn_text = "Player" if is_player_turn else "Enemy"
|
||||
alive_enemies = sum(1 for e in enemies if not e.is_dead())
|
||||
debug_caption.text = f"Grid: {grid_width}x{grid_height} | Turn: {turn_text} | Enemies: {alive_enemies}/{len(enemies)}"
|
||||
|
||||
# Configuration toggle
|
||||
USE_DIJKSTRA = True # Set to False to use old line-of-sight AI
|
||||
|
||||
# Timer to update display
|
||||
def update_display(runtime):
|
||||
update_turn_display()
|
||||
|
||||
mcrfpy.setTimer("display_update", update_display, 100)
|
||||
|
||||
print("Tutorial Part 6 loaded!")
|
||||
print("Turn-based movement system active!")
|
||||
print(f"Using {'Dijkstra' if USE_DIJKSTRA else 'Line-of-sight'} AI pathfinding")
|
||||
print("- Enemies move after the player")
|
||||
print("- Enemies pursue when they can see you" if not USE_DIJKSTRA else "- Enemies use optimal pathfinding")
|
||||
print("- Enemies wander when they can't" if not USE_DIJKSTRA else "- All enemies share one pathfinding map")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
|
|
@ -1,582 +0,0 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 6: Turn-based enemy movement
|
||||
|
||||
This tutorial builds on Part 5 by adding:
|
||||
- Turn cycles where enemies move after the player
|
||||
- Enemy AI that pursues or wanders
|
||||
- Shared collision detection for all entities
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30
|
||||
|
||||
# Calculate the size in pixels
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# Calculate the position to center the grid on the screen
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid with a TCODMap for pathfinding/FOV
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Room class for BSP
|
||||
class Room:
|
||||
def __init__(self, x, y, w, h):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + w
|
||||
self.y2 = y + h
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return (center_x, center_y)
|
||||
|
||||
def intersects(self, other):
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
# Dungeon generation functions (from Part 3)
|
||||
def carve_room(room):
|
||||
for x in range(room.x1, room.x2):
|
||||
for y in range(room.y1, room.y2):
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def carve_hallway(x1, y1, x2, y2):
|
||||
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
|
||||
points = []
|
||||
if random.choice([True, False]):
|
||||
# x1,y1 -> x2,y1 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
|
||||
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
|
||||
else:
|
||||
# x1,y1 -> x1,y2 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
|
||||
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
|
||||
|
||||
for x, y in points:
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
|
||||
rooms = []
|
||||
|
||||
# Fill with walls
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(WALL_TILES)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Generate rooms
|
||||
for _ in range(max_rooms):
|
||||
w = random.randint(room_min_size, room_max_size)
|
||||
h = random.randint(room_min_size, room_max_size)
|
||||
x = random.randint(1, grid_width - w - 1)
|
||||
y = random.randint(1, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
failed = False
|
||||
for other_room in rooms:
|
||||
if new_room.intersects(other_room):
|
||||
failed = True
|
||||
break
|
||||
|
||||
if not failed:
|
||||
carve_room(new_room)
|
||||
|
||||
if rooms:
|
||||
prev_x, prev_y = rooms[-1].center()
|
||||
new_x, new_y = new_room.center()
|
||||
carve_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
|
||||
return rooms
|
||||
|
||||
# Generate the dungeon
|
||||
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
class GameEntity(mcrfpy.Entity):
|
||||
"""An entity whose default behavior is to prevent others from moving into its tile."""
|
||||
|
||||
def __init__(self, x, y, walkable=False, **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.walkable = walkable
|
||||
self.dest_x = x
|
||||
self.dest_y = y
|
||||
self.is_moving = False
|
||||
|
||||
def get_position(self):
|
||||
"""Get logical position (destination if moving, otherwise current)"""
|
||||
if self.is_moving:
|
||||
return (self.dest_x, self.dest_y)
|
||||
return (int(self.x), int(self.y))
|
||||
|
||||
def on_bump(self, other):
|
||||
return self.walkable # allow other's motion to proceed if entity is walkable
|
||||
|
||||
def __repr__(self):
|
||||
return f"<{self.__class__.__name__} x={self.x}, y={self.y}, sprite_index={self.sprite_index}>"
|
||||
|
||||
class CombatEntity(GameEntity):
|
||||
def __init__(self, x, y, hp=10, damage=(1,3), **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.hp = hp
|
||||
self.damage = damage
|
||||
|
||||
def is_dead(self):
|
||||
return self.hp <= 0
|
||||
|
||||
def start_move(self, new_x, new_y, duration=0.2, callback=None):
|
||||
"""Start animating movement to new position"""
|
||||
self.dest_x = new_x
|
||||
self.dest_y = new_y
|
||||
self.is_moving = True
|
||||
|
||||
# Define completion callback that resets is_moving
|
||||
def movement_done(anim, entity):
|
||||
self.is_moving = False
|
||||
if callback:
|
||||
callback(anim, entity)
|
||||
|
||||
# Create animations for smooth movement
|
||||
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad", callback=movement_done)
|
||||
anim_y = mcrfpy.Animation("y", float(new_y), duration, "easeInOutQuad")
|
||||
|
||||
anim_x.start(self)
|
||||
anim_y.start(self)
|
||||
|
||||
def can_see(self, target_x, target_y):
|
||||
"""Check if this entity can see the target position"""
|
||||
mx, my = self.get_position()
|
||||
|
||||
# Simple distance check first
|
||||
dist = abs(target_x - mx) + abs(target_y - my)
|
||||
if dist > 6:
|
||||
return False
|
||||
|
||||
# Line of sight check
|
||||
line = list(mcrfpy.libtcod.line(mx, my, target_x, target_y))
|
||||
for x, y in line[1:-1]: # Skip start and end
|
||||
cell = grid.at(x, y)
|
||||
if cell and not cell.transparent:
|
||||
return False
|
||||
return True
|
||||
|
||||
def ai_turn(self, player_pos):
|
||||
"""Decide next move"""
|
||||
mx, my = self.get_position()
|
||||
px, py = player_pos
|
||||
|
||||
# Simple AI: move toward player if visible
|
||||
if self.can_see(px, py):
|
||||
# Calculate direction toward player
|
||||
dx = 0
|
||||
dy = 0
|
||||
if px > mx:
|
||||
dx = 1
|
||||
elif px < mx:
|
||||
dx = -1
|
||||
if py > my:
|
||||
dy = 1
|
||||
elif py < my:
|
||||
dy = -1
|
||||
|
||||
# Prefer cardinal movement
|
||||
if dx != 0 and dy != 0:
|
||||
# Pick horizontal or vertical based on greater distance
|
||||
if abs(px - mx) > abs(py - my):
|
||||
dy = 0
|
||||
else:
|
||||
dx = 0
|
||||
|
||||
return (mx + dx, my + dy)
|
||||
else:
|
||||
# Random wander
|
||||
dx, dy = random.choice([(0,1), (0,-1), (1,0), (-1,0)])
|
||||
return (mx + dx, my + dy)
|
||||
|
||||
# Create a player entity
|
||||
player = CombatEntity(
|
||||
spawn_x, spawn_y,
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
|
||||
# Track all enemies
|
||||
enemies = []
|
||||
|
||||
# Spawn enemies in other rooms
|
||||
for i, room in enumerate(rooms[1:], 1): # Skip first room (player spawn)
|
||||
if i <= 3: # Limit to 3 enemies for now
|
||||
enemy_x, enemy_y = room.center()
|
||||
enemy = CombatEntity(
|
||||
enemy_x, enemy_y,
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Enemy sprite (borrow player's)
|
||||
)
|
||||
grid.entities.append(enemy)
|
||||
enemies.append(enemy)
|
||||
|
||||
# Set the grid perspective to the player by default
|
||||
# Note: The new perspective system uses entity references directly
|
||||
grid.perspective = player
|
||||
|
||||
# Initial FOV computation
|
||||
def update_fov():
|
||||
"""Update field of view from current perspective"""
|
||||
if grid.perspective == player:
|
||||
grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
|
||||
player.update_visibility()
|
||||
|
||||
# Perform initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Center grid on current perspective
|
||||
def center_on_perspective():
|
||||
if grid.perspective == player:
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
|
||||
center_on_perspective()
|
||||
|
||||
# Movement state tracking (from Part 3)
|
||||
#is_moving = False # make it an entity property
|
||||
move_queue = []
|
||||
current_destination = None
|
||||
current_move = None
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y, is_player_turn
|
||||
|
||||
player.is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
# Update FOV after movement
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
# Player turn complete, start enemy turns and queued player move simultaneously
|
||||
is_player_turn = False
|
||||
process_enemy_turns_and_player_queue()
|
||||
|
||||
motion_speed = 0.20
|
||||
is_player_turn = True # Track whose turn it is
|
||||
|
||||
def get_blocking_entity_at(x, y):
|
||||
"""Get blocking entity at position"""
|
||||
for e in grid.entities:
|
||||
if not e.walkable and (x, y) == e.get_position():
|
||||
return e
|
||||
return None
|
||||
|
||||
def can_move_to(x, y, mover=None):
|
||||
"""Check if a position is valid for movement"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
point = grid.at(x, y)
|
||||
if not point or not point.walkable:
|
||||
return False
|
||||
|
||||
# Check for blocking entities
|
||||
blocker = get_blocking_entity_at(x, y)
|
||||
if blocker and blocker != mover:
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def process_enemy_turns_and_player_queue():
|
||||
"""Process all enemy AI decisions and player's queued move simultaneously"""
|
||||
global is_player_turn, move_queue
|
||||
|
||||
enemies_to_move = []
|
||||
|
||||
# Collect all enemy moves
|
||||
for i, enemy in enumerate(enemies):
|
||||
if enemy.is_dead():
|
||||
continue
|
||||
|
||||
# AI decides next move based on player's position
|
||||
target_x, target_y = enemy.ai_turn(player.get_position())
|
||||
|
||||
# Check if move is valid
|
||||
if can_move_to(target_x, target_y, enemy):
|
||||
enemies_to_move.append((enemy, target_x, target_y))
|
||||
|
||||
# Start all enemy animations simultaneously
|
||||
any_enemy_moved = False
|
||||
if enemies_to_move:
|
||||
for enemy, tx, ty in enemies_to_move:
|
||||
enemy.start_move(tx, ty, duration=motion_speed)
|
||||
any_enemy_moved = True
|
||||
|
||||
# Process player's queued move at the same time
|
||||
if move_queue:
|
||||
next_move = move_queue.pop(0)
|
||||
process_player_queued_move(next_move)
|
||||
else:
|
||||
# No queued move, set up callback to return control when animations finish
|
||||
if any_enemy_moved:
|
||||
# Wait for animations to complete
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, int(motion_speed * 1000) + 50)
|
||||
else:
|
||||
# No animations, return control immediately
|
||||
is_player_turn = True
|
||||
|
||||
def process_player_queued_move(key):
|
||||
"""Process player's queued move during enemy turn"""
|
||||
global current_move, current_destination
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
# Check destination at animation end time (considering enemy destinations)
|
||||
future_blocker = get_future_blocking_entity_at(new_x, new_y)
|
||||
|
||||
if future_blocker:
|
||||
# Will bump at destination
|
||||
# Schedule bump for when animations complete
|
||||
mcrfpy.setTimer("delayed_bump", lambda t: handle_delayed_bump(future_blocker), int(motion_speed * 1000))
|
||||
elif can_move_to(new_x, new_y, player):
|
||||
# Valid move, start animation
|
||||
player.is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
player.dest_x = new_x
|
||||
player.dest_y = new_y
|
||||
|
||||
# Player animation with callback
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=player_queued_move_complete)
|
||||
player_anim_x.start(player)
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
|
||||
player_anim_y.start(player)
|
||||
|
||||
# Move camera with player
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
else:
|
||||
# Blocked by wall, wait for turn to complete
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, int(motion_speed * 1000) + 50)
|
||||
|
||||
def get_future_blocking_entity_at(x, y):
|
||||
"""Get entity that will be blocking at position after current animations"""
|
||||
for e in grid.entities:
|
||||
if not e.walkable and (x, y) == (e.dest_x, e.dest_y):
|
||||
return e
|
||||
return None
|
||||
|
||||
def handle_delayed_bump(entity):
|
||||
"""Handle bump after animations complete"""
|
||||
global is_player_turn
|
||||
entity.on_bump(player)
|
||||
is_player_turn = True
|
||||
|
||||
def player_queued_move_complete(anim, target):
|
||||
"""Called when player's queued movement completes"""
|
||||
global is_player_turn
|
||||
player.is_moving = False
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
is_player_turn = True
|
||||
|
||||
def check_turn_complete(timer_name):
|
||||
"""Check if all animations are complete"""
|
||||
global is_player_turn
|
||||
|
||||
# Check if any entity is still moving
|
||||
if player.is_moving:
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, 50)
|
||||
return
|
||||
|
||||
for enemy in enemies:
|
||||
if enemy.is_moving:
|
||||
mcrfpy.setTimer("turn_complete", check_turn_complete, 50)
|
||||
return
|
||||
|
||||
# All done
|
||||
is_player_turn = True
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y, is_player_turn
|
||||
|
||||
# Only allow player movement on player's turn
|
||||
if not is_player_turn:
|
||||
return
|
||||
|
||||
# Only allow player movement when in player perspective
|
||||
if grid.perspective != player:
|
||||
return
|
||||
|
||||
if player.is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
# Check what's at destination
|
||||
blocker = get_blocking_entity_at(new_x, new_y)
|
||||
|
||||
if blocker:
|
||||
# Bump interaction (combat will go here later)
|
||||
blocker.on_bump(player)
|
||||
# Still counts as a turn
|
||||
is_player_turn = False
|
||||
process_enemy_turns_and_player_queue()
|
||||
elif can_move_to(new_x, new_y, player):
|
||||
player.is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
player.dest_x = new_x
|
||||
player.dest_y = new_y
|
||||
|
||||
# Start player move animation
|
||||
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
|
||||
player_anim_x.start(player)
|
||||
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
|
||||
player_anim_y.start(player)
|
||||
|
||||
# Move camera with player
|
||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
|
||||
grid_anim_x.start(grid)
|
||||
grid_anim_y.start(grid)
|
||||
|
||||
def handle_keys(key, state):
|
||||
"""Handle keyboard input"""
|
||||
if state == "start":
|
||||
# Movement keys
|
||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
||||
process_move(key)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 6: Turn-based Movement",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
instructions = mcrfpy.Caption((150, 720),
|
||||
text="Use WASD/Arrows to move. Enemies move after you!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# Debug info
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Enemies: {len(enemies)}",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
# Update function for turn display
|
||||
def update_turn_display():
|
||||
turn_text = "Player" if is_player_turn else "Enemy"
|
||||
alive_enemies = sum(1 for e in enemies if not e.is_dead())
|
||||
debug_caption.text = f"Grid: {grid_width}x{grid_height} | Turn: {turn_text} | Enemies: {alive_enemies}/{len(enemies)}"
|
||||
|
||||
# Timer to update display
|
||||
def update_display(runtime):
|
||||
update_turn_display()
|
||||
|
||||
mcrfpy.setTimer("display_update", update_display, 100)
|
||||
|
||||
print("Tutorial Part 6 loaded!")
|
||||
print("Turn-based movement system active!")
|
||||
print("- Enemies move after the player")
|
||||
print("- Enemies pursue when they can see you")
|
||||
print("- Enemies wander when they can't")
|
||||
print("Use WASD or Arrow keys to move!")
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 5.6 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 16 KiB |
Loading…
Reference in New Issue