McRogueFace/deps_windows/libtcod-1.23.1-x86_64-msvc/python/samples_py.py

1637 lines
68 KiB
Python

#!/usr/bin/python
#
# libtcod Python samples
# This code demonstrates various usages of libtcod modules
# It's in the public domain.
#
from __future__ import print_function
import math
import os
import libtcodpy as libtcod
xrange = range
# Import Psyco if available
try:
import psyco
psyco.full()
except ImportError:
pass
SAMPLE_SCREEN_WIDTH = 46
SAMPLE_SCREEN_HEIGHT = 20
SAMPLE_SCREEN_X = 20
SAMPLE_SCREEN_Y = 10
cwd_path = os.path.dirname(os.path.realpath(__file__))
data_path = os.path.abspath(os.path.join(cwd_path, "..", "data"))
font = os.path.join(data_path, "fonts", "consolas10x10_gs_tc.png")
libtcod.console_set_custom_font(font, libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(80, 50, "libtcod Python sample", False)
sample_console = libtcod.console_new(SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
#############################################
# parser unit test
#############################################
# parser declaration
if True:
print("***** File Parser test *****")
parser = libtcod.parser_new()
struct = libtcod.parser_new_struct(parser, "myStruct")
libtcod.struct_add_property(struct, "bool_field", libtcod.TYPE_BOOL, True)
libtcod.struct_add_property(struct, "char_field", libtcod.TYPE_CHAR, True)
libtcod.struct_add_property(struct, "int_field", libtcod.TYPE_INT, True)
libtcod.struct_add_property(struct, "float_field", libtcod.TYPE_FLOAT, True)
libtcod.struct_add_property(struct, "color_field", libtcod.TYPE_COLOR, True)
libtcod.struct_add_property(struct, "dice_field", libtcod.TYPE_DICE, True)
libtcod.struct_add_property(struct, "string_field", libtcod.TYPE_STRING, True)
libtcod.struct_add_list_property(struct, "bool_list", libtcod.TYPE_BOOL, True)
libtcod.struct_add_list_property(struct, "char_list", libtcod.TYPE_CHAR, True)
libtcod.struct_add_list_property(struct, "integer_list", libtcod.TYPE_INT, True)
libtcod.struct_add_list_property(struct, "float_list", libtcod.TYPE_FLOAT, True)
libtcod.struct_add_list_property(struct, "string_list", libtcod.TYPE_STRING, True)
libtcod.struct_add_list_property(struct, "color_list", libtcod.TYPE_COLOR, True)
## # dice lists doesn't work yet
## libtcod.struct_add_list_property(struct,'dice_list', libtcod.TYPE_DICE,
## True)
# default listener
print("***** Default listener *****")
libtcod.parser_run(parser, os.path.join(data_path, "cfg", "sample.cfg"))
print("bool_field : ", libtcod.parser_get_bool_property(parser, "myStruct.bool_field"))
print("char_field : ", libtcod.parser_get_char_property(parser, "myStruct.char_field"))
print("int_field : ", libtcod.parser_get_int_property(parser, "myStruct.int_field"))
print("float_field : ", libtcod.parser_get_float_property(parser, "myStruct.float_field"))
print("color_field : ", libtcod.parser_get_color_property(parser, "myStruct.color_field"))
print("dice_field : ", libtcod.parser_get_dice_property(parser, "myStruct.dice_field"))
print("string_field : ", libtcod.parser_get_string_property(parser, "myStruct.string_field"))
print("bool_list : ", libtcod.parser_get_list_property(parser, "myStruct.bool_list", libtcod.TYPE_BOOL))
print("char_list : ", libtcod.parser_get_list_property(parser, "myStruct.char_list", libtcod.TYPE_CHAR))
print("integer_list : ", libtcod.parser_get_list_property(parser, "myStruct.integer_list", libtcod.TYPE_INT))
print("float_list : ", libtcod.parser_get_list_property(parser, "myStruct.float_list", libtcod.TYPE_FLOAT))
print("string_list : ", libtcod.parser_get_list_property(parser, "myStruct.string_list", libtcod.TYPE_STRING))
print("color_list : ", libtcod.parser_get_list_property(parser, "myStruct.color_list", libtcod.TYPE_COLOR))
## print ('dice_list : ', \
## libtcod.parser_get_list_property(parser,'myStruct.dice_list',
## libtcod.TYPE_DICE))
# custom listener
print("***** Custom listener *****")
class MyListener:
def new_struct(self, struct, name):
print("new structure type", libtcod.struct_get_name(struct), " named ", name)
return True
def new_flag(self, name):
print("new flag named ", name)
return True
def new_property(self, name, typ, value):
type_names = ["NONE", "BOOL", "CHAR", "INT", "FLOAT", "STRING", "COLOR", "DICE"]
type_name = type_names[typ & 0xFF]
if typ & libtcod.TYPE_LIST:
type_name = "LIST<%s>" % type_name
print("new property named ", name, " type ", type_name, " value ", value)
return True
def end_struct(self, struct, name):
print("end structure type", libtcod.struct_get_name(struct), " named ", name)
return True
def error(self, msg):
print("error : ", msg)
return True
libtcod.parser_run(parser, os.path.join(data_path, "cfg", "sample.cfg"), MyListener())
#############################################
# end of parser unit test
#############################################
#############################################
# true color sample
#############################################
tc_cols = [
libtcod.Color(50, 40, 150),
libtcod.Color(240, 85, 5),
libtcod.Color(50, 35, 240),
libtcod.Color(10, 200, 130),
]
tc_dirr = [1, -1, 1, 1]
tc_dirg = [1, -1, -1, 1]
tc_dirb = [1, 1, 1, -1]
def render_colors(first, key, mouse):
global tc_cols, tc_dirr, tc_dirg, tc_dirb, tc_fast
TOPLEFT = 0
TOPRIGHT = 1
BOTTOMLEFT = 2
BOTTOMRIGHT = 3
if first:
libtcod.sys_set_fps(0)
libtcod.console_clear(sample_console)
tc_fast = False
for c in range(4):
# move each corner color
component = libtcod.random_get_int(None, 0, 2)
if component == 0:
tc_cols[c].r += 5 * tc_dirr[c]
if tc_cols[c].r == 255:
tc_dirr[c] = -1
elif tc_cols[c].r == 0:
tc_dirr[c] = 1
elif component == 1:
tc_cols[c].g += 5 * tc_dirg[c]
if tc_cols[c].g == 255:
tc_dirg[c] = -1
elif tc_cols[c].g == 0:
tc_dirg[c] = 1
elif component == 2:
tc_cols[c].b += 5 * tc_dirb[c]
if tc_cols[c].b == 255:
tc_dirb[c] = -1
elif tc_cols[c].b == 0:
tc_dirb[c] = 1
if not tc_fast:
# interpolate corner colors
for x in range(SAMPLE_SCREEN_WIDTH):
xcoef = float(x) / (SAMPLE_SCREEN_WIDTH - 1)
top = libtcod.color_lerp(tc_cols[TOPLEFT], tc_cols[TOPRIGHT], xcoef)
bottom = libtcod.color_lerp(tc_cols[BOTTOMLEFT], tc_cols[BOTTOMRIGHT], xcoef)
for y in range(SAMPLE_SCREEN_HEIGHT):
ycoef = float(y) / (SAMPLE_SCREEN_HEIGHT - 1)
curColor = libtcod.color_lerp(top, bottom, ycoef)
libtcod.console_set_char_background(sample_console, x, y, curColor, libtcod.BKGND_SET)
textColor = libtcod.console_get_char_background(sample_console, SAMPLE_SCREEN_WIDTH // 2, 5)
textColor.r = 255 - textColor.r
textColor.g = 255 - textColor.g
textColor.b = 255 - textColor.b
libtcod.console_set_default_foreground(sample_console, textColor)
for x in range(SAMPLE_SCREEN_WIDTH):
for y in range(SAMPLE_SCREEN_HEIGHT):
col = libtcod.console_get_char_background(sample_console, x, y)
col = libtcod.color_lerp(col, libtcod.black, 0.5)
c = libtcod.random_get_int(None, ord("a"), ord("z"))
libtcod.console_set_default_foreground(sample_console, col)
libtcod.console_put_char(sample_console, x, y, c, libtcod.BKGND_NONE)
else:
# same, but using the ConsoleBuffer class to speed up rendering
buffer = libtcod.ConsoleBuffer(SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT) # initialize buffer
c = libtcod.random_get_int(None, ord("a"), ord("z"))
for x in xrange(SAMPLE_SCREEN_WIDTH):
xcoef = float(x) / (SAMPLE_SCREEN_WIDTH - 1)
top = libtcod.color_lerp(tc_cols[TOPLEFT], tc_cols[TOPRIGHT], xcoef)
bottom = libtcod.color_lerp(tc_cols[BOTTOMLEFT], tc_cols[BOTTOMRIGHT], xcoef)
for y in xrange(SAMPLE_SCREEN_HEIGHT):
# for maximum speed, we avoid using any libtcod function in
# this inner loop, except for the ConsoleBuffer's functions.
ycoef = float(y) / (SAMPLE_SCREEN_HEIGHT - 1)
r = int(top.r * ycoef + bottom.r * (1 - ycoef))
g = int(top.g * ycoef + bottom.g * (1 - ycoef))
b = int(top.b * ycoef + bottom.b * (1 - ycoef))
c += 1
if c > ord("z"):
c = ord("a")
# set background, foreground and char with a single function
buffer.set(x, y, r, g, b, r / 2, g / 2, b / 2, chr(c))
buffer.blit(sample_console) # update console with the buffer's contents
libtcod.console_set_default_foreground(sample_console, libtcod.Color(int(r), int(g), int(b)))
libtcod.console_set_default_background(sample_console, libtcod.grey)
libtcod.console_print_rect_ex(
sample_console,
SAMPLE_SCREEN_WIDTH // 2,
5,
SAMPLE_SCREEN_WIDTH - 2,
SAMPLE_SCREEN_HEIGHT - 1,
libtcod.BKGND_MULTIPLY,
libtcod.CENTER,
"The Doryen library uses 24 bits " "colors, for both background and " "foreground.",
)
if key.c == ord("f"):
tc_fast = not tc_fast
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(
sample_console,
1,
SAMPLE_SCREEN_HEIGHT - 2,
"F : turn fast rendering (Python 2.6 only) %s" % ("off" if tc_fast else "on"),
)
#############################################
# offscreen console sample
#############################################
oc_secondary = None
oc_screenshot = None
oc_counter = 0
oc_x = 0
oc_y = 0
oc_init = False
oc_xdir = 1
oc_ydir = 1
def render_offscreen(first, key, mouse):
global oc_secondary, oc_screenshot
global oc_counter, oc_x, oc_y, oc_init, oc_xdir, oc_ydir
if not oc_init:
oc_init = True
oc_secondary = libtcod.console_new(SAMPLE_SCREEN_WIDTH // 2, SAMPLE_SCREEN_HEIGHT // 2)
oc_screenshot = libtcod.console_new(SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
libtcod.console_print_frame(
oc_secondary,
0,
0,
SAMPLE_SCREEN_WIDTH // 2,
SAMPLE_SCREEN_HEIGHT // 2,
False,
libtcod.BKGND_NONE,
"Offscreen console",
)
libtcod.console_print_rect_ex(
oc_secondary,
SAMPLE_SCREEN_WIDTH // 4,
2,
SAMPLE_SCREEN_WIDTH // 2 - 2,
SAMPLE_SCREEN_HEIGHT // 2,
libtcod.BKGND_NONE,
libtcod.CENTER,
b"You can render to an offscreen console and blit in on another one, simulating alpha transparency.",
)
if first:
libtcod.sys_set_fps(30)
# get a "screenshot" of the current sample screen
libtcod.console_blit(sample_console, 0, 0, SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT, oc_screenshot, 0, 0)
oc_counter += 1
if oc_counter % 20 == 0:
oc_x += oc_xdir
oc_y += oc_ydir
if oc_x == SAMPLE_SCREEN_WIDTH / 2 + 5:
oc_xdir = -1
elif oc_x == -5:
oc_xdir = 1
if oc_y == SAMPLE_SCREEN_HEIGHT / 2 + 5:
oc_ydir = -1
elif oc_y == -5:
oc_ydir = 1
libtcod.console_blit(oc_screenshot, 0, 0, SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT, sample_console, 0, 0)
libtcod.console_blit(
oc_secondary, 0, 0, SAMPLE_SCREEN_WIDTH // 2, SAMPLE_SCREEN_HEIGHT // 2, sample_console, oc_x, oc_y, 1.0, 0.75
)
#############################################
# line drawing sample
#############################################
line_bk = libtcod.Color()
line_init = False
line_bk_flag = libtcod.BKGND_SET
def render_lines(first, key, mouse):
global line_bk, line_init, line_bk_flag
flag_names = [
"BKGND_NONE",
"BKGND_SET",
"BKGND_MULTIPLY",
"BKGND_LIGHTEN",
"BKGND_DARKEN",
"BKGND_SCREEN",
"BKGND_COLOR_DODGE",
"BKGND_COLOR_BURN",
"BKGND_ADD",
"BKGND_ADDALPHA",
"BKGND_BURN",
"BKGND_OVERLAY",
"BKGND_ALPHA",
]
if key.vk in (libtcod.KEY_ENTER, libtcod.KEY_KPENTER):
line_bk_flag += 1
if (line_bk_flag & 0xFF) > libtcod.BKGND_ALPH:
line_bk_flag = libtcod.BKGND_NONE
alpha = 0.0
if (line_bk_flag & 0xFF) == libtcod.BKGND_ALPH:
# for the alpha mode, update alpha every frame
alpha = (1.0 + math.cos(libtcod.sys_elapsed_seconds() * 2)) / 2.0
line_bk_flag = libtcod.BKGND_ALPHA(alpha)
elif (line_bk_flag & 0xFF) == libtcod.BKGND_ADDA:
# for the add alpha mode, update alpha every frame
alpha = (1.0 + math.cos(libtcod.sys_elapsed_seconds() * 2)) / 2.0
line_bk_flag = libtcod.BKGND_ADDALPHA(alpha)
if not line_init:
line_bk = libtcod.console_new(SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
# initialize the colored background
for x in range(SAMPLE_SCREEN_WIDTH):
for y in range(SAMPLE_SCREEN_HEIGHT):
col = libtcod.Color(
x * 255 // (SAMPLE_SCREEN_WIDTH - 1),
(x + y) * 255 // (SAMPLE_SCREEN_WIDTH - 1 + SAMPLE_SCREEN_HEIGHT - 1),
y * 255 // (SAMPLE_SCREEN_HEIGHT - 1),
)
libtcod.console_set_char_background(line_bk, x, y, col, libtcod.BKGND_SET)
line_init = True
if first:
libtcod.sys_set_fps(30)
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_blit(line_bk, 0, 0, SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT, sample_console, 0, 0)
recty = int((SAMPLE_SCREEN_HEIGHT - 2) * ((1.0 + math.cos(libtcod.sys_elapsed_seconds())) / 2.0))
for x in range(SAMPLE_SCREEN_WIDTH):
col = libtcod.Color(
x * 255 // SAMPLE_SCREEN_WIDTH, x * 255 // SAMPLE_SCREEN_WIDTH, x * 255 // SAMPLE_SCREEN_WIDTH
)
libtcod.console_set_char_background(sample_console, x, recty, col, line_bk_flag)
libtcod.console_set_char_background(sample_console, x, recty + 1, col, line_bk_flag)
libtcod.console_set_char_background(sample_console, x, recty + 2, col, line_bk_flag)
angle = libtcod.sys_elapsed_seconds() * 2.0
cos_angle = math.cos(angle)
sin_angle = math.sin(angle)
xo = int(SAMPLE_SCREEN_WIDTH // 2 * (1 + cos_angle))
yo = int(SAMPLE_SCREEN_HEIGHT // 2 + sin_angle * SAMPLE_SCREEN_WIDTH // 2)
xd = int(SAMPLE_SCREEN_WIDTH // 2 * (1 - cos_angle))
yd = int(SAMPLE_SCREEN_HEIGHT // 2 - sin_angle * SAMPLE_SCREEN_WIDTH // 2)
# draw the line
# in Python the easiest way is to use the line iterator
for x, y in libtcod.line_iter(xo, yo, xd, yd):
if 0 <= x < SAMPLE_SCREEN_WIDTH and 0 <= y < SAMPLE_SCREEN_HEIGHT:
libtcod.console_set_char_background(sample_console, x, y, libtcod.light_blue, line_bk_flag)
libtcod.console_print(sample_console, 2, 2, "%s (ENTER to change)" % flag_names[line_bk_flag & 0xFF])
#############################################
# noise sample
#############################################
noise_func = 0
noise_dx = 0.0
noise_dy = 0.0
noise_octaves = 4.0
noise_zoom = 3.0
noise_hurst = libtcod.NOISE_DEFAULT_HURST
noise_lacunarity = libtcod.NOISE_DEFAULT_LACUNARITY
noise = libtcod.noise_new(2)
noise_img = libtcod.image_new(SAMPLE_SCREEN_WIDTH * 2, SAMPLE_SCREEN_HEIGHT * 2)
def render_noise(first, key, mouse):
global noise_func, noise_img
global noise_dx, noise_dy
global noise_octaves, noise_zoom, noise_hurst, noise_lacunarity, noise
PERLIN = 0
SIMPLEX = 1
WAVELET = 2
FBM_PERLIN = 3
TURBULENCE_PERLIN = 4
FBM_SIMPLEX = 5
TURBULENCE_SIMPLEX = 6
FBM_WAVELET = 7
TURBULENCE_WAVELET = 8
funcName = [
"1 : perlin noise ",
"2 : simplex noise ",
"3 : wavelet noise ",
"4 : perlin fbm ",
"5 : perlin turbulence ",
"6 : simplex fbm ",
"7 : simplex turbulence ",
"8 : wavelet fbm ",
"9 : wavelet turbulence ",
]
if first:
libtcod.sys_set_fps(30)
libtcod.console_clear(sample_console)
noise_dx += 0.01
noise_dy += 0.01
for y in range(2 * SAMPLE_SCREEN_HEIGHT):
for x in range(2 * SAMPLE_SCREEN_WIDTH):
f = [
noise_zoom * x / (2 * SAMPLE_SCREEN_WIDTH) + noise_dx,
noise_zoom * y / (2 * SAMPLE_SCREEN_HEIGHT) + noise_dy,
]
value = 0.0
if noise_func == PERLIN:
value = libtcod.noise_get(noise, f, libtcod.NOISE_PERLIN)
elif noise_func == SIMPLEX:
value = libtcod.noise_get(noise, f, libtcod.NOISE_SIMPLEX)
elif noise_func == WAVELET:
value = libtcod.noise_get(noise, f, libtcod.NOISE_WAVELET)
elif noise_func == FBM_PERLIN:
value = libtcod.noise_get_fbm(noise, f, noise_octaves, libtcod.NOISE_PERLIN)
elif noise_func == TURBULENCE_PERLIN:
value = libtcod.noise_get_turbulence(noise, f, noise_octaves, libtcod.NOISE_PERLIN)
elif noise_func == FBM_SIMPLEX:
value = libtcod.noise_get_fbm(noise, f, noise_octaves, libtcod.NOISE_SIMPLEX)
elif noise_func == TURBULENCE_SIMPLEX:
value = libtcod.noise_get_turbulence(noise, f, noise_octaves, libtcod.NOISE_SIMPLEX)
elif noise_func == FBM_WAVELET:
value = libtcod.noise_get_fbm(noise, f, noise_octaves, libtcod.NOISE_WAVELET)
elif noise_func == TURBULENCE_WAVELET:
value = libtcod.noise_get_turbulence(noise, f, noise_octaves, libtcod.NOISE_WAVELET)
c = int((value + 1.0) / 2.0 * 255)
if c < 0:
c = 0
elif c > 255:
c = 255
col = libtcod.Color(c // 2, c // 2, c)
libtcod.image_put_pixel(noise_img, x, y, col)
libtcod.console_set_default_background(sample_console, libtcod.grey)
rectw = 24
recth = 13
if noise_func <= WAVELET:
recth = 10
libtcod.image_blit_2x(noise_img, sample_console, 0, 0)
libtcod.console_rect(sample_console, 2, 2, rectw, recth, False, libtcod.BKGND_MULTIPLY)
for y in range(2, 2 + recth):
for x in range(2, 2 + rectw):
col = libtcod.console_get_char_foreground(sample_console, x, y)
col = col * libtcod.grey
libtcod.console_set_char_foreground(sample_console, x, y, col)
for curfunc in range(TURBULENCE_WAVELET + 1):
if curfunc == noise_func:
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_set_default_background(sample_console, libtcod.light_blue)
libtcod.console_print_ex(sample_console, 2, 2 + curfunc, libtcod.BKGND_SET, libtcod.LEFT, funcName[curfunc])
else:
libtcod.console_set_default_foreground(sample_console, libtcod.grey)
libtcod.console_print(sample_console, 2, 2 + curfunc, funcName[curfunc])
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(sample_console, 2, 11, "Y/H : zoom (%2.1f)" % noise_zoom)
if noise_func > WAVELET:
libtcod.console_print(sample_console, 2, 12, "E/D : hurst (%2.1f)" % noise_hurst)
libtcod.console_print(sample_console, 2, 13, "R/F : lacunarity (%2.1f)" % noise_lacunarity)
libtcod.console_print(sample_console, 2, 14, "T/G : octaves (%2.1f)" % noise_octaves)
if key.vk == libtcod.KEY_NONE:
return
if ord("9") >= key.c >= ord("1"):
noise_func = key.c - ord("1")
elif key.c in (ord("E"), ord("e")):
noise_hurst += 0.1
libtcod.noise_delete(noise)
noise = libtcod.noise_new(2, noise_hurst, noise_lacunarity)
elif key.c in (ord("D"), ord("d")):
noise_hurst -= 0.1
libtcod.noise_delete(noise)
noise = libtcod.noise_new(2, noise_hurst, noise_lacunarity)
elif key.c in (ord("R"), ord("r")):
noise_lacunarity += 0.5
libtcod.noise_delete(noise)
noise = libtcod.noise_new(2, noise_hurst, noise_lacunarity)
elif key.c in (ord("F"), ord("f")):
noise_lacunarity -= 0.5
libtcod.noise_delete(noise)
noise = libtcod.noise_new(2, noise_hurst, noise_lacunarity)
elif key.c in (ord("T"), ord("t")):
noise_octaves += 0.5
elif key.c in (ord("G"), ord("g")):
noise_octaves -= 0.5
elif key.c in (ord("Y"), ord("y")):
noise_zoom += 0.2
elif key.c in (ord("H"), ord("h")):
noise_zoom -= 0.2
#############################################
# field of view sample
#############################################
fov_px = 20
fov_py = 10
fov_recompute = True
fov_torch = False
fov_map = None
fov_dark_wall = libtcod.Color(0, 0, 100)
fov_light_wall = libtcod.Color(130, 110, 50)
fov_dark_ground = libtcod.Color(50, 50, 150)
fov_light_ground = libtcod.Color(200, 180, 50)
fov_noise = None
fov_torchx = 0.0
fov_init = False
fov_light_walls = True
fov_algo_num = 0
fov_algo_names = [
"BASIC ",
"DIAMOND ",
"SHADOW ",
"PERMISSIVE0",
"PERMISSIVE1",
"PERMISSIVE2",
"PERMISSIVE3",
"PERMISSIVE4",
"PERMISSIVE5",
"PERMISSIVE6",
"PERMISSIVE7",
"PERMISSIVE8",
"RESTRICTIVE",
]
def render_fov(first, key, mouse):
global fov_px, fov_py, fov_map, fov_dark_wall, fov_light_wall
global fov_dark_ground, fov_light_ground
global fov_recompute, fov_torch, fov_noise, fov_torchx, fov_init
global fov_light_walls, fov_algo_num, fov_algo_names
smap = [
"##############################################",
"####################### #################",
"##################### # ###############",
"###################### ### ###########",
"################## ##### ####",
"################ ######## ###### ####",
"############### #################### ####",
"################ ###### ##",
"######## ####### ###### # # # ##",
"######## ###### ### ##",
"######## ##",
"#### ###### ### # # # ##",
"#### ### ########## #### ##",
"#### ### ########## ###########=##########",
"#### ################## ##### #####",
"#### ### #### ##### #####",
"#### # #### #####",
"######## # #### ##### #####",
"######## ##### ####################",
"##############################################",
]
TORCH_RADIUS = 10
SQUARED_TORCH_RADIUS = TORCH_RADIUS * TORCH_RADIUS
dx = 0.0
dy = 0.0
di = 0.0
if not fov_init:
fov_init = True
fov_map = libtcod.map_new(SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if smap[y][x] == " ":
# ground
libtcod.map_set_properties(fov_map, x, y, True, True)
elif smap[y][x] == "=":
# window
libtcod.map_set_properties(fov_map, x, y, True, False)
# 1d noise for the torch flickering
fov_noise = libtcod.noise_new(1, 1.0, 1.0)
torchs = "off"
lights = "off"
if fov_torch:
torchs = "on "
if fov_light_walls:
lights = "on "
if first:
libtcod.sys_set_fps(30)
# we draw the foreground only the first time.
# during the player movement, only the @ is redrawn.
# the rest impacts only the background color
# draw the help text & player @
libtcod.console_clear(sample_console)
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(
sample_console,
1,
1,
"IJKL : move around\nT : torch fx %s\nW : light walls %s\n+-: algo %s"
% (torchs, lights, fov_algo_names[fov_algo_num]),
)
libtcod.console_set_default_foreground(sample_console, libtcod.black)
libtcod.console_put_char(sample_console, fov_px, fov_py, "@", libtcod.BKGND_NONE)
# draw windows
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if smap[y][x] == "=":
libtcod.console_put_char(sample_console, x, y, libtcod.CHAR_DHLINE, libtcod.BKGND_NONE)
if fov_recompute:
fov_recompute = False
if fov_torch:
libtcod.map_compute_fov(fov_map, fov_px, fov_py, TORCH_RADIUS, fov_light_walls, fov_algo_num)
else:
libtcod.map_compute_fov(fov_map, fov_px, fov_py, 0, fov_light_walls, fov_algo_num)
if fov_torch:
# slightly change the perlin noise parameter
fov_torchx += 0.2
# randomize the light position between -1.5 and 1.5
tdx = [fov_torchx + 20.0]
dx = libtcod.noise_get(noise, tdx, libtcod.NOISE_SIMPLEX) * 1.5
tdx[0] += 30.0
dy = libtcod.noise_get(noise, tdx, libtcod.NOISE_SIMPLEX) * 1.5
di = 0.2 * libtcod.noise_get(noise, [fov_torchx], libtcod.NOISE_SIMPLEX)
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = smap[y][x] == "#"
if not visible:
if wall:
libtcod.console_set_char_background(sample_console, x, y, fov_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(sample_console, x, y, fov_dark_ground, libtcod.BKGND_SET)
else:
if not fov_torch:
if wall:
libtcod.console_set_char_background(sample_console, x, y, fov_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(sample_console, x, y, fov_light_ground, libtcod.BKGND_SET)
else:
if wall:
base = fov_dark_wall
light = fov_light_wall
else:
base = fov_dark_ground
light = fov_light_ground
# cell distance to torch (squared)
r = float(x - fov_px + dx) * (x - fov_px + dx) + (y - fov_py + dy) * (y - fov_py + dy)
if r < SQUARED_TORCH_RADIUS:
l = (SQUARED_TORCH_RADIUS - r) / SQUARED_TORCH_RADIUS + di
if l < 0.0:
l = 0.0
elif l > 1.0:
l = 1.0
base = libtcod.color_lerp(base, light, l)
libtcod.console_set_char_background(sample_console, x, y, base, libtcod.BKGND_SET)
if key.c in (ord("I"), ord("i")):
if smap[fov_py - 1][fov_px] == " ":
libtcod.console_put_char(sample_console, fov_px, fov_py, " ", libtcod.BKGND_NONE)
fov_py -= 1
libtcod.console_put_char(sample_console, fov_px, fov_py, "@", libtcod.BKGND_NONE)
fov_recompute = True
elif key.c in (ord("K"), ord("k")):
if smap[fov_py + 1][fov_px] == " ":
libtcod.console_put_char(sample_console, fov_px, fov_py, " ", libtcod.BKGND_NONE)
fov_py += 1
libtcod.console_put_char(sample_console, fov_px, fov_py, "@", libtcod.BKGND_NONE)
fov_recompute = True
elif key.c in (ord("J"), ord("j")):
if smap[fov_py][fov_px - 1] == " ":
libtcod.console_put_char(sample_console, fov_px, fov_py, " ", libtcod.BKGND_NONE)
fov_px -= 1
libtcod.console_put_char(sample_console, fov_px, fov_py, "@", libtcod.BKGND_NONE)
fov_recompute = True
elif key.c in (ord("L"), ord("l")):
if smap[fov_py][fov_px + 1] == " ":
libtcod.console_put_char(sample_console, fov_px, fov_py, " ", libtcod.BKGND_NONE)
fov_px += 1
libtcod.console_put_char(sample_console, fov_px, fov_py, "@", libtcod.BKGND_NONE)
fov_recompute = True
elif key.c in (ord("T"), ord("t")):
fov_torch = not fov_torch
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(
sample_console,
1,
1,
"IJKL : move around\nT : torch fx %s\nW : light walls %s\n+-: algo %s"
% (torchs, lights, fov_algo_names[fov_algo_num]),
)
libtcod.console_set_default_foreground(sample_console, libtcod.black)
elif key.c in (ord("W"), ord("w")):
fov_light_walls = not fov_light_walls
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(
sample_console,
1,
1,
"IJKL : move around\nT : torch fx %s\nW : light walls %s\n+-: algo %s"
% (torchs, lights, fov_algo_names[fov_algo_num]),
)
libtcod.console_set_default_foreground(sample_console, libtcod.black)
fov_recompute = True
elif key.vk == libtcod.KEY_TEXT:
if key.text in ("+", "-"):
if key.text == b"+" and fov_algo_num < libtcod.NB_FOV_ALGORITHMS - 1:
fov_algo_num = fov_algo_num + 1
elif fov_algo_num > 0:
fov_algo_num = fov_algo_num - 1
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(
sample_console,
1,
1,
"IJKL : move around\nT : torch fx %s\nW : light walls %s\n+-: algo %s"
% (torchs, lights, fov_algo_names[fov_algo_num]),
)
libtcod.console_set_default_foreground(sample_console, libtcod.black)
fov_recompute = True
#############################################
# pathfinding sample
#############################################
path_px = 20
path_py = 10
path_dx = 24
path_dy = 1
path_map = None
path = None
path_dijk_dist = 0.0
path_using_astar = True
path_dijk = None
path_recalculate = False
path_busy = 0.0
path_oldchar = " "
path_init = False
def render_path(first, key, mouse):
global path_px, path_py, path_dx, path_dy, path_map, path, path_busy
global path_oldchar, path_init, path_recalculate
global path_dijk_dist, path_using_astar, path_dijk
smap = [
"##############################################",
"####################### #################",
"##################### # ###############",
"###################### ### ###########",
"################## ##### ####",
"################ ######## ###### ####",
"############### #################### ####",
"################ ###### ##",
"######## ####### ###### # # # ##",
"######## ###### ### ##",
"######## ##",
"#### ###### ### # # # ##",
"#### ### ########## #### ##",
"#### ### ########## ###########=##########",
"#### ################## ##### #####",
"#### ### #### ##### #####",
"#### # #### #####",
"######## # #### ##### #####",
"######## ##### ####################",
"##############################################",
]
TORCH_RADIUS = 10.0
SQUARED_TORCH_RADIUS = TORCH_RADIUS * TORCH_RADIUS
if not path_init:
path_init = True
path_map = libtcod.map_new(SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if smap[y][x] == " ":
# ground
libtcod.map_set_properties(path_map, x, y, True, True)
elif smap[y][x] == "=":
# window
libtcod.map_set_properties(path_map, x, y, True, False)
path = libtcod.path_new_using_map(path_map)
path_dijk = libtcod.dijkstra_new(path_map)
if first:
libtcod.sys_set_fps(30)
# we draw the foreground only the first time.
# during the player movement, only the @ is redrawn.
# the rest impacts only the background color
# draw the help text & player @
libtcod.console_clear(sample_console)
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_put_char(sample_console, path_dx, path_dy, "+", libtcod.BKGND_NONE)
libtcod.console_put_char(sample_console, path_px, path_py, "@", libtcod.BKGND_NONE)
libtcod.console_print(sample_console, 1, 1, "IJKL / mouse :\nmove destination\nTAB : A*/dijkstra")
libtcod.console_print(sample_console, 1, 4, "Using : A*")
# draw windows
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if smap[y][x] == "=":
libtcod.console_put_char(sample_console, x, y, libtcod.CHAR_DHLINE, libtcod.BKGND_NONE)
path_recalculate = True
if path_recalculate:
if path_using_astar:
libtcod.path_compute(path, path_px, path_py, path_dx, path_dy)
else:
path_dijk_dist = 0.0
# compute dijkstra grid (distance from px,py)
libtcod.dijkstra_compute(path_dijk, path_px, path_py)
# get the maximum distance (needed for rendering)
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
d = libtcod.dijkstra_get_distance(path_dijk, x, y)
if d > path_dijk_dist:
path_dijk_dist = d
# compute path from px,py to dx,dy
libtcod.dijkstra_path_set(path_dijk, path_dx, path_dy)
path_recalculate = False
path_busy = 0.2
# draw the dungeon
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if smap[y][x] == "#":
libtcod.console_set_char_background(sample_console, x, y, fov_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(sample_console, x, y, fov_dark_ground, libtcod.BKGND_SET)
# draw the path
if path_using_astar:
for i in range(libtcod.path_size(path)):
x, y = libtcod.path_get(path, i)
libtcod.console_set_char_background(sample_console, x, y, fov_light_ground, libtcod.BKGND_SET)
else:
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if smap[y][x] != "#":
libtcod.console_set_char_background(
sample_console,
x,
y,
libtcod.color_lerp(
fov_light_ground,
fov_dark_ground,
0.9 * libtcod.dijkstra_get_distance(path_dijk, x, y) / path_dijk_dist,
),
libtcod.BKGND_SET,
)
for i in range(libtcod.dijkstra_size(path_dijk)):
x, y = libtcod.dijkstra_get(path_dijk, i)
libtcod.console_set_char_background(sample_console, x, y, fov_light_ground, libtcod.BKGND_SET)
# move the creature
path_busy -= libtcod.sys_get_last_frame_length()
if path_busy <= 0.0:
path_busy = 0.2
if path_using_astar:
if not libtcod.path_is_empty(path):
libtcod.console_put_char(sample_console, path_px, path_py, " ", libtcod.BKGND_NONE)
path_px, path_py = libtcod.path_walk(path, True)
libtcod.console_put_char(sample_console, path_px, path_py, "@", libtcod.BKGND_NONE)
else:
if not libtcod.dijkstra_is_empty(path_dijk):
libtcod.console_put_char(sample_console, path_px, path_py, " ", libtcod.BKGND_NONE)
path_px, path_py = libtcod.dijkstra_path_walk(path_dijk)
libtcod.console_put_char(sample_console, path_px, path_py, "@", libtcod.BKGND_NONE)
path_recalculate = True
if key.c in (ord("I"), ord("i")) and path_dy > 0:
# destination move north
libtcod.console_put_char(sample_console, path_dx, path_dy, path_oldchar, libtcod.BKGND_NONE)
path_dy -= 1
path_oldchar = libtcod.console_get_char(sample_console, path_dx, path_dy)
libtcod.console_put_char(sample_console, path_dx, path_dy, "+", libtcod.BKGND_NONE)
if smap[path_dy][path_dx] == " ":
path_recalculate = True
elif key.c in (ord("K"), ord("k")) and path_dy < SAMPLE_SCREEN_HEIGHT - 1:
# destination move south
libtcod.console_put_char(sample_console, path_dx, path_dy, path_oldchar, libtcod.BKGND_NONE)
path_dy += 1
path_oldchar = libtcod.console_get_char(sample_console, path_dx, path_dy)
libtcod.console_put_char(sample_console, path_dx, path_dy, "+", libtcod.BKGND_NONE)
if smap[path_dy][path_dx] == " ":
path_recalculate = True
elif key.c in (ord("J"), ord("j")) and path_dx > 0:
# destination move west
libtcod.console_put_char(sample_console, path_dx, path_dy, path_oldchar, libtcod.BKGND_NONE)
path_dx -= 1
path_oldchar = libtcod.console_get_char(sample_console, path_dx, path_dy)
libtcod.console_put_char(sample_console, path_dx, path_dy, "+", libtcod.BKGND_NONE)
if smap[path_dy][path_dx] == " ":
path_recalculate = True
elif key.c in (ord("L"), ord("l")) and path_dx < SAMPLE_SCREEN_WIDTH - 1:
# destination move east
libtcod.console_put_char(sample_console, path_dx, path_dy, path_oldchar, libtcod.BKGND_NONE)
path_dx += 1
path_oldchar = libtcod.console_get_char(sample_console, path_dx, path_dy)
libtcod.console_put_char(sample_console, path_dx, path_dy, "+", libtcod.BKGND_NONE)
if smap[path_dy][path_dx] == " ":
path_recalculate = True
elif key.vk == libtcod.KEY_TAB:
path_using_astar = not path_using_astar
if path_using_astar:
libtcod.console_print(sample_console, 1, 4, "Using : A* ")
else:
libtcod.console_print(sample_console, 1, 4, "Using : Dijkstra")
path_recalculate = True
mx = mouse.cx - SAMPLE_SCREEN_X
my = mouse.cy - SAMPLE_SCREEN_Y
if 0 <= mx < SAMPLE_SCREEN_WIDTH and 0 <= my < SAMPLE_SCREEN_HEIGHT and (path_dx != mx or path_dy != my):
libtcod.console_put_char(sample_console, path_dx, path_dy, path_oldchar, libtcod.BKGND_NONE)
path_dx = mx
path_dy = my
path_oldchar = libtcod.console_get_char(sample_console, path_dx, path_dy)
libtcod.console_put_char(sample_console, path_dx, path_dy, "+", libtcod.BKGND_NONE)
if smap[path_dy][path_dx] == " ":
path_recalculate = True
#############################################
# bsp sample
#############################################
bsp_depth = 8
bsp_min_room_size = 4
# a room fills a random part of the node or the maximum available space ?
bsp_random_room = False
# if true, there is always a wall on north & west side of a room
bsp_room_walls = True
bsp_map = None
# draw a vertical line
def vline(m, x, y1, y2):
if y1 > y2:
y1, y2 = y2, y1
for y in range(y1, y2 + 1):
m[x][y] = True
# draw a vertical line up until we reach an empty space
def vline_up(m, x, y):
while y >= 0 and not m[x][y]:
m[x][y] = True
y -= 1
# draw a vertical line down until we reach an empty space
def vline_down(m, x, y):
while y < SAMPLE_SCREEN_HEIGHT and not m[x][y]:
m[x][y] = True
y += 1
# draw a horizontal line
def hline(m, x1, y, x2):
if x1 > x2:
x1, x2 = x2, x1
for x in range(x1, x2 + 1):
m[x][y] = True
# draw a horizontal line left until we reach an empty space
def hline_left(m, x, y):
while x >= 0 and not m[x][y]:
m[x][y] = True
x -= 1
# draw a horizontal line right until we reach an empty space
def hline_right(m, x, y):
while x < SAMPLE_SCREEN_WIDTH and not m[x][y]:
m[x][y] = True
x += 1
# the class building the dungeon from the bsp nodes
def traverse_node(node, dat):
global bsp_map
if libtcod.bsp_is_leaf(node):
# calculate the room size
minx = node.x + 1
maxx = node.x + node.w - 1
miny = node.y + 1
maxy = node.y + node.h - 1
if not bsp_room_walls:
if minx > 1:
minx -= 1
if miny > 1:
miny -= 1
if maxx == SAMPLE_SCREEN_WIDTH - 1:
maxx -= 1
if maxy == SAMPLE_SCREEN_HEIGHT - 1:
maxy -= 1
if bsp_random_room:
minx = libtcod.random_get_int(None, minx, maxx - bsp_min_room_size + 1)
miny = libtcod.random_get_int(None, miny, maxy - bsp_min_room_size + 1)
maxx = libtcod.random_get_int(None, minx + bsp_min_room_size - 1, maxx)
maxy = libtcod.random_get_int(None, miny + bsp_min_room_size - 1, maxy)
# resize the node to fit the room
node.x = minx
node.y = miny
node.w = maxx - minx + 1
node.h = maxy - miny + 1
# dig the room
for x in range(minx, maxx + 1):
for y in range(miny, maxy + 1):
bsp_map[x][y] = True
else:
# resize the node to fit its sons
left = libtcod.bsp_left(node)
right = libtcod.bsp_right(node)
node.x = min(left.x, right.x)
node.y = min(left.y, right.y)
node.w = max(left.x + left.w, right.x + right.w) - node.x
node.h = max(left.y + left.h, right.y + right.h) - node.y
# create a corridor between the two lower nodes
if node.horizontal:
# vertical corridor
if left.x + left.w - 1 < right.x or right.x + right.w - 1 < left.x:
# no overlapping zone. we need a Z shaped corridor
x1 = libtcod.random_get_int(None, left.x, left.x + left.w - 1)
x2 = libtcod.random_get_int(None, right.x, right.x + right.w - 1)
y = libtcod.random_get_int(None, left.y + left.h, right.y)
vline_up(bsp_map, x1, y - 1)
hline(bsp_map, x1, y, x2)
vline_down(bsp_map, x2, y + 1)
else:
# straight vertical corridor
minx = max(left.x, right.x)
maxx = min(left.x + left.w - 1, right.x + right.w - 1)
x = libtcod.random_get_int(None, minx, maxx)
vline_down(bsp_map, x, right.y)
vline_up(bsp_map, x, right.y - 1)
else:
# horizontal corridor
if left.y + left.h - 1 < right.y or right.y + right.h - 1 < left.y:
# no overlapping zone. we need a Z shaped corridor
y1 = libtcod.random_get_int(None, left.y, left.y + left.h - 1)
y2 = libtcod.random_get_int(None, right.y, right.y + right.h - 1)
x = libtcod.random_get_int(None, left.x + left.w, right.x)
hline_left(bsp_map, x - 1, y1)
vline(bsp_map, x, y1, y2)
hline_right(bsp_map, x + 1, y2)
else:
# straight horizontal corridor
miny = max(left.y, right.y)
maxy = min(left.y + left.h - 1, right.y + right.h - 1)
y = libtcod.random_get_int(None, miny, maxy)
hline_left(bsp_map, right.x - 1, y)
hline_right(bsp_map, right.x, y)
return True
bsp = None
bsp_generate = True
bsp_refresh = False
def render_bsp(first, key, mouse):
global bsp, bsp_generate, bsp_refresh, bsp_map
global bsp_random_room, bsp_room_walls, bsp_depth, bsp_min_room_size
if bsp_generate or bsp_refresh:
# dungeon generation
if bsp is None:
# create the bsp
bsp = libtcod.bsp_new_with_size(0, 0, SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
else:
# restore the nodes size
libtcod.bsp_resize(bsp, 0, 0, SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT)
bsp_map = list()
for x in range(SAMPLE_SCREEN_WIDTH):
bsp_map.append([False] * SAMPLE_SCREEN_HEIGHT)
if bsp_generate:
# build a new random bsp tree
libtcod.bsp_remove_sons(bsp)
if bsp_room_walls:
libtcod.bsp_split_recursive(bsp, 0, bsp_depth, bsp_min_room_size + 1, bsp_min_room_size + 1, 1.5, 1.5)
else:
libtcod.bsp_split_recursive(bsp, 0, bsp_depth, bsp_min_room_size, bsp_min_room_size, 1.5, 1.5)
# create the dungeon from the bsp
libtcod.bsp_traverse_inverted_level_order(bsp, traverse_node)
bsp_generate = False
bsp_refresh = False
libtcod.console_clear(sample_console)
libtcod.console_set_default_foreground(sample_console, libtcod.white)
rooms = "OFF"
if bsp_random_room:
rooms = "ON"
libtcod.console_print(
sample_console,
1,
1,
"ENTER : rebuild bsp\n"
"SPACE : rebuild dungeon\n"
"+-: bsp depth %d\n"
"*/: room size %d\n"
"1 : random room size %s" % (bsp_depth, bsp_min_room_size, rooms),
)
if bsp_random_room:
walls = "OFF"
if bsp_room_walls:
walls = "ON"
libtcod.console_print(sample_console, 1, 6, "2 : room walls %s" % walls)
# render the level
for y in range(SAMPLE_SCREEN_HEIGHT):
for x in range(SAMPLE_SCREEN_WIDTH):
if not bsp_map[x][y]:
libtcod.console_set_char_background(sample_console, x, y, fov_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(sample_console, x, y, fov_dark_ground, libtcod.BKGND_SET)
if key.vk in (libtcod.KEY_ENTER, libtcod.KEY_KPENTER):
bsp_generate = True
elif key.c == ord(" "):
bsp_refresh = True
elif key.text == b"+":
bsp_depth += 1
bsp_generate = True
elif key.text == b"-" and bsp_depth > 1:
bsp_depth -= 1
bsp_generate = True
elif key.text == b"*":
bsp_min_room_size += 1
bsp_generate = True
elif key.text == b"/" and bsp_min_room_size > 2:
bsp_min_room_size -= 1
bsp_generate = True
elif key.c == ord("1") or key.vk in (libtcod.KEY_1, libtcod.KEY_KP1):
bsp_random_room = not bsp_random_room
if not bsp_random_room:
bsp_room_walls = True
bsp_refresh = True
elif key.c == ord("2") or key.vk in (libtcod.KEY_2, libtcod.KEY_KP2):
bsp_room_walls = not bsp_room_walls
bsp_refresh = True
#############################################
# image sample
#############################################
img = None
img_circle = None
img_blue = libtcod.Color(0, 0, 255)
img_green = libtcod.Color(0, 255, 0)
def render_image(first, key, mouse):
global img, img_circle, img_blue, img_green
if img is None:
img = libtcod.image_load(os.path.join(data_path, "img", "skull.png"))
libtcod.image_set_key_color(img, libtcod.black)
img_circle = libtcod.image_load(os.path.join(data_path, "img", "circle.png"))
if first:
libtcod.sys_set_fps(30)
libtcod.console_set_default_background(sample_console, libtcod.black)
libtcod.console_clear(sample_console)
x = SAMPLE_SCREEN_WIDTH / 2 + math.cos(libtcod.sys_elapsed_seconds()) * 10.0
y = float(SAMPLE_SCREEN_HEIGHT / 2)
scalex = 0.2 + 1.8 * (1.0 + math.cos(libtcod.sys_elapsed_seconds() / 2)) / 2.0
scaley = scalex
angle = libtcod.sys_elapsed_seconds()
elapsed = libtcod.sys_elapsed_milli() // 2000
if elapsed & 1 != 0:
# split the color channels of circle.png
# the red channel
libtcod.console_set_default_background(sample_console, libtcod.red)
libtcod.console_rect(sample_console, 0, 3, 15, 15, False, libtcod.BKGND_SET)
libtcod.image_blit_rect(img_circle, sample_console, 0, 3, -1, -1, libtcod.BKGND_MULTIPLY)
# the green channel
libtcod.console_set_default_background(sample_console, img_green)
libtcod.console_rect(sample_console, 15, 3, 15, 15, False, libtcod.BKGND_SET)
libtcod.image_blit_rect(img_circle, sample_console, 15, 3, -1, -1, libtcod.BKGND_MULTIPLY)
# the blue channel
libtcod.console_set_default_background(sample_console, img_blue)
libtcod.console_rect(sample_console, 30, 3, 15, 15, False, libtcod.BKGND_SET)
libtcod.image_blit_rect(img_circle, sample_console, 30, 3, -1, -1, libtcod.BKGND_MULTIPLY)
else:
# render circle.png with normal blitting
libtcod.image_blit_rect(img_circle, sample_console, 0, 3, -1, -1, libtcod.BKGND_SET)
libtcod.image_blit_rect(img_circle, sample_console, 15, 3, -1, -1, libtcod.BKGND_SET)
libtcod.image_blit_rect(img_circle, sample_console, 30, 3, -1, -1, libtcod.BKGND_SET)
libtcod.image_blit(img, sample_console, x, y, libtcod.BKGND_SET, scalex, scaley, angle)
#############################################
# mouse sample
#############################################
mouse_lbut = 0
mouse_mbut = 0
mouse_rbut = 0
def render_mouse(first, key, mouse):
global mouse_lbut
global mouse_mbut
global mouse_rbut
butstatus = ("OFF", "ON")
if first:
libtcod.console_set_default_background(sample_console, libtcod.grey)
libtcod.console_set_default_foreground(sample_console, libtcod.light_yellow)
libtcod.mouse_move(320, 200)
libtcod.mouse_show_cursor(True)
libtcod.sys_set_fps(30)
libtcod.console_clear(sample_console)
if mouse.lbutton_pressed:
mouse_lbut = 1 - mouse_lbut
if mouse.rbutton_pressed:
mouse_rbut = 1 - mouse_rbut
if mouse.mbutton_pressed:
mouse_mbut = 1 - mouse_mbut
wheel = ""
if mouse.wheel_up:
wheel = "UP"
elif mouse.wheel_down:
wheel = "DOWN"
activemsg = "APPLICATION INACTIVE"
if libtcod.console_is_active():
activemsg = ""
focusmsg = "OUT OF FOCUS"
if libtcod.console_has_mouse_focus():
focusmsg = ""
libtcod.console_print(
sample_console,
1,
1,
"%s\n"
"Mouse position : %4dx%4d %s\n"
"Mouse cell : %4dx%4d\n"
"Mouse movement : %4dx%4d\n"
"Left button : %s (toggle %s)\n"
"Right button : %s (toggle %s)\n"
"Middle button : %s (toggle %s)\n"
"Wheel : %s"
% (
activemsg,
mouse.x,
mouse.y,
focusmsg,
mouse.cx,
mouse.cy,
mouse.dx,
mouse.dy,
butstatus[mouse.lbutton],
butstatus[mouse_lbut],
butstatus[mouse.rbutton],
butstatus[mouse_rbut],
butstatus[mouse.mbutton],
butstatus[mouse_mbut],
wheel,
),
)
libtcod.console_print(sample_console, 1, 10, "1 : Hide cursor\n2 : Show cursor")
if key.c == ord("1"):
libtcod.mouse_show_cursor(False)
elif key.c == ord("2"):
libtcod.mouse_show_cursor(True)
#############################################
# name generator sample
#############################################
ng_curset = 0
ng_nbsets = 0
ng_delay = 0.0
ng_names = []
ng_sets = None
def render_name(first, key, mouse):
global ng_curset
global ng_nbsets
global ng_delay
global ng_names
global ng_sets
if ng_nbsets == 0:
# parse all *.cfg files in data/namegen
for file in os.listdir(os.path.join(data_path, "namegen")):
if file.find(".cfg") > 0:
libtcod.namegen_parse(os.path.join(data_path, "namegen", file))
# get the sets list
ng_sets = libtcod.namegen_get_sets()
print(ng_sets)
ng_nbsets = len(ng_sets)
if first:
libtcod.sys_set_fps(30)
while len(ng_names) > 15:
ng_names.pop(0)
libtcod.console_clear(sample_console)
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(sample_console, 1, 1, "%s\n\n+ : next generator\n- : prev generator" % ng_sets[ng_curset])
for i in range(len(ng_names)):
libtcod.console_print_ex(
sample_console, SAMPLE_SCREEN_WIDTH - 2, 2 + i, libtcod.BKGND_NONE, libtcod.RIGHT, ng_names[i]
)
ng_delay += libtcod.sys_get_last_frame_length()
if ng_delay > 0.5:
ng_delay -= 0.5
ng_names.append(libtcod.namegen_generate(ng_sets[ng_curset]))
if key.text == b"+":
ng_curset += 1
if ng_curset == ng_nbsets:
ng_curset = 0
ng_names.append("======")
elif key.text == b"-":
ng_curset -= 1
if ng_curset < 0:
ng_curset = ng_nbsets - 1
ng_names.append("======")
#############################################
# Python fast render sample
#############################################
try: # import NumPy
import numpy as np
numpy_available = True
except ImportError:
numpy_available = False
use_numpy = numpy_available # default option
SCREEN_W = SAMPLE_SCREEN_WIDTH
SCREEN_H = SAMPLE_SCREEN_HEIGHT
HALF_W = SCREEN_W // 2
HALF_H = SCREEN_H // 2
RES_U = 80 # texture resolution
RES_V = 80
TEX_STRETCH = 5 # texture stretching with tunnel depth
SPEED = 15
LIGHT_BRIGHTNESS = 3.5 # brightness multiplier for all lights (changes their radius)
LIGHTS_CHANCE = 0.07 # chance of a light appearing
MAX_LIGHTS = 6
MIN_LIGHT_STRENGTH = 0.2
LIGHT_UPDATE = 0.05 # how much the ambient light changes to reflect current light sources
AMBIENT_LIGHT = 0.8 # brightness of tunnel texture
# the coordinates of all tiles in the screen, as numpy arrays. example: (4x3 pixels screen)
# xc = [[1, 2, 3, 4], [1, 2, 3, 4], [1, 2, 3, 4]]
# yc = [[1, 1, 1, 1], [2, 2, 2, 2], [3, 3, 3, 3]]
if numpy_available:
(xc, yc) = np.meshgrid(range(SCREEN_W), range(SCREEN_H))
# translate coordinates of all pixels to center
xc = xc - HALF_W
yc = yc - HALF_H
noise2d = libtcod.noise_new(2, 0.5, 2.0)
if numpy_available: # the texture starts empty
texture = np.zeros((RES_U, RES_V))
# create lists to work without numpy
texture2 = [0 for i in range(RES_U * RES_V)]
brightness2 = [0 for i in range(SCREEN_W * SCREEN_H)]
R2 = [0 for i in range(SCREEN_W * SCREEN_H)]
G2 = [0 for i in range(SCREEN_W * SCREEN_H)]
B2 = [0 for i in range(SCREEN_W * SCREEN_H)]
class Light:
def __init__(self, x, y, z, r, g, b, strength):
self.x, self.y, self.z = x, y, z # pos.
self.r, self.g, self.b = r, g, b # color
self.strength = strength # between 0 and 1, defines brightness
def render_py(first, key, mouse):
global use_numpy, frac_t, abs_t, lights, tex_r, tex_g, tex_b, xc, yc, texture, texture2, brightness2, R2, G2, B2
if key.c == ord(" ") and numpy_available: # toggle renderer
use_numpy = not use_numpy
first = True
if first: # initialize stuff
libtcod.sys_set_fps(0)
libtcod.console_clear(sample_console) # render status message
if not numpy_available:
text = "NumPy uninstalled, using default renderer"
elif use_numpy:
text = "Renderer: NumPy \nSpacebar to change"
else:
text = "Renderer: default\nSpacebar to change"
libtcod.console_set_default_foreground(sample_console, libtcod.white)
libtcod.console_print(sample_console, 1, SCREEN_H - 3, text)
frac_t = (
RES_V - 1
) # time is represented in number of pixels of the texture, start later in time to initialize texture
abs_t = RES_V - 1
lights = [] # lights list, and current color of the tunnel texture
tex_r, tex_g, tex_b = 0, 0, 0
time_delta = libtcod.sys_get_last_frame_length() * SPEED # advance time
frac_t += time_delta # increase fractional (always < 1.0) time
abs_t += time_delta # increase absolute elapsed time
int_t = int(frac_t) # integer time units that passed this frame (number of texture pixels to advance)
frac_t -= int_t # keep this < 1.0
# change texture color according to presence of lights (basically, sum them
# to get ambient light and smoothly change the current color into that)
ambient_r = AMBIENT_LIGHT * sum([light.r * light.strength for light in lights])
ambient_g = AMBIENT_LIGHT * sum([light.g * light.strength for light in lights])
ambient_b = AMBIENT_LIGHT * sum([light.b * light.strength for light in lights])
alpha = LIGHT_UPDATE * time_delta
tex_r = tex_r * (1 - alpha) + ambient_r * alpha
tex_g = tex_g * (1 - alpha) + ambient_g * alpha
tex_b = tex_b * (1 - alpha) + ambient_b * alpha
if int_t >= 1: # roll texture (ie, advance in tunnel) according to int_t
int_t = int_t % RES_V # can't roll more than the texture's size (can happen when time_delta is large)
int_abs_t = int(abs_t) # new pixels are based on absolute elapsed time
if use_numpy:
texture = np.roll(texture, -int_t, 1)
# replace new stretch of texture with new values
for v in range(RES_V - int_t, RES_V):
for u in range(0, RES_U):
tex_v = (v + int_abs_t) / float(RES_V)
texture[u, v] = libtcod.noise_get_fbm(
noise2d, [u / float(RES_U), tex_v], 32.0
) + libtcod.noise_get_fbm(noise2d, [1 - u / float(RES_U), tex_v], 32.0)
else: # "roll" texture, without numpy
temp = texture2[0 : RES_U * int_t]
texture2 = texture2[RES_U * int_t :]
texture2.extend(temp)
# replace new stretch of texture with new values
for v in range(RES_V - int_t, RES_V):
for u in range(0, RES_U):
tex_v = (v + int_abs_t) / float(RES_V)
texture2[u + v * RES_U] = libtcod.noise_get_fbm(
noise2d, [u / float(RES_U), tex_v], 32.0
) + libtcod.noise_get_fbm(noise2d, [1 - u / float(RES_U), tex_v], 32.0)
if use_numpy:
# squared distance from center, clipped to sensible minimum and maximum values
sqr_dist = xc ** 2 + yc ** 2
sqr_dist = sqr_dist.clip(1.0 / RES_V, RES_V ** 2)
# one coordinate into the texture, represents depth in the tunnel
v = TEX_STRETCH * float(RES_V) / sqr_dist + frac_t
v = v.clip(0, RES_V - 1)
# another coordinate, represents rotation around the tunnel
u = np.mod(RES_U * (np.arctan2(yc, xc) / (2 * np.pi) + 0.5), RES_U)
# retrieve corresponding pixels from texture
brightness = texture[u.astype(int), v.astype(int)] / 4.0 + 0.5
# use the brightness map to compose the final color of the tunnel
R = brightness * tex_r
G = brightness * tex_g
B = brightness * tex_b
else:
i = 0
for y in range(-HALF_H, HALF_H):
for x in range(-HALF_W, HALF_W):
# squared distance from center, clipped to sensible minimum and maximum values
sqr_dist = x ** 2 + y ** 2
sqr_dist = min(max(sqr_dist, 1.0 / RES_V), RES_V ** 2)
# one coordinate into the texture, represents depth in the tunnel
v = TEX_STRETCH * float(RES_V) / sqr_dist + frac_t
v = min(v, RES_V - 1)
# another coordinate, represents rotation around the tunnel
u = (RES_U * (math.atan2(y, x) / (2 * math.pi) + 0.5)) % RES_U
# retrieve corresponding pixels from texture
brightness = texture2[int(u) + int(v) * RES_U] / 4.0 + 0.5
# use the brightness map to compose the final color of the tunnel
R2[i] = brightness * tex_r
G2[i] = brightness * tex_g
B2[i] = brightness * tex_b
i += 1
# create new light source
if libtcod.random_get_float(0, 0, 1) <= time_delta * LIGHTS_CHANCE and len(lights) < MAX_LIGHTS:
x = libtcod.random_get_float(0, -0.5, 0.5)
y = libtcod.random_get_float(0, -0.5, 0.5)
strength = libtcod.random_get_float(0, MIN_LIGHT_STRENGTH, 1.0)
color = libtcod.Color(0, 0, 0) # create bright colors with random hue
hue = libtcod.random_get_float(0, 0, 360)
libtcod.color_set_hsv(color, hue, 0.5, strength)
lights.append(Light(x, y, TEX_STRETCH, color.r, color.g, color.b, strength))
# eliminate lights that are going to be out of view
lights = [light for light in lights if light.z - time_delta > 1.0 / RES_V]
for light in lights: # render lights
# move light's Z coordinate with time, then project its XYZ coordinates to screen-space
light.z -= float(time_delta) / TEX_STRETCH
xl = light.x / light.z * SCREEN_H
yl = light.y / light.z * SCREEN_H
if use_numpy:
# calculate brightness of light according to distance from viewer and strength,
# then calculate brightness of each pixel with inverse square distance law
light_brightness = LIGHT_BRIGHTNESS * light.strength * (1.0 - light.z / TEX_STRETCH)
brightness = light_brightness / ((xc - xl) ** 2 + (yc - yl) ** 2)
# make all pixels shine around this light
R += brightness * light.r
G += brightness * light.g
B += brightness * light.b
else:
i = 0 # same, without numpy
for y in range(-HALF_H, HALF_H):
for x in range(-HALF_W, HALF_W):
light_brightness = LIGHT_BRIGHTNESS * light.strength * (1.0 - light.z / TEX_STRETCH)
brightness = light_brightness / ((x - xl) ** 2 + (y - yl) ** 2)
R2[i] += brightness * light.r
G2[i] += brightness * light.g
B2[i] += brightness * light.b
i += 1
if use_numpy:
# truncate values
R = R.clip(0, 255)
G = G.clip(0, 255)
B = B.clip(0, 255)
# fill the screen with these background colors
libtcod.console_fill_background(sample_console, R, G, B)
else:
# truncate and convert to integer
R2 = [int(min(r, 255)) for r in R2]
G2 = [int(min(g, 255)) for g in G2]
B2 = [int(min(b, 255)) for b in B2]
# fill the screen with these background colors
libtcod.console_fill_background(sample_console, R2, G2, B2)
#############################################
# main loop
#############################################
class Sample:
def __init__(self, name, func):
self.name = name
self.func = func
samples = (
Sample(" True colors ", render_colors),
Sample(" Offscreen console ", render_offscreen),
Sample(" Line drawing ", render_lines),
Sample(" Noise ", render_noise),
Sample(" Field of view ", render_fov),
Sample(" Path finding ", render_path),
Sample(" Bsp toolkit ", render_bsp),
Sample(" Image toolkit ", render_image),
Sample(" Mouse support ", render_mouse),
Sample(" Name generator ", render_name),
Sample(" Python fast render ", render_py),
)
cur_sample = 0
credits_end = False
first = True
cur_renderer = 0
renderer_name = ("F1 GLSL ", "F2 OPENGL ", "F3 SDL ")
key = libtcod.Key()
mouse = libtcod.Mouse()
while not libtcod.console_is_window_closed():
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
# render the sample
samples[cur_sample].func(first, key, mouse)
first = False
libtcod.console_blit(
sample_console, 0, 0, SAMPLE_SCREEN_WIDTH, SAMPLE_SCREEN_HEIGHT, 0, SAMPLE_SCREEN_X, SAMPLE_SCREEN_Y
)
# render credits
if not credits_end:
credits_end = libtcod.console_credits_render(60, 43, 0)
# render sample list
for i in range(len(samples)):
if i == cur_sample:
libtcod.console_set_default_foreground(None, libtcod.white)
libtcod.console_set_default_background(None, libtcod.light_blue)
else:
libtcod.console_set_default_foreground(None, libtcod.grey)
libtcod.console_set_default_background(None, libtcod.black)
libtcod.console_print_ex(None, 2, 46 - (len(samples) - i), libtcod.BKGND_SET, libtcod.LEFT, samples[i].name)
# render stats
libtcod.console_set_default_foreground(None, libtcod.grey)
libtcod.console_print_ex(
None,
79,
46,
libtcod.BKGND_NONE,
libtcod.RIGHT,
"last frame : %3d ms (%3d fps)" % (int(libtcod.sys_get_last_frame_length() * 1000.0), libtcod.sys_get_fps()),
)
libtcod.console_print_ex(
None,
79,
47,
libtcod.BKGND_NONE,
libtcod.RIGHT,
"elapsed : %8d ms %4.2fs" % (libtcod.sys_elapsed_milli(), libtcod.sys_elapsed_seconds()),
)
cur_renderer = libtcod.sys_get_renderer()
libtcod.console_set_default_foreground(None, libtcod.grey)
libtcod.console_set_default_background(None, libtcod.black)
libtcod.console_print_ex(None, 42, 46 - (libtcod.NB_RENDERERS + 1), libtcod.BKGND_SET, libtcod.LEFT, "Renderer :")
for i in range(libtcod.NB_RENDERERS):
if i == cur_renderer:
libtcod.console_set_default_foreground(None, libtcod.white)
libtcod.console_set_default_background(None, libtcod.light_blue)
else:
libtcod.console_set_default_foreground(None, libtcod.grey)
libtcod.console_set_default_background(None, libtcod.black)
libtcod.console_print_ex(
None, 42, 46 - (libtcod.NB_RENDERERS - i), libtcod.BKGND_SET, libtcod.LEFT, renderer_name[i]
)
# key handler
if key.vk == libtcod.KEY_DOWN:
cur_sample = (cur_sample + 1) % len(samples)
first = True
elif key.vk == libtcod.KEY_UP:
cur_sample = (cur_sample - 1) % len(samples)
first = True
elif key.vk == libtcod.KEY_ENTER and key.lalt:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_PRINTSCREEN or key.c == "p":
print("screenshot")
if key.lalt:
libtcod.console_save_apf(None, "samples.apf")
print("apf")
else:
libtcod.sys_save_screenshot()
print("png")
elif key.vk == libtcod.KEY_ESCAPE:
break
elif key.vk == libtcod.KEY_F1:
libtcod.sys_set_renderer(libtcod.RENDERER_GLSL)
elif key.vk == libtcod.KEY_F2:
libtcod.sys_set_renderer(libtcod.RENDERER_OPENGL)
elif key.vk == libtcod.KEY_F3:
libtcod.sys_set_renderer(libtcod.RENDERER_SDL)
libtcod.console_flush()