McRogueFace/roguelike_tutorial/part_1.py

117 lines
3.5 KiB
Python

"""
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!")