ok, thanks, you probly think its a really noobie mistake,
but that helps me alot
also another one here,
where is the error in this?
import libtcodpy as libtcod
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
MAP_WIDTH = 80
MAP_HEIGHT = 45
color_dark_wall = libtcod.Color(0, 0, 100)
color_dark_ground = libtcod.Color(50, 50, 150)
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, color):
self.x = x
self.y = y
self.char = char
self.color = color
def move(self, dx, dy):
if not map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def draw(self):
libtcod.console_set_foreground_color(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
def clear(self):
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
def make_map():
global map
#fill map with "unblocked" tiles
map = [[ Tile(False)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
map[30][22].blocked = True
map[30][22].block_sight = True
map[50][22].blocked = True
map[50][22].block_sight = True
def render_all():
global color_light_wall
global color_light_ground
#go through all tiles, and set their background color
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
wall = map
if wall:
libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET )
#draw all objects in the list
for object in objects:
object.draw()
#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
def handle_keys():
key = libtcod.console_wait_for_keypress(True) #turn-based
if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return True #exit game
#movement keys
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player.move(0, -1)
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player.move(0, 1)
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player.move(-1, 0)
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player.move(1, 0)
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'test', False)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
objects = [npc, player]
make_map()
while not libtcod.console_is_window_closed():
#render the screen
render_all()
libtcod.console_flush()
#erase all objects at their old locations, before they move
for object in objects:
object.clear()
#handle keys and exit game if needed
exit = handle_keys()
libtcod.console_print_left(0, player.x, player.y, libtcod.BKGND_NONE, ' ')
if exit:
break