libtcod 0.0.7 → 0.0.8

Sign up to get free protection for your applications and to get access to all the features.
data/README.md CHANGED
@@ -1,8 +1,8 @@
1
- # libtcod-ruby 0.0.7
1
+ # libtcod-ruby 0.0.8
2
2
 
3
3
  Ruby bindings for [libtcod 1.5.1](http://doryen.eptalys.net/libtcod/)
4
4
 
5
- Currently tested on Linux and Windows using Ruby 1.9.3, and 32-bit OS X thanks to [@mistydemeo](https://github.com/mistydemeo). Other platforms may work if you have libtcod in a place where ffi\_lib knows to get it. All the original C functions are wrapped, following the [original documentation](http://doryen.eptalys.net/data/libtcod/doc/1.5.1/html2/line.html?c=true&cpp=false&cs=false&py=false&lua=false) closely. See the example for slight differences in invocation.
5
+ Currently tested using Ruby 1.9.3 on Linux, Windows and OS X (thanks to [@mistydemeo](https://github.com/mistydemeo)). Other platforms may work if you have libtcod in a place where ffi\_lib knows to get it. All the original C functions are wrapped, following the [original documentation](http://doryen.eptalys.net/data/libtcod/doc/1.5.1/html2/line.html?c=true&cpp=false&cs=false&py=false&lua=false) closely. See the example for slight differences in invocation.
6
6
 
7
7
  ## Installation
8
8
 
Binary file
Binary file
@@ -1,344 +1,344 @@
1
- #!/usr/bin/env ruby
2
-
3
- #
4
- # TCOD ruby tutorial with tiles
5
- #
6
-
7
- require 'libtcod'
8
-
9
- #actual size of the window
10
- SCREEN_WIDTH = 50
11
- SCREEN_HEIGHT = 37
12
-
13
- #size of the $map
14
- MAP_WIDTH = SCREEN_WIDTH
15
- MAP_HEIGHT = SCREEN_HEIGHT
16
-
17
- #parameters for dungeon generator
18
- ROOM_MAX_SIZE = 10
19
- ROOM_MIN_SIZE = 6
20
- MAX_ROOMS = 30
21
-
22
- FOV_ALGO = 0 #default FOV algorithm
23
- FOV_LIGHT_WALLS = true #light walls or not
24
- TORCH_RADIUS = 10
25
-
26
- LIMIT_FPS = 20 #20 frames-per-second maximum
27
-
28
- GROUND_COLOR = TCOD::Color.rgb(77, 60, 41)
29
-
30
- WALL_TILE = 256 #first tile in the first row of tiles
31
- MAGE_TILE = 256 + 32 #first tile in the 2nd row of tiles
32
- SKELETON_TILE = 256 + 32 + 1 #2nd tile in the 2nd row of tiles
33
-
34
- class Tile
35
- attr_accessor :blocked, :explored, :block_sight
36
-
37
- #a tile of the $map and its properties
38
- def initialize(blocked, block_sight = nil)
39
- @blocked = blocked
40
-
41
- #all tiles start unexplored
42
- @explored = false
43
-
44
- #by default, if a tile.equal? blocked, it also blocks sight
45
- if block_sight.nil?
46
- @block_sight = blocked
47
- else
48
- @block_sight = block_sight
49
- end
50
- end
51
- end
52
-
53
- class Rect
54
- attr_accessor :x1, :y1, :x2, :y2
55
- #a rectangle on the $map. used to characterize a room.
56
- def initialize (x, y, w, h)
57
- @x1 = x
58
- @y1 = y
59
- @x2 = x + w
60
- @y2 = y + h
61
- end
62
-
63
- def center
64
- center_x = (@x1 + @x2) / 2
65
- center_y = (@y1 + @y2) / 2
66
- [center_x, center_y]
67
- end
68
-
69
- def intersect (other)
70
- #returns true if this rectangle intersects with another one
71
- return (@x1 <= other.x2 and @x2 >= other.x1 and
72
- @y1 <= other.y2 and @y2 >= other.y1)
73
- end
74
- end
75
-
76
- class Obj
77
- attr_accessor :x, :y, :char, :color
78
-
79
- #this.equal? a generic object: the $player, a monster, an item, the stairs...
80
- #it's always represented by a character on screen.
81
- def initialize (x, y, char, color)
82
- @x = x
83
- @y = y
84
- @char = char
85
- @color = color
86
- end
87
-
88
- def move (dx, dy)
89
- #move by the given amount, if the destination.equal? not blocked
90
- if not $map[@x + dx][@y + dy].blocked
91
- @x += dx
92
- @y += dy
93
- end
94
- end
95
-
96
- def draw
97
- #only show if it's visible to the $player
98
- if TCOD.map_is_in_fov($fov_map, @x, @y)
99
- #set the color and then draw the character that represents this object at its position
100
- TCOD.console_set_default_foreground($con, @color)
101
- TCOD.console_put_char($con, @x, @y, @char.ord, TCOD::BKGND_NONE)
102
- end
103
- end
104
-
105
- def clear
106
- #erase the character that represents this object
107
- TCOD.console_put_char($con, @x, @y, ' '.ord, TCOD::BKGND_NONE)
108
- end
109
- end
110
-
111
- def create_room(room)
112
- #go through the tiles in the rectangle and make them passable
113
- p "#{room.x1}, #{room.x2}, #{room.y1}, #{room.y2}"
114
- (room.x1 + 1 ... room.x2).each do |x|
115
- (room.y1 + 1 ... room.y2).each do |y|
116
- $map[x][y].blocked = false
117
- $map[x][y].block_sight = false
118
- end
119
- end
120
- end
121
-
122
- def create_h_tunnel(x1, x2, y)
123
- #horizontal tunnel. min() and max() are used in case x1>x2
124
- ([x1,x2].min ... [x1,x2].max + 1).each do |x|
125
- $map[x][y].blocked = false
126
- $map[x][y].block_sight = false
127
- end
128
- end
129
-
130
- def create_v_tunnel(y1, y2, x)
131
- #vertical tunnel
132
- ([y1,y2].min ... [y1,y2].max + 1).each do |y|
133
- $map[x][y].blocked = false
134
- $map[x][y].block_sight = false
135
- end
136
- end
137
-
138
- def make_map
139
- # fill $map with "blocked" tiles
140
- #$map = [[0]*MAP_HEIGHT]*MAP_WIDTH
141
- $map = []
142
- 0.upto(MAP_WIDTH-1) do |x|
143
- $map.push([])
144
- 0.upto(MAP_HEIGHT-1) do |y|
145
- $map[x].push(Tile.new(true))
146
- end
147
- end
148
-
149
- rooms = []
150
- num_rooms = 0
151
-
152
- 0.upto(MAX_ROOMS) do |r|
153
- #random width and height
154
- w = TCOD.random_get_int(nil, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
155
- h = TCOD.random_get_int(nil, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
156
- #random position without going out of the boundaries of the $map
157
- x = TCOD.random_get_int(nil, 0, MAP_WIDTH - w - 1)
158
- y = TCOD.random_get_int(nil, 0, MAP_HEIGHT - h - 1)
159
-
160
-
161
- #"Rect" class makes rectangles easier to work with
162
- new_room = Rect.new(x, y, w, h)
163
-
164
- #run through the other rooms and see if they intersect with this one
165
- failed = false
166
- rooms.each do |other_room|
167
- if new_room.intersect(other_room)
168
- failed = true
169
- break
170
- end
171
- end
172
-
173
- unless failed
174
- #this means there are no intersections, so this room.equal? valid
175
-
176
- #"paint" it to the $map's tiles
177
- create_room(new_room)
178
-
179
- #center coordinates of new room, will be useful later
180
- new_x, new_y = new_room.center
181
-
182
-
183
- #there's a 30% chance of placing a skeleton slightly off to the center of this room
184
- if TCOD.random_get_int(nil, 1, 100) <= 30
185
- skeleton = Obj.new(new_x + 1, new_y, SKELETON_TILE, TCOD::Color::LIGHT_YELLOW)
186
- $objects.push(skeleton)
187
- end
188
-
189
- if num_rooms == 0
190
- #this.equal? the first room, where the $player starts at
191
- $player.x = new_x
192
- $player.y = new_y
193
- else
194
- #all rooms after the first
195
- #connect it to the previous room with a tunnel
196
-
197
- #center coordinates of previous room
198
- prev_x, prev_y = rooms[num_rooms-1].center()
199
-
200
- #draw a coin(random number that.equal? either 0 or 1)
201
- if TCOD.random_get_int(nil, 0, 1) == 1
202
- #first move horizontally, then vertically
203
- create_h_tunnel(prev_x, new_x, prev_y)
204
- create_v_tunnel(prev_y, new_y, new_x)
205
- else
206
- #first move vertically, then horizontally
207
- create_v_tunnel(prev_y, new_y, prev_x)
208
- create_h_tunnel(prev_x, new_x, new_y)
209
- end
210
- end
211
-
212
- #finally, append the new room to the list
213
- rooms.push(new_room)
214
- num_rooms += 1
215
- end
216
- end
217
- end
218
-
219
-
220
- def render_all
221
- if $fov_recompute
222
- #recompute FOV if needed(the $player moved or something)
223
- $fov_recompute = false
224
- TCOD.map_compute_fov($fov_map, $player.x, $player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
225
-
226
- #go through all tiles, and set their background color according to the FOV
227
- 0.upto(MAP_HEIGHT-1) do |y|
228
- 0.upto(MAP_WIDTH-1) do |x|
229
- visible = TCOD.map_is_in_fov($fov_map, x, y)
230
- wall = $map[x][y].block_sight
231
- if not visible
232
- #if it's not visible right now, the $player can only see it if it's explored
233
- if $map[x][y].explored
234
- if wall
235
- TCOD.console_put_char_ex($con, x, y, WALL_TILE.ord, TCOD::Color::WHITE * 0.5, TCOD::Color::BLACK)
236
- else
237
- TCOD.console_put_char_ex($con, x, y, ' '.ord, TCOD::Color::BLACK, GROUND_COLOR * 0.5)
238
- end
239
- end
240
- else
241
- #it's visible
242
- if wall
243
- TCOD.console_put_char_ex($con, x, y, WALL_TILE.ord, TCOD::Color::WHITE, TCOD::Color::BLACK)
244
- else
245
- TCOD.console_put_char_ex($con, x, y, ' '.ord, TCOD::Color::BLACK, GROUND_COLOR)
246
- end
247
- #since it's visible, explore it
248
- $map[x][y].explored = true
249
- end
250
- end
251
- end
252
- end
253
-
254
- #draw all objects in the list
255
- $objects.each do |object|
256
- object.draw()
257
- end
258
-
259
- #blit the contents of "con" to the root console
260
- TCOD.console_blit($con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, nil, 0, 0, 1.0, 1.0)
261
- end
262
-
263
- def handle_keys
264
- #key = TCOD.console_check_for_keypress() #real-time
265
- key = TCOD.console_wait_for_keypress(true) #turn-based
266
-
267
- if key.vk == TCOD::KEY_ENTER and key.lalt
268
- #Alt+Enter: toggle fullscreen
269
- TCOD.console_set_fullscreen(!TCOD.console_is_fullscreen)
270
- elsif key.vk == TCOD::KEY_ESCAPE
271
- return true #exit game
272
- end
273
-
274
- #movement keys
275
- if TCOD.console_is_key_pressed(TCOD::KEY_UP)
276
- $player.move(0, -1)
277
- $fov_recompute = true
278
- elsif TCOD.console_is_key_pressed(TCOD::KEY_DOWN)
279
- $player.move(0, 1)
280
- $fov_recompute = true
281
- elsif TCOD.console_is_key_pressed(TCOD::KEY_LEFT)
282
- $player.move(-1, 0)
283
- $fov_recompute = true
284
- elsif TCOD.console_is_key_pressed(TCOD::KEY_RIGHT)
285
- $player.move(1, 0)
286
- $fov_recompute = true
287
- end
288
- false
289
- end
290
-
291
-
292
- #############################################
293
- # Initialization & Main Loop
294
- #############################################
295
-
296
- #note that we must specify the number of tiles on the font, which was enlarged a bit
297
- TCOD.console_set_custom_font(File.join(File.dirname(__FILE__), 'oryx_tiles.png'), TCOD::FONT_TYPE_GREYSCALE | TCOD::FONT_LAYOUT_TCOD, 32, 12)
298
- TCOD.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/TCOD tutorial', false, TCOD::RENDERER_SDL)
299
- TCOD.sys_set_fps(LIMIT_FPS)
300
- $con = TCOD.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
301
-
302
-
303
- TCOD.console_map_ascii_codes_to_font(256, 32, 0, 5) #$map all characters in 1st row
304
- TCOD.console_map_ascii_codes_to_font(256+32, 32, 0, 6) #$map all characters in 2nd row
305
-
306
-
307
- #create object representing the $player
308
- $player = Obj.new(0, 0, MAGE_TILE, TCOD::Color::WHITE)
309
-
310
- #the list of objects with just the $player
311
- $objects = [$player]
312
-
313
- #generate $map(at this point it's not drawn to the screen)
314
- make_map()
315
-
316
- #create the FOV $map, according to the generated $map
317
- $fov_map = TCOD.map_new(MAP_WIDTH, MAP_HEIGHT)
318
- 0.upto(MAP_HEIGHT-1) do |y|
319
- 0.upto(MAP_WIDTH-1) do |x|
320
- TCOD.map_set_properties($fov_map, x, y, !$map[x][y].block_sight, !$map[x][y].blocked)
321
- end
322
- end
323
-
324
-
325
- $fov_recompute = true
326
-
327
- trap('SIGINT') { exit! }
328
-
329
- until TCOD.console_is_window_closed()
330
-
331
- #render the screen
332
- render_all()
333
-
334
- TCOD.console_flush()
335
-
336
- #erase all objects at their old locations, before they move
337
- $objects.each do |object|
338
- object.clear()
339
- end
340
-
341
- #handle keys and exit game if needed
342
- will_exit = handle_keys()
343
- break if will_exit
344
- end
1
+ #!/usr/bin/env ruby
2
+
3
+ #
4
+ # TCOD ruby tutorial with tiles
5
+ #
6
+
7
+ require 'libtcod'
8
+
9
+ #actual size of the window
10
+ SCREEN_WIDTH = 50
11
+ SCREEN_HEIGHT = 37
12
+
13
+ #size of the $map
14
+ MAP_WIDTH = SCREEN_WIDTH
15
+ MAP_HEIGHT = SCREEN_HEIGHT
16
+
17
+ #parameters for dungeon generator
18
+ ROOM_MAX_SIZE = 10
19
+ ROOM_MIN_SIZE = 6
20
+ MAX_ROOMS = 30
21
+
22
+ FOV_ALGO = 0 #default FOV algorithm
23
+ FOV_LIGHT_WALLS = true #light walls or not
24
+ TORCH_RADIUS = 10
25
+
26
+ LIMIT_FPS = 20 #20 frames-per-second maximum
27
+
28
+ GROUND_COLOR = TCOD::Color.rgb(77, 60, 41)
29
+
30
+ WALL_TILE = 256 #first tile in the first row of tiles
31
+ MAGE_TILE = 256 + 32 #first tile in the 2nd row of tiles
32
+ SKELETON_TILE = 256 + 32 + 1 #2nd tile in the 2nd row of tiles
33
+
34
+ class Tile
35
+ attr_accessor :blocked, :explored, :block_sight
36
+
37
+ #a tile of the $map and its properties
38
+ def initialize(blocked, block_sight = nil)
39
+ @blocked = blocked
40
+
41
+ #all tiles start unexplored
42
+ @explored = false
43
+
44
+ #by default, if a tile.equal? blocked, it also blocks sight
45
+ if block_sight.nil?
46
+ @block_sight = blocked
47
+ else
48
+ @block_sight = block_sight
49
+ end
50
+ end
51
+ end
52
+
53
+ class Rect
54
+ attr_accessor :x1, :y1, :x2, :y2
55
+ #a rectangle on the $map. used to characterize a room.
56
+ def initialize (x, y, w, h)
57
+ @x1 = x
58
+ @y1 = y
59
+ @x2 = x + w
60
+ @y2 = y + h
61
+ end
62
+
63
+ def center
64
+ center_x = (@x1 + @x2) / 2
65
+ center_y = (@y1 + @y2) / 2
66
+ [center_x, center_y]
67
+ end
68
+
69
+ def intersect (other)
70
+ #returns true if this rectangle intersects with another one
71
+ return (@x1 <= other.x2 and @x2 >= other.x1 and
72
+ @y1 <= other.y2 and @y2 >= other.y1)
73
+ end
74
+ end
75
+
76
+ class Obj
77
+ attr_accessor :x, :y, :char, :color
78
+
79
+ #this.equal? a generic object: the $player, a monster, an item, the stairs...
80
+ #it's always represented by a character on screen.
81
+ def initialize (x, y, char, color)
82
+ @x = x
83
+ @y = y
84
+ @char = char
85
+ @color = color
86
+ end
87
+
88
+ def move (dx, dy)
89
+ #move by the given amount, if the destination.equal? not blocked
90
+ if not $map[@x + dx][@y + dy].blocked
91
+ @x += dx
92
+ @y += dy
93
+ end
94
+ end
95
+
96
+ def draw
97
+ #only show if it's visible to the $player
98
+ if TCOD.map_is_in_fov($fov_map, @x, @y)
99
+ #set the color and then draw the character that represents this object at its position
100
+ TCOD.console_set_default_foreground($con, @color)
101
+ TCOD.console_put_char($con, @x, @y, @char.ord, TCOD::BKGND_NONE)
102
+ end
103
+ end
104
+
105
+ def clear
106
+ #erase the character that represents this object
107
+ TCOD.console_put_char($con, @x, @y, ' '.ord, TCOD::BKGND_NONE)
108
+ end
109
+ end
110
+
111
+ def create_room(room)
112
+ #go through the tiles in the rectangle and make them passable
113
+ p "#{room.x1}, #{room.x2}, #{room.y1}, #{room.y2}"
114
+ (room.x1 + 1 ... room.x2).each do |x|
115
+ (room.y1 + 1 ... room.y2).each do |y|
116
+ $map[x][y].blocked = false
117
+ $map[x][y].block_sight = false
118
+ end
119
+ end
120
+ end
121
+
122
+ def create_h_tunnel(x1, x2, y)
123
+ #horizontal tunnel. min() and max() are used in case x1>x2
124
+ ([x1,x2].min ... [x1,x2].max + 1).each do |x|
125
+ $map[x][y].blocked = false
126
+ $map[x][y].block_sight = false
127
+ end
128
+ end
129
+
130
+ def create_v_tunnel(y1, y2, x)
131
+ #vertical tunnel
132
+ ([y1,y2].min ... [y1,y2].max + 1).each do |y|
133
+ $map[x][y].blocked = false
134
+ $map[x][y].block_sight = false
135
+ end
136
+ end
137
+
138
+ def make_map
139
+ # fill $map with "blocked" tiles
140
+ #$map = [[0]*MAP_HEIGHT]*MAP_WIDTH
141
+ $map = []
142
+ 0.upto(MAP_WIDTH-1) do |x|
143
+ $map.push([])
144
+ 0.upto(MAP_HEIGHT-1) do |y|
145
+ $map[x].push(Tile.new(true))
146
+ end
147
+ end
148
+
149
+ rooms = []
150
+ num_rooms = 0
151
+
152
+ 0.upto(MAX_ROOMS) do |r|
153
+ #random width and height
154
+ w = TCOD.random_get_int(nil, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
155
+ h = TCOD.random_get_int(nil, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
156
+ #random position without going out of the boundaries of the $map
157
+ x = TCOD.random_get_int(nil, 0, MAP_WIDTH - w - 1)
158
+ y = TCOD.random_get_int(nil, 0, MAP_HEIGHT - h - 1)
159
+
160
+
161
+ #"Rect" class makes rectangles easier to work with
162
+ new_room = Rect.new(x, y, w, h)
163
+
164
+ #run through the other rooms and see if they intersect with this one
165
+ failed = false
166
+ rooms.each do |other_room|
167
+ if new_room.intersect(other_room)
168
+ failed = true
169
+ break
170
+ end
171
+ end
172
+
173
+ unless failed
174
+ #this means there are no intersections, so this room.equal? valid
175
+
176
+ #"paint" it to the $map's tiles
177
+ create_room(new_room)
178
+
179
+ #center coordinates of new room, will be useful later
180
+ new_x, new_y = new_room.center
181
+
182
+
183
+ #there's a 30% chance of placing a skeleton slightly off to the center of this room
184
+ if TCOD.random_get_int(nil, 1, 100) <= 30
185
+ skeleton = Obj.new(new_x + 1, new_y, SKELETON_TILE, TCOD::Color::LIGHT_YELLOW)
186
+ $objects.push(skeleton)
187
+ end
188
+
189
+ if num_rooms == 0
190
+ #this.equal? the first room, where the $player starts at
191
+ $player.x = new_x
192
+ $player.y = new_y
193
+ else
194
+ #all rooms after the first
195
+ #connect it to the previous room with a tunnel
196
+
197
+ #center coordinates of previous room
198
+ prev_x, prev_y = rooms[num_rooms-1].center()
199
+
200
+ #draw a coin(random number that.equal? either 0 or 1)
201
+ if TCOD.random_get_int(nil, 0, 1) == 1
202
+ #first move horizontally, then vertically
203
+ create_h_tunnel(prev_x, new_x, prev_y)
204
+ create_v_tunnel(prev_y, new_y, new_x)
205
+ else
206
+ #first move vertically, then horizontally
207
+ create_v_tunnel(prev_y, new_y, prev_x)
208
+ create_h_tunnel(prev_x, new_x, new_y)
209
+ end
210
+ end
211
+
212
+ #finally, append the new room to the list
213
+ rooms.push(new_room)
214
+ num_rooms += 1
215
+ end
216
+ end
217
+ end
218
+
219
+
220
+ def render_all
221
+ if $fov_recompute
222
+ #recompute FOV if needed(the $player moved or something)
223
+ $fov_recompute = false
224
+ TCOD.map_compute_fov($fov_map, $player.x, $player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
225
+
226
+ #go through all tiles, and set their background color according to the FOV
227
+ 0.upto(MAP_HEIGHT-1) do |y|
228
+ 0.upto(MAP_WIDTH-1) do |x|
229
+ visible = TCOD.map_is_in_fov($fov_map, x, y)
230
+ wall = $map[x][y].block_sight
231
+ if not visible
232
+ #if it's not visible right now, the $player can only see it if it's explored
233
+ if $map[x][y].explored
234
+ if wall
235
+ TCOD.console_put_char_ex($con, x, y, WALL_TILE.ord, TCOD::Color::WHITE * 0.5, TCOD::Color::BLACK)
236
+ else
237
+ TCOD.console_put_char_ex($con, x, y, ' '.ord, TCOD::Color::BLACK, GROUND_COLOR * 0.5)
238
+ end
239
+ end
240
+ else
241
+ #it's visible
242
+ if wall
243
+ TCOD.console_put_char_ex($con, x, y, WALL_TILE.ord, TCOD::Color::WHITE, TCOD::Color::BLACK)
244
+ else
245
+ TCOD.console_put_char_ex($con, x, y, ' '.ord, TCOD::Color::BLACK, GROUND_COLOR)
246
+ end
247
+ #since it's visible, explore it
248
+ $map[x][y].explored = true
249
+ end
250
+ end
251
+ end
252
+ end
253
+
254
+ #draw all objects in the list
255
+ $objects.each do |object|
256
+ object.draw()
257
+ end
258
+
259
+ #blit the contents of "con" to the root console
260
+ TCOD.console_blit($con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, nil, 0, 0, 1.0, 1.0)
261
+ end
262
+
263
+ def handle_keys
264
+ #key = TCOD.console_check_for_keypress() #real-time
265
+ key = TCOD.console_wait_for_keypress(true) #turn-based
266
+
267
+ if key.vk == TCOD::KEY_ENTER and key.lalt
268
+ #Alt+Enter: toggle fullscreen
269
+ TCOD.console_set_fullscreen(!TCOD.console_is_fullscreen)
270
+ elsif key.vk == TCOD::KEY_ESCAPE
271
+ return true #exit game
272
+ end
273
+
274
+ #movement keys
275
+ if TCOD.console_is_key_pressed(TCOD::KEY_UP)
276
+ $player.move(0, -1)
277
+ $fov_recompute = true
278
+ elsif TCOD.console_is_key_pressed(TCOD::KEY_DOWN)
279
+ $player.move(0, 1)
280
+ $fov_recompute = true
281
+ elsif TCOD.console_is_key_pressed(TCOD::KEY_LEFT)
282
+ $player.move(-1, 0)
283
+ $fov_recompute = true
284
+ elsif TCOD.console_is_key_pressed(TCOD::KEY_RIGHT)
285
+ $player.move(1, 0)
286
+ $fov_recompute = true
287
+ end
288
+ false
289
+ end
290
+
291
+
292
+ #############################################
293
+ # Initialization & Main Loop
294
+ #############################################
295
+
296
+ #note that we must specify the number of tiles on the font, which was enlarged a bit
297
+ TCOD.console_set_custom_font(File.join(File.dirname(__FILE__), 'oryx_tiles.png'), TCOD::FONT_TYPE_GREYSCALE | TCOD::FONT_LAYOUT_TCOD, 32, 12)
298
+ TCOD.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/TCOD tutorial', false, TCOD::RENDERER_SDL)
299
+ TCOD.sys_set_fps(LIMIT_FPS)
300
+ $con = TCOD.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
301
+
302
+
303
+ TCOD.console_map_ascii_codes_to_font(256, 32, 0, 5) #$map all characters in 1st row
304
+ TCOD.console_map_ascii_codes_to_font(256+32, 32, 0, 6) #$map all characters in 2nd row
305
+
306
+
307
+ #create object representing the $player
308
+ $player = Obj.new(0, 0, MAGE_TILE, TCOD::Color::WHITE)
309
+
310
+ #the list of objects with just the $player
311
+ $objects = [$player]
312
+
313
+ #generate $map(at this point it's not drawn to the screen)
314
+ make_map()
315
+
316
+ #create the FOV $map, according to the generated $map
317
+ $fov_map = TCOD.map_new(MAP_WIDTH, MAP_HEIGHT)
318
+ 0.upto(MAP_HEIGHT-1) do |y|
319
+ 0.upto(MAP_WIDTH-1) do |x|
320
+ TCOD.map_set_properties($fov_map, x, y, !$map[x][y].block_sight, !$map[x][y].blocked)
321
+ end
322
+ end
323
+
324
+
325
+ $fov_recompute = true
326
+
327
+ trap('SIGINT') { exit! }
328
+
329
+ until TCOD.console_is_window_closed()
330
+
331
+ #render the screen
332
+ render_all()
333
+
334
+ TCOD.console_flush()
335
+
336
+ #erase all objects at their old locations, before they move
337
+ $objects.each do |object|
338
+ object.clear()
339
+ end
340
+
341
+ #handle keys and exit game if needed
342
+ will_exit = handle_keys()
343
+ break if will_exit
344
+ end
@@ -1,3 +1,3 @@
1
1
  module TCOD
2
- VERSION = "0.0.7"
2
+ VERSION = "0.0.8"
3
3
  end
@@ -1,2 +1,2 @@
1
- APP_ROOT = File.expand_path(File.join(File.dirname(__FILE__), '..'))
2
- $: << File.join(APP_ROOT, 'lib')
1
+ APP_ROOT = File.expand_path(File.join(File.dirname(__FILE__), '..'))
2
+ $: << File.join(APP_ROOT, 'lib')
metadata CHANGED
@@ -1,7 +1,7 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: libtcod
3
3
  version: !ruby/object:Gem::Version
4
- version: 0.0.7
4
+ version: 0.0.8
5
5
  prerelease:
6
6
  platform: ruby
7
7
  authors:
@@ -59,6 +59,7 @@ files:
59
59
  - Rakefile
60
60
  - bin/libtcod-ruby-test
61
61
  - bin/oryx_tiles.png
62
+ - clib/amd64/libSDL.dylib
62
63
  - clib/amd64/libSDL.so
63
64
  - clib/amd64/libtcod.dylib
64
65
  - clib/amd64/libtcod.so