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lms
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lms
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#!/usr/bin/env python3
import tdl, time, math, random, sys, signal, pickle, os
sys.path.append('generators/')
sys.path.append('lib/')
sys.path.append('nouns/')
sys.path.append('objects/')
import maps, monsters, consts, colors, utils, races, player, draw, area
from playsound import playsound
tdl.setFont('assets/font/IBMCGA16x16_gs_ro.png', greyscale=True)
tdl.event.set_key_repeat(delay=40, interval=0)
GS = {}
def reset_GS():
global GS
if os.path.exists('.gamesave') and os.path.getsize('.gamesave') > 0:
with open('.gamesave', 'r') as gsf: GS = pickle.load(gsf)
else:
GS = {
'console': tdl.init(consts.WIDTH, consts.HEIGHT, 'Last Man Standing'),
'screen': 'INTRO',
'player': player.Player(races.WARRIOR),
'terrain_map': maps.TerrainMap(),
'messages': [],
'selection': 0,
'side_screen': 'HUD',
'turns': 0,
'map_console': None,
'scores': [],
'message_offset': 0,
'mouse_pos': (-1,-1),
'animations': []
}
GS['map_console'] = tdl.Console(GS['terrain_map'].width,
GS['terrain_map'].height)
with open('.gamescores', 'r') as scores:
for score in scores:
if score.strip() != '':
GS['scores'].append(int(score.strip()))
reset_GS()
if consts.MUSIC:
playsound('assets/Fantascape_Looping.mp3', False)
def signal_handler(signal, frame):
print('SIGINT received, exiting now.')
consts.quit(GS)
signal.signal(signal.SIGINT, signal_handler)
class Game(tdl.event.App):
def ev_KEYDOWN(self, event):
global GS
if event.keychar.upper() == 'Q':
consts.quit(GS)
elif GS['side_screen'] == 'INVENTORY':
if event.keychar.upper() == 'UP':
GS['selection'] -= 1
GS['selection'] %= len(GS['player'].inventory)
elif event.keychar.upper() == 'DOWN':
GS['selection'] += 1
GS['selection'] %= len(GS['player'].inventory)
elif event.keychar.upper() == 'D':
pos = GS['player'].pos
item = GS['player'].inventory[GS['selection']][0]
GS['terrain_map'].dungeon['items'][pos].append(item)
GS['player'].remove_inventory_item(item)
elif event.keychar.upper() == 'ENTER':
GS['player'].inventory[GS['selection']][0].equip(GS['player'])
elif event.keychar.upper() == 'ESCAPE':
GS['player'].inventory[GS['selection']][0].dequip(GS['player'])
elif event.keychar.upper() == 'I':
GS['side_screen'] = 'HUD'
elif event.keychar.isnumeric():
GS['selection'] = int(event.keychar)
GS['player'].update_inventory()
elif GS['screen'] == 'DEATH':
if event.keychar.upper() == 'R':
reset_GS()
elif GS['screen'] == 'INTRO' and len(event.keychar) == 1 or\
event.keychar.upper() == 'SPACE':
GS['screen'] = 'CHARSEL'
elif GS['screen'] == 'CHARSEL':
if event.keychar.upper() == 'UP':
GS['selection'] -= 1
GS['selection'] %= len(races.RACES)+1
elif event.keychar.upper() == 'DOWN':
GS['selection'] += 1
GS['selection'] %= len(races.RACES)+1
elif event.keychar.isnumeric() and len(event.keychar) == 1:
GS['selection'] = int(event.keychar)
elif event.keychar.upper() == 'ENTER':
racen = GS['selection']-1
if racen < len(races.RACES) and racen >= 0:
selected_race = races.RACES[racen]
GS['player'] = player.Player(selected_race)
consts.DIFFICULTY = selected_race.suggested_difficulty
GS['player'].pos = GS['terrain_map'].generate_new_map()
GS['terrain_map'].dungeon['monsters'] = sorted(
GS['terrain_map'].dungeon['monsters'], key=lambda m: m.speed)
GS['screen'] = 'GAME'
elif GS['screen'] == 'GAME':
if event.keychar in consts.GAME_KEYS['M'] and GS['side_screen'] != 'MAN':
GS['player'].move(event, GS)
elif event.keychar in consts.GAME_KEYS['A']:
consts.GAME_KEYS['A'][event.keychar](GS, GS['player'])
elif event.keychar == '?' and GS['side_screen'] == 'HUD':
GS['side_screen'] = 'MAN'
elif event.keychar == '?' and GS['side_screen'] == 'MAN':
GS['side_screen'] = 'HUD'
if len(event.keychar) == 1 and not GS['screen'] == 'DEATH':
utils.monster_turn(GS)
GS['turns'] += 1
def ev_QUIT(self, event):
consts.quit(GS)
def ev_MOUSEDOWN(self, event):
GS['mouse_pos'] = event.cell
base = math.floor(consts.WIDTH/2)+1
b = area.Area(base, 0, consts.WIDTH-base-2, consts.MESSAGE_NUMBER)
if event.button == 'RIGHT':
t = GS['terrain_map']
ox = max(0, GS['player'].pos[0]-math.floor(consts.WIDTH/4))
oy = max(0, GS['player'].pos[1]-math.floor(consts.HEIGHT/2))
event.cell = utils.tuple_add(event.cell, (ox, oy))
monster = t.monster_at(event.cell)
item = event.cell in t.dungeon['items']
decor = event.cell in t.dungeon['decor']
terrain = t.get_type(event.cell)
obj = terrain.lower()
if monster:
obj = 'a ' + monster.name
elif terrain == 'STONE' and decor and t.dungeon['decor'][event.cell] == 'FM':
obj = 'lichen-covered wall'
elif terrain == 'STONE':
obj = 'wall'
elif item:
if len(t.dungeon['items'][event.cell]) > 0:
obj = t.dungeon['items'][event.cell][0].name
elif decor:
if t.dungeon['decor'][event.cell] == 'FM':
obj = 'a weed'
elif t.dungeon['decor'][event.cell] == 'FR':
obj = 'flames'
elif not t.dungeon['decor'][event.cell]:
obj = 'floor'
else:
obj = 'hot rocks'
GS['messages'].append('You see ' + obj + ' there.')
elif event.button == 'SCROLLUP' and b.inside(event.cell):
if GS['message_offset'] > 0:
GS['message_offset'] -= 1
elif event.button == 'SCROLLDOWN' and b.inside(event.cell):
if GS['message_offset'] < len(GS['messages']):
GS['message_offset'] += 1
def update(self, dt):
if GS['player'].health <= 0 and not GS['screen'] == 'DEATH':
with open('.gamescores', 'a') as scores:
scores.write(str(GS['player'].score(GS))+'\n')
GS['screen'] = 'DEATH'
draw.draw_screen(GS)
Game().run()