|
| 1 | +Part 1 |
| 2 | +============================================================================== |
| 3 | + |
| 4 | +Initial script |
| 5 | +------------------------------------------------------------------------------ |
| 6 | + |
| 7 | +First start with a modern top-level script: |
| 8 | + |
| 9 | +.. code-block:: python |
| 10 | +
|
| 11 | + #!/usr/bin/env python3 |
| 12 | + """This script is invoked to start the program.""" |
| 13 | + from __future__ import annotations # PEP 563 |
| 14 | +
|
| 15 | +
|
| 16 | + def main() -> None: |
| 17 | + """Main entry point function.""" |
| 18 | + pass # Nothing yet |
| 19 | +
|
| 20 | +
|
| 21 | + if __name__ == "__main__": # Top-level code environment |
| 22 | + main() |
| 23 | +
|
| 24 | +The first line is a `shebang <https://en.wikipedia.org/wiki/Shebang_%28Unix%29>`_ which allows direct execution of the script and will hint certain Python launchers which version to use. |
| 25 | +If you always invoke Python directly then you do not need this line. |
| 26 | + |
| 27 | +The triple-quoted string is a `docstring <https://en.wikipedia.org/wiki/Docstring>`_. |
| 28 | +The one near the top documents the purpose for the module. |
| 29 | +The one in ``main`` documents that function. |
| 30 | + |
| 31 | +``from __future__ import annotations`` tells Python to use `Postponed Evaluation of Annotations <https://peps.python.org/pep-0563/>`_. |
| 32 | +This is required for specific type-hints, such as a class using itself in its own annotations. |
| 33 | +This will also speed up the initialization of code which uses type-hints. |
| 34 | + |
| 35 | +``def main() -> None:`` has no significance other than convention. |
| 36 | +Because this function returns nothing it is annotated with ``-> None``. |
| 37 | + |
| 38 | +``if __name__ == "__main__":`` checks for the `Top-level code environment <https://docs.python.org/3/library/__main__.html>`_. |
| 39 | +This prevents tools from accidentally launching the script when they just want to import it. |
| 40 | +This is the only required boilerplate, everything else is optional. |
| 41 | + |
| 42 | +Loading a tileset and opening a window |
| 43 | +------------------------------------------------------------------------------ |
| 44 | + |
| 45 | +From here it is time to setup a ``tcod`` program. |
| 46 | +Download `Alloy_curses_12x12.png <https://raw.githubusercontent.com/HexDecimal/python-tcod-tutorial-2023/6b69bf9b5531963a0e5f09f9d8fe72a4001d4881/data/Alloy_curses_12x12.png>`_ and place this file in your projects ``data/`` directory. |
| 47 | +This tileset is from the `Dwarf Fortress tileset repository <https://dwarffortresswiki.org/index.php/DF2014:Tileset_repository>`_ and you may choose to use any other tileset from there as long is you keep track of the filename yourself. |
| 48 | + |
| 49 | +Load the tileset with :any:`tcod.tileset.load_tilesheet` and then pass it to :any:`tcod.context.new`. |
| 50 | +These functions are part of modules which have not been imported yet, so new imports need to be added. |
| 51 | +:any:`tcod.context.new` returns a :any:`Context` which is used with the ``with`` statement. |
| 52 | + |
| 53 | +.. code-block:: python |
| 54 | + :emphasize-lines: 2,3,8-12 |
| 55 | +
|
| 56 | + ... |
| 57 | + import tcod.context # Add these imports |
| 58 | + import tcod.tileset |
| 59 | +
|
| 60 | +
|
| 61 | + def main() -> None: |
| 62 | + """Load a tileset and open a window using it, this window will immediately close.""" |
| 63 | + tileset = tcod.tileset.load_tilesheet( |
| 64 | + "data/Alloy_curses_12x12.png", columns=16, rows=16, charmap=tcod.tileset.CHARMAP_CP437 |
| 65 | + ) |
| 66 | + with tcod.context.new(tileset=tileset) as context: |
| 67 | + pass # The window will stay open for the duration of this block |
| 68 | + ... |
| 69 | +
|
| 70 | +If an import fails that means you do not have ``tcod`` installed on the Python environment you just used to run the script. |
| 71 | +If you use an IDE then make sure the Python environment it is using is correct and then run ``pip install tcod`` from the shell terminal within that IDE. |
| 72 | + |
| 73 | +If you run this script now then a window will open and then immediately close. |
| 74 | +If that happens without seeing a traceback in your terminal then the script is correct. |
| 75 | + |
| 76 | +Configuring an event loop |
| 77 | +------------------------------------------------------------------------------ |
| 78 | + |
| 79 | +The next step is to keep the window open until the user closes it. |
| 80 | + |
| 81 | +Since nothing is displayed yet a :any:`Console` should be created with ``"Hello World"`` printed to it. |
| 82 | +The size of the console can be used as a reference to create the context by adding the console to :any:`tcod.context.new`. |
| 83 | + |
| 84 | +To actually display the console to the window the :any:`Context.present` method must be called with the console. |
| 85 | +Be sure to check the additional a parameters of :any:`Context.present`, you can keep aspect or enforce integer scaling. |
| 86 | + |
| 87 | +Events are checked by iterating over all pending events. |
| 88 | +If your game is strictly turn-based then you should use :any:`tcod.event.wait`. |
| 89 | +If your game is real-time or has real-time animations then it should use :any:`tcod.event.get` instead. |
| 90 | + |
| 91 | +Test if an event is for closing the window with ``isinstance(event, tcod.event.Quit)``. |
| 92 | +If this is True then you should exit the function, either with ``return``, or with :any:`sys.exit`, or with ``raise SystemExit``. |
| 93 | + |
| 94 | +.. code-block:: python |
| 95 | + :emphasize-lines: 2,3,11-18 |
| 96 | +
|
| 97 | + ... |
| 98 | + import tcod.console |
| 99 | + import tcod.event |
| 100 | +
|
| 101 | +
|
| 102 | + def main() -> None: |
| 103 | + """Show "Hello World" until the window is closed.""" |
| 104 | + tileset = tcod.tileset.load_tilesheet( |
| 105 | + "data/Alloy_curses_12x12.png", columns=16, rows=16, charmap=tcod.tileset.CHARMAP_CP437 |
| 106 | + ) |
| 107 | + console = tcod.console.Console(80, 50) |
| 108 | + console.print(0, 0, "Hello World") # Test text by printing "Hello World" to the console |
| 109 | + with tcod.context.new(console=console, tileset=tileset) as context: |
| 110 | + while True: # Main loop |
| 111 | + context.present(console) # Render the console to the window and show it |
| 112 | + for event in tcod.event.wait(): # Event loop, blocks until pending events exist |
| 113 | + if isinstance(event, tcod.event.Quit): |
| 114 | + raise SystemExit() |
| 115 | + ... |
| 116 | +
|
| 117 | +If you run this then you get a window saying ``"Hello World"``. |
| 118 | +The window can be resized and the console will be stretched to fit the new resolution. |
| 119 | + |
| 120 | +An example game state |
| 121 | +------------------------------------------------------------------------------ |
| 122 | + |
| 123 | +What exists now is not very interactive. |
| 124 | +The next step is to change state based on user input. |
| 125 | + |
| 126 | +Like ``tcod`` you'll need to install ``attrs`` with Pip, such as with ``pip install attrs``. |
| 127 | +Alternatively you can use :any:`dataclasses`, but this tutorial uses ``attrs`` since it has a more modern implementation. |
| 128 | + |
| 129 | +Start by adding an ``attrs`` class called ``ExampleState``. |
| 130 | +This a normal class with the ``@attrs.define(eq=False)`` decorator added. |
| 131 | + |
| 132 | +This class should hold coordinates for the player. |
| 133 | +It should also have a ``on_draw`` method which takes :any:`tcod.console.Console` as a parameter and marks the player position on it. |
| 134 | +The parameters for ``on_draw`` are ``self`` because this is an instance method and ``console: tcod.console.Console``. |
| 135 | +``on_draw`` returns nothing, so be sure to add ``-> None``. |
| 136 | + |
| 137 | +:any:`Console.print` is the simplest way to draw the player because other options would require bounds-checking. |
| 138 | + |
| 139 | +If ``tcod.console.Console`` is too verbose then you can add ``from tcod.console import Console`` so that you can use just ``Console`` instead. |
| 140 | + |
| 141 | +.. code-block:: python |
| 142 | +
|
| 143 | + ... |
| 144 | + import attrs |
| 145 | +
|
| 146 | +
|
| 147 | + @attrs.define(eq=False) |
| 148 | + class ExampleState: |
| 149 | + """Example state with a hard-coded player position.""" |
| 150 | +
|
| 151 | + player_x: int |
| 152 | + """Player X position, left-most position is zero.""" |
| 153 | + player_y: int |
| 154 | + """Player Y position, top-most position is zero.""" |
| 155 | +
|
| 156 | + def on_draw(self, console: tcod.console.Console) -> None: |
| 157 | + """Draw the player glyph.""" |
| 158 | + console.print(self.player_x, self.player_y, "@") |
| 159 | + ... |
| 160 | +
|
| 161 | +Now remove the ``console.print(0, 0, "Hello World")`` line from ``main``. |
| 162 | + |
| 163 | +Before the context is made create a new ``ExampleState`` with player coordinates on the screen. |
| 164 | +Each :any:`Console` has ``.width`` and ``.height`` attributes which you can divide by 2 to get a centered coordinate for the player. |
| 165 | +Use Python's floor division operator ``//`` so that the resulting type is ``int``. |
| 166 | + |
| 167 | +Modify the drawing routine so that the console is cleared, then passed to ``ExampleState.on_draw``, then passed to :any:`Context.present`. |
| 168 | + |
| 169 | +.. code-block:: python |
| 170 | + :emphasize-lines: 9,12-14 |
| 171 | +
|
| 172 | + ... |
| 173 | + def main() -> None: |
| 174 | + """Run ExampleState.""" |
| 175 | + tileset = tcod.tileset.load_tilesheet( |
| 176 | + "data/Alloy_curses_12x12.png", columns=16, rows=16, charmap=tcod.tileset.CHARMAP_CP437 |
| 177 | + ) |
| 178 | + tcod.tileset.procedural_block_elements(tileset=tileset) |
| 179 | + console = tcod.console.Console(80, 50) |
| 180 | + state = ExampleState(player_x=console.width // 2, player_y=console.height // 2) |
| 181 | + with tcod.context.new(console=console, tileset=tileset) as context: |
| 182 | + while True: |
| 183 | + console.clear() # Clear the console before any drawing |
| 184 | + state.on_draw(console) # Draw the current state |
| 185 | + context.present(console) # Display the console on the window |
| 186 | + for event in tcod.event.wait(): |
| 187 | + if isinstance(event, tcod.event.Quit): |
| 188 | + raise SystemExit() |
| 189 | + ... |
| 190 | +
|
| 191 | +Now if you run the script you'll see ``@``. |
| 192 | + |
| 193 | +This code is sensitive to typing. |
| 194 | +If you wrote ``player_x=console.width / 2`` instead of ``player_x=console.width // 2`` (note the number of slashes) then ``player_x`` will be assigned as a float instead of an int. |
| 195 | +If ``player_x`` is a float then :any:`Console.print` will raise a TypeError. |
| 196 | +In this case the incorrect code is when ``ExampleState`` is created with an invalid type and not the print function call. |
| 197 | +Running ``mypy`` on your code will show you this type error at the correct position. |
| 198 | +Your IDE should also complain about a bad type if setup correctly. |
| 199 | + |
| 200 | +The next step is to move the player on events. |
| 201 | +A new method will be added to the ``ExampleState`` for this called ``on_event``. |
| 202 | +``on_event`` takes a ``self`` and a :any:`tcod.event.Event` parameter and returns nothing. |
| 203 | + |
| 204 | +Events are best handled using Python's `Structural Pattern Matching <https://peps.python.org/pep-0622/>`_. |
| 205 | +Consider reading `Python's Structural Pattern Matching Tutorial <https://peps.python.org/pep-0636/>`_. |
| 206 | + |
| 207 | +Begin matching with ``match event:``. |
| 208 | +The equivalent to ``if isinstance(event, tcod.event.Quit):`` is ``case tcod.event.Quit():``. |
| 209 | +Keyboard keys can be checked with ``case tcod.event.KeyDown(sym=tcod.event.KeySym.LEFT):``. |
| 210 | +Make a case for each arrow key: ``LEFT`` ``RIGHT`` ``UP`` ``DOWN`` and move the player in the direction of that key. |
| 211 | +See :any:`KeySym` for a list of all keys. |
| 212 | + |
| 213 | +.. code-block:: python |
| 214 | +
|
| 215 | + ... |
| 216 | + @attrs.define(eq=False) |
| 217 | + class ExampleState: |
| 218 | + ... |
| 219 | +
|
| 220 | + def on_event(self, event: tcod.event.Event) -> None: |
| 221 | + """Move the player on events and handle exiting. Movement is hard-coded.""" |
| 222 | + match event: |
| 223 | + case tcod.event.Quit(): |
| 224 | + raise SystemExit() |
| 225 | + case tcod.event.KeyDown(sym=tcod.event.KeySym.LEFT): |
| 226 | + self.player_x -= 1 |
| 227 | + case tcod.event.KeyDown(sym=tcod.event.KeySym.RIGHT): |
| 228 | + self.player_x += 1 |
| 229 | + case tcod.event.KeyDown(sym=tcod.event.KeySym.UP): |
| 230 | + self.player_y -= 1 |
| 231 | + case tcod.event.KeyDown(sym=tcod.event.KeySym.DOWN): |
| 232 | + self.player_y += 1 |
| 233 | + ... |
| 234 | +
|
| 235 | +Now replace the event handling code in ``main`` to defer to the states ``on_event`` method. |
| 236 | + |
| 237 | +.. code-block:: python |
| 238 | + :emphasize-lines: 11 |
| 239 | +
|
| 240 | + ... |
| 241 | + def main() -> None: |
| 242 | + ... |
| 243 | + state = ExampleState(player_x=console.width // 2, player_y=console.height // 2) |
| 244 | + with tcod.context.new(console=console, tileset=tileset) as context: |
| 245 | + while True: |
| 246 | + console.clear() |
| 247 | + state.on_draw(console) |
| 248 | + context.present(console) |
| 249 | + for event in tcod.event.wait(): |
| 250 | + state.on_event(event) # Pass events to the state |
| 251 | + ... |
| 252 | +
|
| 253 | +Now when you run this script you have a player character you can move around with the arrow keys before closing the window. |
| 254 | + |
| 255 | +You can review the part-1 source code `here <https://github.com/HexDecimal/python-tcod-tutorial-2023/tree/part-1>`_. |
0 commit comments