Showing results for on rogueliketutorials.com
...it around
- Part 2 - The generic Entity, the render functions, and the map
- Part 3 - Generating a dungeon
- Part 4 - Field of view
- Part...
- Part 2 - The generic Entity, the render functions, and the map
- Part 3 - Generating a dungeon
- Part 4 - Field of view
- Part...
...it around
- Part 2 - The generic Entity, the render functions, and the map
- Part 3 - Generating a dungeon
- Part 4 - Field of view
- Part...
- Part 2 - The generic Entity, the render functions, and the map
- Part 3 - Generating a dungeon
- Part 4 - Field of view
- Part...
Part 3 - Generating a dungeon
Note: This part of the tutorial relies on TCOD version 11.14 or higher. You might need to upgrade...
Note: This part of the tutorial relies on TCOD version 11.14 or higher. You might need to upgrade...
...This will allow Trolls to be generated more frequently as the player dives into the dungeon, thus making the dungeon more dangerous with each...
Part 3 - Generating a dungeon
Welcome back to the Roguelike Tutorial Revised! In this tutorial, we’ll be taking a very important step towards...
Welcome back to the Roguelike Tutorial Revised! In this tutorial, we’ll be taking a very important step towards...
...Entity,
) -> GameMap:
"""Generate a new dungeon map."""
- dungeon = GameMap(map_width, map_height)
+ dungeon = GameMap(map_width, map_height, entities=[player])
) -> GameMap:
"""Generate a new dungeon map."""
- dungeon = GameMap(map_width, map_height)
+ dungeon = GameMap(map_width, map_height, entities=[player])
...In order to actually place the downwards stairs, we’ll need to edit our procedural dungeon generator to place the stairs at the proper...
...ll need to generate a new map, create a new list of entities, and increment the integer that represents the dungeon floor. It’s...
...Engine,
) -> GameMap:
"""Generate a new dungeon map."""
...
...
) -> GameMap:
"""Generate a new dungeon map."""
...
...
...First, we’ll want to define the types of equipment that can be found in the dungeon. As with the RenderOrder
class, we can...
class, we can...