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map_utils.py
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136 lines (111 loc) · 5.17 KB
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from tdl.map import Map;
from random import randint;
from components.ai import BasicMonster;
from components.fighter import Fighter;
from entity import Entity;
from render_functions import RenderOrder;
class GameMap(Map):
def __init__(self, width, height):
super().__init__(width, height);
self.explored = [[False for y in range(height)] for x in range(width)];
# Classe Retângulo.
class Rect:
def __init__(self, x, y, w, h):
self.x1 = x;
self.y1 = y;
self.x2 = x + w;
self.y2 = y + h;
# center method: returns the center point of a rectangle;
def center(self):
center_x = int( (self.x1 + self.x2) / 2);
center_y = int( (self.y1 + self.y2) / 2);
return (center_x, center_y);
# intersect method: returns true if two rectangles overlap.
def intersect(self, other):
# returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
# Create an room method
def create_room(game_map, room):
# go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
game_map.walkable[x, y] = True;
game_map.transparent[x, y] = True;
## Create an HORIZONTAL TUNNEL
def create_h_tunnel(game_map, x1, x2, y):
for x in range(min(x1, x2), max(x1, x2) + 1):
game_map.walkable[x, y] = True;
game_map.transparent[x, y] = True;
## Create an VERTICAL TUNNEL
def create_v_tunnel(game_map, y1, y2, x):
for y in range(min(y1, y2), max(y1, y2) + 1):
game_map.walkable[x, y] = True;
game_map.transparent[x, y] = True;
# Place Entities in the map.
def place_entities(room, entities, max_monster_per_room, colors):
# Get a random number of monsters
number_of_monsters = randint(0, max_monster_per_room);
for i in range(number_of_monsters):
# Choose a random location in the room
x = randint(room.x1 + 1, room.x2 - 1);
y = randint(room.y1 + 1, room.y2 - 1);
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
# CREATE MONSTERS.
if randint(0, 100) < 80:
fighter_component = Fighter(hp=10, defense=0, power=3);
ai_component = BasicMonster();
monster = Entity(x, y, 'o', colors.get('Orc'), 'Orc', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component);
else:
fighter_component = Fighter(hp=16, defense=1, power=4);
ai_component = BasicMonster();
monster = Entity(x, y, 'T', colors.get('Troll'), 'Troll', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component);
entities.append(monster);
## Given a game_map object
def make_map(game_map, max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities, max_monsters_per_room, colors):
rooms = []; # Rooms list.
num_rooms = 0;
for r in range(max_rooms):
# random width and height
w = randint(room_min_size, room_max_size);
h = randint(room_min_size, room_max_size);
# random position without going out of the boundaries of the map.
x = randint(0, map_width - w - 1);
y = randint(0, map_height - h - 1);
# "Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h);
# run through the other rooms and se if they intersect with this one.
for other_room in rooms:
if new_room.intersect(other_room):
break;
else:
# this means there are no intersections, so this room is valid.
# "paint" it to the map's tiles
create_room(game_map, new_room);
# center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center();
if num_rooms == 0:
# this is the first room, where the player starts at
player.x = new_x;
player.y = new_y;
else:
# all tooms after the first:
# connect it to the previous room with a tunnel
# center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms -1].center();
# flip a coin (random number that is either 0 or 1)
if randint(0, 1) == 1:
# first move horizontally, then vertically
create_h_tunnel(game_map, prev_x, new_x, prev_y);
create_v_tunnel(game_map, prev_y, new_y, new_x);
else:
# first move vertically, then horizontally
create_v_tunnel(game_map, prev_y, new_y, new_x);
create_h_tunnel(game_map, prev_x, new_x, prev_y);
# place monsters.
place_entities(new_room, entities, max_monsters_per_room, colors);
# finally, append the new room to the list
rooms.append(new_room);
num_rooms += 1;