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mapGen.py
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224 lines (179 loc) · 10.2 KB
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import pygame
import sys
import random
import time
import math
import numpy as np
from PIL import Image
class Cell:
# A wall separates a pair of cells in the N-S or W-E directions.
wall_pairs = {'N': 'S', 'S': 'N', 'E': 'W', 'W': 'E'}
def __init__(self, x, y):
self.x, self.y = x, y
self.walls = {'N': True, 'S': True, 'E': True, 'W': True}
self.color = 0, 0, 0
self.track = ""
def has_all_walls(self):
return all(self.walls.values())
def knock_down_wall(self, other, wall):
"""Knock down the wall between cells self and other."""
self.walls[wall] = False
other.walls[Cell.wall_pairs[wall]] = False
class Maze:
"""A Maze, represented as a grid of cells."""
def __init__(self, nx, ny, ix=0, iy=0):
self.nx, self.ny = nx, ny
self.ix, self.iy = ix, iy
self.maze_map = [[Cell(x, y) for y in range(ny)] for x in range(nx)]
def cell_at(self, x, y):
return self.maze_map[x][y]
def find_valid_neighbours(self, cell):
"""Return a list of unvisited neighbours to cell."""
delta = [('W', (-1, 0)),
('E', (1, 0)),
('S', (0, 1)),
('N', (0, -1))]
neighbours = []
for direction, (dx, dy) in delta:
x2, y2 = cell.x + dx, cell.y + dy
if (0 <= x2 < self.nx) and (0 <= y2 < self.ny):
neighbour = self.cell_at(x2, y2)
if neighbour.has_all_walls():
neighbours.append((direction, neighbour))
return neighbours
pygame.init()
SCREEN = pygame.display.set_mode((1600, 900))
CLOCK = pygame.time.Clock()
def generateRandomMap():
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 128)
WINDOW_HEIGHT = 730
WINDOW_WIDTH = 1460 #These are for the maze/grid, not for the pygame window size
blockSize = 146 #Set the size of the grid block
rows, cols = (int(WINDOW_WIDTH/blockSize), int(WINDOW_HEIGHT/blockSize))
maze = Maze(rows,cols,0,0)
trackLenght = 1
movex = 70
movey = 85
startx, starty = 0, 3
currentCell = maze.cell_at(startx, starty)
straight1 = pygame.image.load('Images\TracksMapGen\Straight1.png')
straight1Rect = straight1.get_rect()
straight2 = pygame.image.load('Images\TracksMapGen\Straight2.png')
straight2Rect = straight2.get_rect()
curve1 = pygame.image.load('Images\TracksMapGen\Curve1.png')
curve1Rect = curve1.get_rect()
curve2 = pygame.image.load('Images\TracksMapGen\Curve2.png')
curve2Rect = curve2.get_rect()
curve3 = pygame.image.load('Images\TracksMapGen\Curve3.png')
curve3Rect = curve3.get_rect()
curve4 = pygame.image.load('Images\TracksMapGen\Curve4.png')
curve4Rect = curve4.get_rect()
straight1Top = pygame.image.load('Images\TracksMapGen\Straight1Top.png')
straight1RectTop = straight1Top.get_rect()
straight2Top = pygame.image.load('Images\TracksMapGen\Straight2Top.png')
straight2RectTop = straight2Top.get_rect()
curve1Top = pygame.image.load('Images\TracksMapGen\Curve1Top.png')
curve1RectTop = curve1Top.get_rect()
curve2Top = pygame.image.load('Images\TracksMapGen\Curve2Top.png')
curve2RectTop = curve2Top.get_rect()
curve3Top = pygame.image.load('Images\TracksMapGen\Curve3Top.png')
curve3RectTop = curve3Top.get_rect()
curve4Top = pygame.image.load('Images\TracksMapGen\Curve4Top.png')
curve4RectTop = curve4Top.get_rect()
bg = pygame.image.load('Images\TracksMapGen\Background.png')
while True:
#CurrentCell is the one at (0,3) position, im gonna look if there are unvisited cells from there
if len(maze.find_valid_neighbours(currentCell)) > 0:
if currentCell.x == 0 and currentCell.y == 3: #Second cell is always the one on top of first cell bc first cell is always a straight vertical track
oldCell = currentCell
currentCell = maze.cell_at(oldCell.x,oldCell.y-1)
currentCell.color = GREEN
oldCell.knock_down_wall(currentCell, "N")
trackLenght += 1 #Keep track of length so to discard very short generated tracks
else:
random_unvisited_direction = random.choice(maze.find_valid_neighbours(currentCell))[0] #Pick a random direction to move
oldCell = currentCell
if random_unvisited_direction == "N": #Move according to the direction picked
currentCell = maze.cell_at(oldCell.x,oldCell.y-1)
elif random_unvisited_direction == "S":
currentCell = maze.cell_at(oldCell.x,oldCell.y+1)
elif random_unvisited_direction == "E":
currentCell = maze.cell_at(oldCell.x+1,oldCell.y)
elif random_unvisited_direction == "W":
currentCell = maze.cell_at(oldCell.x-1,oldCell.y)
oldCell.knock_down_wall(currentCell, random_unvisited_direction)
trackLenght += 1
else:
#Track is ready (back in initial position)! lets check if its long enough
if currentCell.x == 0 and currentCell.y == 4 and trackLenght > 40:
currentCell.knock_down_wall(maze.cell_at(0,3), "N")
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
currentCell = maze.cell_at(int(x/blockSize),int(y/blockSize))
currentCell.color = (0,0,1,255)
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
currentCell = maze.cell_at(int(x/blockSize),int(y/blockSize))
if currentCell.walls["N"] == False and currentCell.walls["S"] == False:
SCREEN.blit(straight2, straight2Rect.move(x+movex,y+movey))
elif currentCell.walls["E"] == False and currentCell.walls["W"] == False:
SCREEN.blit(straight1, straight1Rect.move(x+movex,y+movey))
elif currentCell.walls["N"] == False and currentCell.walls["W"] == False:
SCREEN.blit(curve3, curve3Rect.move(x+movex,y+movey))
elif currentCell.walls["W"] == False and currentCell.walls["S"] == False:
SCREEN.blit(curve2, curve2Rect.move(x+movex,y+movey))
elif currentCell.walls["S"] == False and currentCell.walls["E"] == False:
SCREEN.blit(curve1, curve1Rect.move(x+movex,y+movey))
elif currentCell.walls["E"] == False and currentCell.walls["N"] == False:
SCREEN.blit(curve4, curve4Rect.move(x+movex,y+movey))
#Save track and change background to transparent because that is how the main program needs the track image to be
#You can leave the black background if you change the collision condition on the main program
pygame.image.save(SCREEN, "randomGeneratedTrackBack.png")
img = Image.open("randomGeneratedTrackBack.png")
img = img.convert("RGBA")
pixdata = img.load()
for y in range(img.size[1]):
for x in range(img.size[0]):
if pixdata[x, y] == (0, 0, 0, 255) or pixdata[x, y] == (0, 0, 1, 255):
pixdata[x, y] = (0, 0, 0, 0)
img.save("randomGeneratedTrackBack.png")
SCREEN.blit(bg, (0,0))
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
currentCell = maze.cell_at(int(x/blockSize),int(y/blockSize))
if currentCell.walls["N"] == False and currentCell.walls["S"] == False:
SCREEN.blit(straight2Top, straight2RectTop.move(x-20+movex,y+movey))
elif currentCell.walls["E"] == False and currentCell.walls["W"] == False:
SCREEN.blit(straight1Top, straight1RectTop.move(x+movex,y-20+movey))
elif currentCell.walls["N"] == False and currentCell.walls["W"] == False:
SCREEN.blit(curve3Top, curve3RectTop.move(x-15+movex,y-15+movey))
elif currentCell.walls["W"] == False and currentCell.walls["S"] == False:
SCREEN.blit(curve2Top, curve2RectTop.move(x-15+movex,y-15+movey))
elif currentCell.walls["E"] == False and currentCell.walls["N"] == False:
SCREEN.blit(curve4Top, curve4RectTop.move(x-15+movex,y-15+movey))
elif currentCell.walls["S"] == False and currentCell.walls["E"] == False:
SCREEN.blit(curve1Top, curve1RectTop.move(x-15+movex,y-15+movey))
pygame.image.save(SCREEN, "randomGeneratedTrackFront.png")
break
else:
#It wasnt long enough so we start again
trackLenght = 0
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
maze.cell_at(int(x/blockSize),int(y/blockSize)).walls["N"] = True
maze.cell_at(int(x/blockSize),int(y/blockSize)).walls["S"] = True
maze.cell_at(int(x/blockSize),int(y/blockSize)).walls["E"] = True
maze.cell_at(int(x/blockSize),int(y/blockSize)).walls["W"] = True
maze.cell_at(int(x/blockSize),int(y/blockSize)).color = 0, 0, 0
#Force occupied cells
maze.cell_at(3,3).walls["N"] = False
maze.cell_at(4,3).walls["N"] = False
maze.cell_at(5,3).walls["N"] = False
maze.cell_at(6,3).walls["N"] = False
currentCell = maze.cell_at(startx, starty)
return
generateRandomMap()
pygame.quit()
sys.exit()