Finally figured out rhe rooms/tunnels. I wasn't using the weird for/else statement that was being used in the tutorial. Map is generating much nicer now.
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@@ -10,13 +10,6 @@ class GameMap:
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def initialize_tiles(self):
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def initialize_tiles(self):
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tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)]
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tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)]
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# tiles[30][22].blocked = True
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# tiles[30][22].block_sight = True
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# tiles[31][22].blocked = True
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# tiles[31][22].block_sight = True
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# tiles[32][22].blocked = True
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# tiles[32][22].block_sight = True
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return tiles
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return tiles
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def is_blocked(self, x, y):
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def is_blocked(self, x, y):
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@@ -25,7 +18,7 @@ class GameMap:
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return False
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return False
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def create_room(self, room):
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def create_room(self, room):
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# go through the tiles in the rectabgle and make them passable
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# go through the tiles in the rectangle and make them passable
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for x in range(room.x1 + 1, room.x2):
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for x in range(room.x1 + 1, room.x2):
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for y in range(room.y1 +1, room.y2):
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for y in range(room.y1 +1, room.y2):
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self.tiles[x][y].blocked = False
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self.tiles[x][y].blocked = False
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@@ -41,37 +34,11 @@ class GameMap:
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self.tiles[x][y].blocked = False
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self.tiles[x][y].blocked = False
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self.tiles[x][y].block_sight = False
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self.tiles[x][y].block_sight = False
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# def make_map(self):
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# # create two rooms for demo
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# room1 = Rect(20, 15, 10, 15)
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# room2 = Rect(35,15, 10, 15)
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#
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# self.create_room(room1)
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# self.create_room(room2)
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#
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# self.create_h_tunnel(25, 40, 23)
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def make_map(self, max_rooms, room_min_size, room_max_size, map_width, map_height, player):
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def make_map(self, max_rooms, room_min_size, room_max_size, map_width, map_height, player):
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rooms = []
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rooms = []
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num_rooms = 0
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num_rooms = 0
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# # print(rooms)
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# # print(num_rooms)
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# # random width and height
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# w = randint(room_min_size, room_max_size)
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# h = randint(room_min_size, room_max_size)
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# # random position without going out of bounds
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# x = randint(0, map_width - w - 1)
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# y = randint(0, map_height - h - 1)
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#
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# new_room = Rect(x, y, w, h)
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# rooms.append(new_room)
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# (new_x, new_y) = new_room.center()
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# player_x = new_x
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# player_y = new_y
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# num_rooms += 1
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for r in range(max_rooms):
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for r in range(max_rooms):
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# print(rooms)
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# print(rooms)
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# print(num_rooms)
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# print(num_rooms)
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@@ -84,11 +51,10 @@ class GameMap:
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#call Rect Class
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#call Rect Class
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new_room = Rect(x, y, w, h)
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new_room = Rect(x, y, w, h)
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# if rooms == []:
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# print('first')
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# rooms.append(new_room)
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# rooms.append(new_room)
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# (new_x, new_y) = new_room.center()
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# player_x = new_x
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# player_y = new_y
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# num_rooms = 1
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#run through other rooms to check for overlap
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#run through other rooms to check for overlap
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for other_room in rooms:
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for other_room in rooms:
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@@ -102,26 +68,23 @@ class GameMap:
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#center coords of new room
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#center coords of new room
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(new_x, new_y) = new_room.center()
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(new_x, new_y) = new_room.center()
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if num_rooms == 1:
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if num_rooms == 0:
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print("first Room")
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#first room where player starts
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#first room where player starts
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player.x = new_x
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player.x = new_x
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player.y = new_y
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player.y = new_y
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else:
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else:
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# all rooms after the first are connected
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# all rooms after the first are connected
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# center coords of previous room
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# center coords of previous room
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(prev_x, prev_y) = rooms[num_rooms - 1].center()
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(prev_x, prev_y) = rooms[num_rooms - 1].center()
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if randint(0, 1) == 1:
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if randint(0, 1) == 1:
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print("1")
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#first horizontally then vertically
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#first horizontally then vertically
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# self.create_h_tunnel(prev_x, new_x, prev_y)
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self.create_h_tunnel(prev_x, new_x, prev_y)
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# self.create_v_tunnel(prev_y, new_y, new_x)
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self.create_v_tunnel(prev_y, new_y, new_x)
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else:
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else:
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#first vertically then horizontally
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#first vertically then horizontally
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print("2")
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self.create_v_tunnel(prev_y, new_y, prev_x)
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# self.create_v_tunnel(prev_y, new_y, prev_x)
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self.create_h_tunnel(prev_x, new_x, new_y)
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# self.create_h_tunnel(prev_x, new_x, new_y)
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rooms.append(new_room)
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rooms.append(new_room)
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num_rooms += 1
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num_rooms += 1
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print(num_rooms)
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