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.

This commit is contained in:
2019-07-22 23:20:30 -04:00
parent 6a52d78878
commit 069423ad8a

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@@ -10,13 +10,6 @@ class GameMap:
def initialize_tiles(self): def initialize_tiles(self):
tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)] tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)]
# tiles[30][22].blocked = True
# tiles[30][22].block_sight = True
# tiles[31][22].blocked = True
# tiles[31][22].block_sight = True
# tiles[32][22].blocked = True
# tiles[32][22].block_sight = True
return tiles return tiles
def is_blocked(self, x, y): def is_blocked(self, x, y):
@@ -25,7 +18,7 @@ class GameMap:
return False return False
def create_room(self, room): def create_room(self, room):
# go through the tiles in the rectabgle and make them passable # go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2): for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 +1, room.y2): for y in range(room.y1 +1, room.y2):
self.tiles[x][y].blocked = False self.tiles[x][y].blocked = False
@@ -41,40 +34,14 @@ class GameMap:
self.tiles[x][y].blocked = False self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False self.tiles[x][y].block_sight = False
# def make_map(self):
# # create two rooms for demo
# room1 = Rect(20, 15, 10, 15)
# room2 = Rect(35,15, 10, 15)
#
# self.create_room(room1)
# self.create_room(room2)
#
# self.create_h_tunnel(25, 40, 23)
def make_map(self, max_rooms, room_min_size, room_max_size, map_width, map_height, player): def make_map(self, max_rooms, room_min_size, room_max_size, map_width, map_height, player):
rooms = [] rooms = []
num_rooms = 0 num_rooms = 0
# # print(rooms)
# # print(num_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 bounds
# x = randint(0, map_width - w - 1)
# y = randint(0, map_height - h - 1)
#
# new_room = Rect(x, y, w, h)
# rooms.append(new_room)
# (new_x, new_y) = new_room.center()
# player_x = new_x
# player_y = new_y
# num_rooms += 1
for r in range(max_rooms): for r in range(max_rooms):
# print(rooms) # print(rooms)
# print(num_rooms) # print(num_rooms)
# random width and height # random width and height
w = randint(room_min_size, room_max_size) w = randint(room_min_size, room_max_size)
h = randint(room_min_size, room_max_size) h = randint(room_min_size, room_max_size)
@@ -84,44 +51,40 @@ class GameMap:
#call Rect Class #call Rect Class
new_room = Rect(x, y, w, h) new_room = Rect(x, y, w, h)
# rooms.append(new_room) # if rooms == []:
# (new_x, new_y) = new_room.center() # print('first')
# player_x = new_x # rooms.append(new_room)
# player_y = new_y
# num_rooms = 1
#run through other rooms to check for overlap #run through other rooms to check for overlap
for other_room in rooms: for other_room in rooms:
if new_room.intersect(other_room): if new_room.intersect(other_room):
break break
else:
# no overlap, room is valid
# paint to map's tiles
self.create_room(new_room)
#center coords of new room
(new_x, new_y) = new_room.center()
if num_rooms == 0:
#first room where player starts
player.x = new_x
player.y = new_y
else: else:
# no overlap, room is valid
# paint to map's tiles
self.create_room(new_room)
#center coords of new room # all rooms after the first are connected
(new_x, new_y) = new_room.center() # center coords of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
if num_rooms == 1: if randint(0, 1) == 1:
print("first Room") #first horizontally then vertically
#first room where player starts self.create_h_tunnel(prev_x, new_x, prev_y)
player.x = new_x self.create_v_tunnel(prev_y, new_y, new_x)
player.y = new_y
else: else:
# all rooms after the first are connected #first vertically then horizontally
# center coords of previous room self.create_v_tunnel(prev_y, new_y, prev_x)
(prev_x, prev_y) = rooms[num_rooms - 1].center() self.create_h_tunnel(prev_x, new_x, new_y)
rooms.append(new_room)
if randint(0, 1) == 1: num_rooms += 1
print("1")
#first horizontally then vertically
# self.create_h_tunnel(prev_x, new_x, prev_y)
# self.create_v_tunnel(prev_y, new_y, new_x)
else:
#first vertically then horizontally
print("2")
# self.create_v_tunnel(prev_y, new_y, prev_x)
# self.create_h_tunnel(prev_x, new_x, new_y)
rooms.append(new_room)
num_rooms += 1
print(num_rooms)