Finished Part 3. Turned off tunnels for now. Will probably rework it a little before continuing to Part 4. The way they're handled now is messy.

This commit is contained in:
2019-07-04 14:54:06 -04:00
parent 2e7d121be3
commit 6a52d78878
3 changed files with 136 additions and 10 deletions

View File

@@ -1,4 +1,5 @@
from map_objects import *
from random import randint
class GameMap:
def __init__(self, width, height):
@@ -7,18 +8,120 @@ class GameMap:
self.tiles = self.initialize_tiles()
def initialize_tiles(self):
tiles = [[Tile(False) 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
# 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
def is_blocked(self, x, y):
if self.tiles[x][y].blocked:
return True
return False
return False
def create_room(self, room):
# go through the tiles in the rectabgle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 +1, room.y2):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def create_h_tunnel(self, x1, x2, y):
for x in range(min(x1, x2), max(x1, x2) + 1):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def create_v_tunnel(self, y1, y2, x):
for y in range(min(y1, y2), max(y1, y2) + 1):
self.tiles[x][y].blocked = 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):
rooms = []
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):
# 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)
#call Rect Class
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
#run through other rooms to check for overlap
for other_room in rooms:
if new_room.intersect(other_room):
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 == 1:
print("first Room")
#first room where player starts
player.x = new_x
player.y = new_y
else:
# all rooms after the first are connected
# center coords of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
if randint(0, 1) == 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)