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:
@@ -11,6 +11,10 @@ def main():
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map_width = 80
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map_width = 80
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map_height = 50
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map_height = 50
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room_max_size = 10
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room_min_size = 6
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max_rooms = 30
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colors = {
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colors = {
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'dark_wall': tc.Color(0, 0, 100),
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'dark_wall': tc.Color(0, 0, 100),
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'dark_ground': tc.Color(50, 50, 150)
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'dark_ground': tc.Color(50, 50, 150)
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@@ -26,7 +30,8 @@ def main():
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con = tc.console_new(screen_width, screen_height)
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con = tc.console_new(screen_width, screen_height)
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game_map = GameMap(map_width, map_height)
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game_map = GameMap(map_width, map_height)
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#game_map.make_map()
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game_map.make_map(max_rooms, room_min_size, room_max_size, map_width, map_height, player)
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key = tc.Key()
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key = tc.Key()
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mouse = tc.Mouse()
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mouse = tc.Mouse()
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@@ -10,4 +10,22 @@ class Tile:
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if block_sight is None:
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if block_sight is None:
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block_sight = blocked
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block_sight = blocked
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self.block_sight = block_sight
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self.block_sight = block_sight
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class Rect:
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def __init__(self, x, y, w, h):
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self.x1 = x
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self.y1 = y
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self.x2 = x + w
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self.y2 = y + h
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def center(self):
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center_x = int((self.x1 + self.x2) /2 )
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center_y = int((self.y1 + self.y2) /2 )
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return (center_x, center_y)
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def intersect(self, other):
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# returns true if this room overlaps another
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return (self.x1 <= other.x2 and self.x2 >= other.x1 and
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self.y1 <= other.y2 and self.y2 >= other.y1)
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119
venv/game_map.py
119
venv/game_map.py
@@ -1,4 +1,5 @@
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from map_objects import *
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from map_objects import *
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from random import randint
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class GameMap:
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class GameMap:
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def __init__(self, width, height):
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def __init__(self, width, height):
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@@ -7,18 +8,120 @@ class GameMap:
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self.tiles = self.initialize_tiles()
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self.tiles = self.initialize_tiles()
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def initialize_tiles(self):
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def initialize_tiles(self):
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tiles = [[Tile(False) 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].blocked = True
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tiles[30][22].block_sight = 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].blocked = True
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tiles[31][22].block_sight = 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].blocked = True
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tiles[32][22].block_sight = 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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if self.tiles[x][y].blocked:
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if self.tiles[x][y].blocked:
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return True
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return True
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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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# go through the tiles in the rectabgle and make them passable
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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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self.tiles[x][y].blocked = False
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self.tiles[x][y].block_sight = False
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def create_h_tunnel(self, x1, x2, y):
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for x in range(min(x1, x2), max(x1, x2) + 1):
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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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def create_v_tunnel(self, y1, y2, x):
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for y in range(min(y1, y2), max(y1, y2) + 1):
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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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# 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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rooms = []
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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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# 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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#call Rect Class
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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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#run through other rooms to check for overlap
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for other_room in rooms:
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if new_room.intersect(other_room):
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break
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else:
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# no overlap, room is valid
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# paint to map's tiles
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self.create_room(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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if num_rooms == 1:
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print("first Room")
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#first room where player starts
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player.x = new_x
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player.y = new_y
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else:
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# all rooms after the first are connected
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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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if randint(0, 1) == 1:
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print("1")
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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_v_tunnel(prev_y, new_y, new_x)
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else:
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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_h_tunnel(prev_x, new_x, new_y)
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rooms.append(new_room)
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num_rooms += 1
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print(num_rooms)
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