from map_objects import * from random import randint class GameMap: def __init__(self, width, height): self.width = width self.height = height self.tiles = self.initialize_tiles() def initialize_tiles(self): tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)] return tiles def is_blocked(self, x, y): if self.tiles[x][y].blocked: return True return False def create_room(self, room): # go through the tiles in the rectangle 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, max_rooms, room_min_size, room_max_size, map_width, map_height, player): rooms = [] num_rooms = 0 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) # if rooms == []: # print('first') # rooms.append(new_room) #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 == 0: #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: #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 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