Add different backs for start and stop, add texture to back

This commit is contained in:
grisel-davy 2020-05-12 08:17:27 -04:00
parent 4bcdf83da7
commit 8ec0bbe224
7 changed files with 4019 additions and 2342 deletions

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@ -6,6 +6,10 @@
room_side : 1000
wall_size : 150
wk_back : '*back.*'
wk_back_start : '*back_start.*'
wk_back_stop : '*back_stop.*'
# general
texture_path : 'asset/'

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maps/rooms/back_start.png Normal file

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@ -94,20 +94,20 @@ class Hud():
class Carte():
def __init__(self,n):
self.carte, self.player_start_pos, self.back = map_generator(n)
self.carte, self.player_start_pos = map_generator(n)
def draw(self,surface,camera):
offsetx,offsety = camera.get_offset()
for room in self.carte:
surface.blit(self.back,(room[2][0]-offsetx,room[2][1]-offsety))
surface.blit(room[0],(room[2][0]-offsetx,room[2][1]-offsety))
for k,room in enumerate(self.carte):
surface.blit(room[0],(room[3][0]-offsetx,room[3][1]-offsety))
surface.blit(room[1],(room[3][0]-offsetx,room[3][1]-offsety))
def collision(self,thing):
#print(f"player in position {thing.posx,thing.posy}")
for room in self.carte:
if room[1].overlap(thing.mask, (thing.posx-thing.rect.center[0]-room[2][0],thing.posy-thing.rect.center[1]-room[2][1])):
if room[2].overlap(thing.mask, (thing.posx-thing.rect.center[0]-room[3][0],thing.posy-thing.rect.center[1]-room[3][1])):
return True
return False

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@ -14,6 +14,12 @@ def fetch_rooms(path):
Return a dictionary
"""
with open(r'./config.yaml') as file:
data = yaml.load(file,Loader=yaml.FullLoader)
wk_back = data['wk_back']
wk_back_start = data['wk_back_start']
wk_back_stop = data['wk_back_stop']
common_wildcard = '[A-Z]*-*.png'
unique_wildcard = '?-*.png'
common_filenames = glob(path+common_wildcard)
@ -36,19 +42,21 @@ def fetch_rooms(path):
if 'L' in label:
assembly['R'].append((label,filename))
background = glob(path+'*back*')[0]
back = glob(path+wk_back)[0]
back_start = glob(path+wk_back_start)[0]
back_stop = glob(path+wk_back_stop)[0]
return unique_filenames,assembly,background
return (unique_filenames,assembly,back,back_start,back_stop)
def check_map(carte):
"""Function to check if a map is valid i.e. if no two rooms are at the same location
"""
positions = []
for room in carte:
if room[2] in positions:
if room[3] in positions:
return(False)
else:
positions.append(room[2])
positions.append(room[3])
return(True)
def enemy_placement(carte):
@ -79,11 +87,11 @@ def enemy_placement(carte):
posx = randint(padding_h, room_side-padding_h)
posy = randint(padding_v, room_side-padding_v)
if room[1].overlap(enemy_mask, (posx-enemy_center[0],posy-enemy_center[1])):
if room[2].overlap(enemy_mask, (posx-enemy_center[0],posy-enemy_center[1])):
retry+=1
else:
#print(f'New enemy at {posx,posy}')
positions.append((room[2][0] + posx,room[2][1] + posy))
positions.append((room[3][0] + posx,room[3][1] + posy))
carte_positions.append(positions)
positions = []
@ -101,9 +109,12 @@ def map_generator(n):
change_side = {'T':'D','R':'L','D':'T','L':'R'}
deplacements = {'T':[0,-1],'R':[1,0],'D':[0,1],'L':[-1,0]}
unique_filenames,assembly,back_path = fetch_rooms('./maps/rooms/')
unique_filenames,assembly,back_path,back_start_path,back_stop_path = fetch_rooms('./maps/rooms/')
#assembly = {'T/R/D/L':[(label1,path1),(label2,path2),...]}
background = pygame.image.load(back_path).convert()
background_start = pygame.image.load(back_start_path).convert()
background_stop = pygame.image.load(back_stop_path).convert()
unique_rooms = {filename.split("/")[-1][0].upper():pygame.image.load(filename).convert_alpha() for filename in unique_filenames}
@ -114,7 +125,7 @@ def map_generator(n):
positions = []
position = [0,0]
mask = pygame.mask.from_surface(start_room)
carte = [(start_room,mask,position)]
carte = [(background_start,start_room,mask,position)]
open_paths = []
@ -140,10 +151,12 @@ def map_generator(n):
if counter < n: # The next room is not the final room.
next_label,next_room = random.choice(assembly[dir_next])
asset = pygame.image.load(next_room).convert_alpha()
back = background
else:
# The next room is the finale room.
asset = unique_rooms[change_side[dir_next]]
back = background_stop
mask = pygame.mask.from_surface(asset)
next_position = [position[0]+room_side*deplacements[dir_next][0],position[1]+room_side*deplacements[dir_next][1]]
@ -153,7 +166,7 @@ def map_generator(n):
if next_position not in positions:
counter += 1
# Build the map
carte.append((asset,mask,next_position))
carte.append((back,asset,mask,next_position))
positions.append(position)
# Update the variables for next turn
@ -175,15 +188,13 @@ def map_generator(n):
room = unique_rooms[open_path[0]]
mask = pygame.mask.from_surface(room)
position = open_path[1]
carte.append((room,mask,position))
carte.append((background,room,mask,position))
positions.append(position)
background = pygame.image.load(back_path).convert()
if not check_map(carte):
raise ValueError("Invalid Map after closing paths.")
return(carte,(int(room_side/2),int(room_side/2)),background,)
return(carte,(int(room_side/2),int(room_side/2)))