diff --git a/models.py b/models.py index eecb951..9239680 100644 --- a/models.py +++ b/models.py @@ -149,7 +149,7 @@ class Player(): if keystate[self.key_left]: self.speed[0] -= acceleration - if self.speed[0] < -cap_speed: self.speed[0] = -cap_speed + if self.speed[0] < -cap_speed: self.speed[0] = -cap_speed if keystate[self.key_right]: self.speed[0] += acceleration diff --git a/utils.py b/utils.py index 6ae133d..bcac41f 100644 --- a/utils.py +++ b/utils.py @@ -72,6 +72,8 @@ def map_generator(n): mask = pygame.mask.from_surface(start_room) carte = [(start_room,mask,position)] + open_paths = [] + counter = 0 retry = 0 @@ -82,7 +84,13 @@ def map_generator(n): dir_next = random.choice(current_label.replace(dir_from,'')) else: dir_next = current_label + dir_from = '' + # stor open paths for later closing + for other_direction in current_label.replace(dir_from,'').replace(dir_next,''): + other_dir_from = change_side[other_direction] + other_position = [a+room_side*b for a,b in zip(position,deplacements[other_direction])] + open_paths.append((other_dir_from,other_position)) # Select the next room if counter < n: # The next room is not the final room. @@ -113,10 +121,26 @@ def map_generator(n): if retry > 10: raise ValueError("Too much retries") + + if not check_map(carte): + raise ValueError("Invalid Map before closing paths.") + + #Close all the open paths + for open_path in open_paths: + if open_path[1] not in positions: + room = unique_rooms[open_path[0]] + mask = pygame.mask.from_surface(room) + position = open_path[1] + carte.append((room,mask,position)) + positions.append(position) + background = pygame.image.load(back_path).convert() + print("Open paths:") + print(open_paths) + if not check_map(carte): - raise ValueError("Invalid Map.") + raise ValueError("Invalid Map after closing paths.") return(carte,(int(room_side/2),int(room_side/2)),background)