Add starting room

master
grisel-davy 4 years ago
parent fcd20b3cdc
commit b950e4f663

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@ -73,9 +73,6 @@ class Carte():
def __init__(self,n):
self.carte, self.player_start_pos, self.back = map_generator(n)
for room in self.carte:
print(room[2])
def draw(self,surface,camera):
offsetx,offsety = camera.get_offset()
for room in self.carte:
@ -83,9 +80,11 @@ class Carte():
surface.blit(room[0],(room[2][0]-offsetx,room[2][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])):
return True
return False
@ -151,6 +150,7 @@ class Player():
if keystate[self.key_left]:
self.speed[0] -= acceleration
if self.speed[0] < -cap_speed: self.speed[0] = -cap_speed
print("PLOP")
if keystate[self.key_right]:
self.speed[0] += acceleration

@ -12,16 +12,18 @@ def fetch_rooms(path):
Return a dictionary
"""
wildcard = '*-*.png'
filenames = glob(path+wildcard)
print(f"Found {len(filenames)} rooms")
common_wildcard = '[A-Z]*-*.png'
unique_wildcard = '?-*.png'
common_filenames = glob(path+common_wildcard)
unique_filenames = glob(path+unique_wildcard)
#print(f"Found {len(common_filenames)} common rooms and {len(unique_filenames)} uniques rooms.")
assembly = {'T':[],
'R':[],
'D':[],
'L':[],}
for filename in filenames:
for filename in common_filenames:
label = filename.split("/")[-1].split('-')[0]
if 'T' in label:
assembly['D'].append((label,filename))
@ -34,7 +36,7 @@ def fetch_rooms(path):
background = glob(path+'*back*')[0]
return assembly,background
return unique_filenames,assembly,background
def check_map(carte):
"""Function to check if a map is valid i.e. if no two rooms are at the same location
@ -51,33 +53,33 @@ def map_generator(n):
"""Map generator generate a map with a main path of n rooms
"""
start_poss = {'T':(500,50),'R':(950,500),'D':(500,950),'L':(50,500)}
room_side = 1000
assembly,back_path = fetch_rooms('./maps/rooms/')
unique_filenames,assembly,back_path = fetch_rooms('./maps/rooms/')
#assembly = {'T/R/D/L':[(label1,path1),(label2,path2),...]}
start_key = random.choice(list(assembly.keys()))
start_label,start_room = random.choice(assembly[start_key])
unique_rooms = {filename.split("/")[-1][0].upper():pygame.image.load(filename).convert_alpha() for filename in unique_filenames}
current_label= random.choice(list(unique_rooms.keys()))
start_room = unique_rooms[current_label]
# Place the first room in the list
positions = []
position = [0,0]
asset = pygame.image.load(start_room).convert_alpha()
mask = pygame.mask.from_surface(asset)
carte = [(asset,mask,position)]
mask = pygame.mask.from_surface(start_room)
carte = [(start_room,mask,position)]
# Select an arbitrary first direction of arrival
dir_from = random.choice(start_label)
start_pos = start_poss[dir_from]
current_label = start_label
counter = 0
while counter < n:
# select the next direction, can't be the direction of arrival
dir_next = random.choice(current_label.replace(dir_from,''))
if len(current_label) > 1:
dir_next = random.choice(current_label.replace(dir_from,''))
else:
dir_next = current_label
# Select the next room
next_label,next_room = random.choice(assembly[dir_next])
@ -116,11 +118,14 @@ def map_generator(n):
background = pygame.image.load(back_path).convert()
if not check_map(carte):
print("Invalid Map.")
raise ValueError("Invalid Map.")
else:
print("Map checked and valid!")
return(carte,start_pos,background)
for room in carte:
print(room)
return(carte,(int(room_side/2),int(room_side/2)),background)

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