labytest/03_map.py

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import pyglet
from pyglet.window import key
import re
import sys
import random
# constants
TILE_SIZE_X = 16
TILE_SIZE_Y = 16
MIN_LEAF_SIZE = 8
class Leaf:
""" Leaf of the BSP """
def __init__(self, x, y, w, h, id):
self.id = id
self.x = x
self.y = y
self.width = w
self.height = h
self.left_leaf = None
self.right_leaf = None
self.room = None
def print_leaf(self):
print('[Leaf]' + str(self.id) + ': (' + str(self.x) + '), (' + str(self.y) + ')' +
' - ' + str(self.width) + 'x' + str(self.height))
def is_terminal(self):
""" Returns True if the leave has no children """
if self.left_leave or self.right_leave:
return False
return True
def split(self):
"""
:return: True if the leaf has been split
"""
# self.print_leaf()
# choose direction
# TODO: if leaf is not so square, split along the long side
# if width > XX% height (25, 33 ?) -> split vertical
if random.random() < 0.5:
# x
if self.width < MIN_LEAF_SIZE * 2: # leaf is too small
return False
split_point = random.randint(MIN_LEAF_SIZE, self.width - MIN_LEAF_SIZE)
self.left_leaf = Leaf(self.x, self.y, split_point, self.height, self.id+1)
self.right_leaf = Leaf(self.x + split_point, self.y, self.width - split_point, self.height, self.id+2)
else:
# y
if self.height < MIN_LEAF_SIZE * 2: # leaf is too small
return False
split_point = random.randint(MIN_LEAF_SIZE, self.height - MIN_LEAF_SIZE)
self.left_leaf = Leaf(self.x, self.y, self.width, split_point, self.id+1)
self.right_leaf = Leaf(self.x, self.y + split_point, self.width, self.height - split_point, self.id+2)
return True
def generate_rooms(self, tilemap):
"""
:return: generate rooms inside partitioned space
"""
if self.left_leaf:
self.left_leaf.generate_rooms(tilemap)
if self.right_leaf:
self.right_leaf.generate_rooms(tilemap)
if not self.left_leaf and not self.right_leaf:
self.room = self.generate_room(tilemap)
def generate_room(self, tilemap):
# Leave space for walls
x = random.randint(self.x+1, self.x+2)
y = random.randint(self.y+1, self.y+2)
w = random.randint(MIN_LEAF_SIZE / 2, self.width-2)
h = random.randint(MIN_LEAF_SIZE / 2, self.height-2)
r = Room(x, y, w, h, self.id)
r.draw_map(tilemap)
return r
def draw(self, ground):
for y in range(0, self.height):
for x in range(0, self.width):
ground.blit((self.x + x)*TILE_SIZE_X, (self.y+y)*TILE_SIZE_Y)
class Room:
""" room """
def __init__(self, x, y, w, h, id):
self.x = x
self.y = y
self.width = w
self.height = h
self.id = id
self.print_room()
def print_room(self):
print('[room]' + str(self.id) + ': (' + str(self.x) + '), (' + str(self.y) + ')' +
' - ' + str(self.width) + 'x' + str(self.height))
def draw(self, wall, ground):
# first wall
for x in range(0, self.width):
wall.blit((self.x+x)*TILE_SIZE_X, self.y*TILE_SIZE_Y)
# middle
for y in range(1, self.height-1):
wall.blit(self.x*TILE_SIZE_X, (self.y+y)*TILE_SIZE_Y)
for x in range(1, self.width - 1):
ground.blit((self.x + x)*TILE_SIZE_X, (self.y+y)*TILE_SIZE_Y)
wall.blit((self.x+self.width-1)*TILE_SIZE_X, (self.y+y)*TILE_SIZE_Y)
# end
for x in range(0, self.width):
wall.blit((self.x+x)*TILE_SIZE_X, (self.y + self.height-1)*TILE_SIZE_Y)
def draw_map(self, tilemap):
# first wall
for x in range(0, self.width):
tilemap[self.x + x][self.y] = Level.TILE_WALL
# middle
for y in range(1, self.height - 1):
tilemap[self.x][self.y + y] = Level.TILE_WALL
for x in range(1, self.width - 1):
tilemap[self.x + x][self.y + y] = Level.TILE_GROUND
tilemap[self.x ++ self.width - 1][self.y + y] = Level.TILE_WALL
# end
for x in range(0, self.width):
tilemap[self.x + x][self.y + self.height - 1] = Level.TILE_WALL
class Level:
TILE_WALL = 0
TILE_ROAD = 1
TILE_GROUND = 2
def __init__(self, sizex, sizey, tile_file=None):
self.sizex, self.sizey = sizex, sizey
self.tileset = []
self.tilemap = [[self.TILE_ROAD for y in range(0, sizey)] for x in range(0, sizex)]
if tile_file:
self.load_tileset(tile_file)
self.generate_tree()
def load_tileset(self, tile_file):
resource_file = open(tile_file)
line = resource_file.readline().strip()
while line:
image_file = re.compile('\d: ').split(line)[1]
print('loading tile: ' + str(image_file))
self.tileset.append(pyglet.resource.image(image_file))
line = resource_file.readline().strip()
resource_file.close()
def generate_tree(self):
# init tree
self.tree = [Leaf(0, 0, 30, 30, 0)]
# split leaves until none succeed
# Lists are ordered. Tree will be created and travel from left to right
for l in self.tree:
if l.split():
self.tree.append(l.left_leaf)
self.tree.append(l.right_leaf)
# create rooms from partitions
self.tree[0].generate_rooms(self.tilemap)
def draw_map(self):
for y in range(0, self.sizey):
for x in range(0, self.sizex):
self.tileset[self.tilemap[x][y]].blit(x*TILE_SIZE_X, y*TILE_SIZE_Y)
def draw_tree(self):
"""
:param t: each leave of t will be draw()
"""
for l in self.tree:
# draw only last leaves
if not l.left_leaf and not l.right_leaf:
l.draw(self.tileset[self.TILE_ROAD])
for l in self.tree:
# draw only last leaves
if not l.left_leaf and not l.right_leaf:
if l.room:
l.room.draw(self.tileset[self.TILE_WALL], self.tileset[self.TILE_GROUND])
def dump_tilemap(self):
for y in range(0, self.sizey):
for x in range(0, self.sizex):
print(self.tilemap[x][y], end="")
print("")
##
# main
##
# main window
window = pyglet.window.Window()
@window.event
def on_key_press(symbol, modifiers):
# TODO: ugly hack
global level
if symbol == key.Q:
print('Will quit')
if symbol == key.R:
print('Regeneration')
level.generate_tree()
window.invalid = True
if symbol == key.D:
level.dump_tilemap()
elif symbol == key.LEFT:
print('Left arrow')
elif symbol == key.ENTER:
print('Enter !')
@window.event
def on_draw():
window.clear()
level.draw_tree()
label.draw()
# init random
seed = random.randint(0, sys.maxsize)
print("Using seed: " + str(seed))
random.seed(seed)
label_txt = 'Plop World seed: ' + str(seed)
label = pyglet.text.Label(label_txt, x=window.width*5/6, y=window.height*5/6, anchor_x='center', anchor_y='center',
multiline=True, width=window.width - window.width*5/6)
level = Level(30, 30, 'tiles.txt')
pyglet.app.run()