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()