Commit 17/03-24
Altered the image generation to now also generate terrain, however it is broken and has "red spots" where terrain fails to generate. Will look further into it and fix next time. Terrain regen also doesn't properly "blob" but has more of a tendency to form mesh-grids
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parent
1b4021f4ce
commit
808e806b6a
11 changed files with 128 additions and 27 deletions
34
Main.py
34
Main.py
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@ -11,7 +11,8 @@ screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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map = pygame.image.load( "./Map/sample.jpg")
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map = pygame.image.load( "./Map/Images/sample.jpg")
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maprect = map.get_rect()
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mapWidth = int(map.get_width())
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mapHeight = int(map.get_height())
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@ -30,6 +31,8 @@ while bX < mapWidth:
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bX += 8
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y = 0
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@ -43,6 +46,8 @@ while bY < mapHeight:
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bY += 10
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y = bY
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@ -57,6 +62,8 @@ while bX < mapWidth:
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bX += 8
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y = 0
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@ -71,20 +78,29 @@ while bY < mapHeight:
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bY += 10
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y = bY
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pygame.image.save(map, "./Map/blackstripes.png")
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pygame.image.save(map, "./Map/Images/blackstripes.png")
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GameMap = MapManager.MapManager()
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GameMap.load(map)
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screen.blit(map, maprect)
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pygame.display.flip()
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GameMap.populate(map)
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time2 = pygame.time.get_ticks()
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print(str(time2 - time1))
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pygame.image.save(map, "./Map/sampledone.png")
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pygame.image.save(map, "./Map/Images/sampledone.png")
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timeX = pygame.time.get_ticks()
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while running:
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# poll for events
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@ -92,16 +108,20 @@ while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("black")
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screen.blit(map, maprect)
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# RENDER YOUR GAME HERE
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(60) # limits FPS to 60
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running = False
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clock.tick(120) # limits FPS to 120
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timeY = pygame.time.get_ticks()
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if timeY % 1000 == 0:
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print(f"{timeY-timeX}ms per tick\n{1000/(timeY-timeX)} Ticks per second")
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timeX = pygame.time.get_ticks()
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pygame.quit()
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