Commit 19/03-24

Fixed issue with terrain height level (y level on the x-y coordinate system) not properly being assigned and creating double-layers. Also fixed problem with "null terrain" being created and turned into a biome. Added biome balance to help regulate amount of each biome spawning.
This commit is contained in:
Zaponium 2024-03-19 00:49:20 +01:00
commit cbc07fdf16
19 changed files with 462 additions and 30 deletions

View file

126
Archive/V1/Main.py Normal file
View file

@ -0,0 +1,126 @@
import pygame
import sys
from threading import Thread
sys.path.append('./Map')
import MapManager
# pygame setup
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
running = True
map = pygame.image.load( "./Map/Images/sample.jpg")
maprect = map.get_rect()
mapWidth = int(map.get_width())
mapHeight = int(map.get_height())
y = 0
bY = 5
bX = 4
time1 = pygame.time.get_ticks()
while bX < mapWidth:
for x in range(bX, mapWidth):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
if y % 5 == 0:
map.set_at((x, y), (0,0,0,255))
y += 1
screen.blit(map, maprect)
pygame.display.flip()
bX += 8
y = 0
y = bY
while bY < mapHeight:
for x in range(0, mapWidth):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
if y % 5 == 0:
map.set_at((x, y), (0,0,0,255))
y += 1
screen.blit(map, maprect)
pygame.display.flip()
bY += 10
y = bY
bX = 4
y = 0
while bX < mapWidth:
for x in range(bX, -1, -1):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
if y % 5 == 0:
map.set_at((x, y), (0,0,0,255))
y += 1
screen.blit(map, maprect)
pygame.display.flip()
bX += 8
y = 0
bY = 2
y = bY
while bY < mapHeight:
for x in range(mapWidth, 0, -1):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
if y % 5 == 0:
map.set_at((x, y), (0,0,0,255))
y += 1
screen.blit(map, maprect)
pygame.display.flip()
bY += 10
y = bY
pygame.image.save(map, "./Map/Images/blackstripes.png")
GameMap = MapManager.MapManager()
GameMap.load(map)
t = Thread(target=GameMap.populate, args=(map,))
t.start()
time2 = pygame.time.get_ticks()
print(str(time2 - time1))
pygame.image.save(map, "./Map/Images/sampledone.png")
timeX = pygame.time.get_ticks()
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# fill the screen with a color to wipe away anything from last frame
screen.fill("black")
screen.blit(map, maprect)
# RENDER YOUR GAME HERE
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(120) # limits FPS to 120
timeY = pygame.time.get_ticks()
if timeY % 1000 == 0:
print(f"{timeY-timeX}ms per tick\n{1000/(timeY-timeX)} Ticks per second")
timeX = pygame.time.get_ticks()
pygame.quit()

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 360 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.9 KiB

View file

@ -0,0 +1,175 @@
import random
import TileTypes
class MapManager:
def tileChecker(self, x, y, map):
list = []
CurY = y
CurX = x
RelX = 0
RelY = 0
floor = False
contact = False
while not floor:
if map.get_at((CurX, CurY)) == (255,255,255,255) and y != 0:
list.append((CurX,CurY))
while not contact:
if CurX+RelX-1 >= 0:
RelX -= 1
else:
contact = True
if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
contact = True
if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
list.append((CurX+RelX,CurY))
contact = False
RelX = 0
while not contact:
if CurX+RelX+1 < map.get_width():
RelX += 1
else:
contact = True
if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
contact = True
if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
list.append((CurX+RelX,CurY))
if CurY+1 < map.get_height():
CurY += 1
else:
floor = True
contact = False
RelX = 0
elif map.get_at((CurX, CurY)) == (255,255,255,255) and y == 0:
list.append((CurX,CurY))
contact = False
contactB = False
RelX = 0
RelY = 0
while not contact:
if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
contact = True
if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
list.append((CurX+RelX,CurY))
while not contactB:
if CurY+RelY+1 < map.get_height():
RelY += 1
else:
contactB = True
if map.get_at((CurX+RelX, CurY+RelY)) == (255,255,255,255):
list.append((CurX+RelX,CurY+RelY))
else:
contactB = True
if CurX+RelX+1 < map.get_width():
RelX += 1
else:
contact = True
contactB = False
RelY = 0
contact = False
floor = True
RelX = 0
else:
floor = True
return list
def load(self,mapObject):
print("Loading map")
self.tiles = {}
tileprint = 0
currentVertical = 0
currentHorizontal = 0
currentTile = 0
for y in range(0, mapObject.get_height()-1):
if (y-1) % 5 == 0:
currentVertical += 1
currentHorizontal = 0
print(f"Current Vertical:{currentVertical}")
for x in range(0, mapObject.get_width()-1):
CurCol = mapObject.get_at((x, y))
if CurCol == (255,255,255,255):
self.tiles[f"{currentTile}"] = Tile(currentTile,(currentHorizontal,currentVertical))
goodtiles = self.tileChecker(x, y, mapObject)
for pixel in goodtiles:
self.tiles[f"{currentTile}"].add_pixel(pixel)
if tileprint < 20:
print(f"Added tiles: {goodtiles}")
tileprint += 1
colour1 = 0
colour2 = 255
colour3 = 0
self.tiles[f"{currentTile}"].paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
currentTile += 1
currentHorizontal += 1
self.amountOfTiles = currentTile
self.Verticals = 200
self.Horizontals = 200
print(f"{self.tiles.keys()}")
def populate(self, mapObject):
print("Populating map")
print("Loading terrains...")
self.TileWorker = TileTypes.TerrainWorker()
self.TileWorker.generateTerrain()
tilesMapped = [["" for i in range(self.Verticals)] for j in range(self.Horizontals)]
types = self.TileWorker.get_terrain("types")
for tile in self.tiles.keys():
position = self.tiles[f"{tile}"].Position
print(f"{position}")
if position[1] == 0:
choice = random.randrange(1,7)
if choice != 6 and position[0] != 0:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
else:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
elif position [0] == 0:
choice = random.randrange(1,7)
if choice != 6 and position[1] != 0:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
else:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
else:
choice = random.randrange(1,21)
if choice <= 6:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
elif choice >= 7 and choice <= 14:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
elif choice != 20:
choice2 = random.randrange(1,3)
if choice2 == 1:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
else:
if position[0] != int(mapObject.get_width()):
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]+1][position[1]-1]
else:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]-1]
elif choice == 20:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
print(f"{tilesMapped}")
mappedColours = self.TileWorker.get_terrain("colours")
for x in self.tiles.keys():
tile = self.tiles[f"{x}"]
if tilesMapped[tile.Position[0]][tile.Position[1]] != "":
colour = mappedColours[f"{tilesMapped[tile.Position[0]][tile.Position[1]]}"]
colour1, colour2, colour3 = colour[0], colour[1], colour[2]
tile.paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
class Tile:
def __init__(self, Id, Pos):
self.Id = Id
self.Position = Pos
self.pixels = []
self.colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))
def getId(self):
return self.Id
def add_pixel(self,pixel):
self.pixels.append(pixel)
def paint_pixels(self, map, r,g,b):
for pixel in self.pixels:
map.set_at((pixel[0],pixel[1]), (r,g,b,255))

View file

@ -0,0 +1,73 @@
import random
class TerrainWorker:
def generateTerrain(self):
self.terrains = []
ocean = Terrain("ocean", (0, 102, 255), 2, True, ("plains", "forest", "hills"))
self.terrains.append(ocean)
lake = Terrain("lake", (0, 204, 255), 1, True, ("plains", "forest", "hills"))
self.terrains.append(lake)
plains = Terrain("plains", (0, 200, 0), 1, False, ("ocean", "lake", "forest", "hills", "desert"))
self.terrains.append(plains)
forest = Terrain("forest", (0, 100, 0), 2, False, ("ocean", "lake", "plains", "hills"))
self.terrains.append(forest)
hills = Terrain("hills", (102, 102, 153), 2, False, ("ocean", "lake", "plains", "forest"))
self.terrains.append(hills)
desert = Terrain("desert", (230, 230, 0), 1, False, ("plains", "dune"))
self.terrains.append(desert)
dune = Terrain("dune", (153, 153, 0), 2, False, ("desert",))
self.terrains.append(dune)
self.terrainNames = []
for terrain in self.terrains:
self.terrainNames.append(str(terrain.name))
print(f"Added {self.terrainNames}")
def get_terrain(self, action):
if action == "types":
return self.terrainNames
if action == "colours":
dictionary = {}
for terrain in self.terrains:
dictionary[terrain.name] = terrain.colour
print(f"{dictionary}")
return dictionary
def get_rand_tType(self,dict,pos):
available_terrains = []
proximity_terrains = []
if pos[1] == 0:
available_terrains = self.terrainNames
else:
print(f"Testing: {dict[pos[0]][pos[1]-1]}")
if dict[pos[0]][pos[1]-1] != "" and dict[pos[0]][pos[1]-1] != None:
proximity_terrains.append(dict[pos[0]][pos[1]-1])
print(f"Found proxy terrain: {dict[pos[0]][pos[1]-1]}")
print(f"Testing: {dict[pos[0]+1][pos[1]-1]}")
if dict[pos[0]+1][pos[1]-1] != "" and dict[pos[0]+1][pos[1]-1] != None:
proximity_terrains.append(dict[pos[0]+1][pos[1]-1])
print(f"Found proxy terrain: {dict[pos[0]+1][pos[1]-1]}")
if proximity_terrains == []:
print("Fixing null proxy error")
available_terrains = self.terrainNames
for terrain in proximity_terrains:
print(f"Terrain using:{terrain}")
for matchterrain in self.terrains:
if matchterrain.name == terrain:
print(f"Matched with Terrain successfully")
for proxy in matchterrain.proxys:
available_terrains.append(proxy)
print(f"Found available terrain:{proxy}")
tTypeNum = random.randrange(0, len(available_terrains))
return available_terrains[tTypeNum]
class Terrain:
def __init__(self, name, colour, moveC, water, proxys):
self.name = name
self.colour = colour
self.moveCost = moveC
self.isWater = water
self.proxys = proxys

Binary file not shown.

Binary file not shown.

View file

View file

View file

View file

@ -1,5 +1,6 @@
import pygame
import sys
from threading import Thread
sys.path.append('./Map')
@ -89,10 +90,8 @@ GameMap = MapManager.MapManager()
GameMap.load(map)
screen.blit(map, maprect)
pygame.display.flip()
GameMap.populate(map)
t = Thread(target=GameMap.populate, args=(map,))
t.start()
time2 = pygame.time.get_ticks()

Binary file not shown.

Before

Width:  |  Height:  |  Size: 58 KiB

After

Width:  |  Height:  |  Size: 4.9 KiB

Before After
Before After

View file

@ -81,9 +81,10 @@ class MapManager:
currentHorizontal = 0
currentTile = 0
for y in range(0, mapObject.get_height()-1):
if (y-1) % 10 == 0:
if (y-1) % 5 == 0:
currentVertical += 1
currentHorizontal = 0
print(f"Current Vertical:{currentVertical}")
for x in range(0, mapObject.get_width()-1):
CurCol = mapObject.get_at((x, y))
if CurCol == (255,255,255,255):
@ -94,15 +95,15 @@ class MapManager:
if tileprint < 20:
print(f"Added tiles: {goodtiles}")
tileprint += 1
colour1 = 255
colour2 = 0
colour1 = 0
colour2 = 255
colour3 = 0
self.tiles[f"{currentTile}"].paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
currentTile += 1
currentHorizontal += 1
self.amountOfTiles = currentTile
self.Verticals = 59
self.Horizontals = 207
self.Verticals = 200
self.Horizontals = 200
print(f"{self.tiles.keys()}")
def populate(self, mapObject):
@ -120,22 +121,36 @@ class MapManager:
if choice != 6 and position[0] != 0:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
else:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType()
else:
choice = random.randrange(1,12)
if choice <= 5:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
elif position [0] == 0:
choice = random.randrange(1,7)
if choice != 6 and position[1] != 0:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
elif choice != 11:
else:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
else:
choice = random.randrange(1,21)
if choice <= 6:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
elif choice >= 7 and choice <= 14:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
elif choice == 11:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType()
elif choice != 20:
choice2 = random.randrange(1,3)
if choice2 == 1:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
else:
if position[0] != int(mapObject.get_width()):
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]+1][position[1]-1]
else:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]-1]
elif choice == 20:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
print(f"{tilesMapped}")
mappedColours = self.TileWorker.get_terrain("colours")
for x in self.tiles.keys():
tile = self.tiles[f"{x}"]
if tilesMapped[tile.Position[0]][tile.Position[1]] != "":
colour = mappedColours[f"{tilesMapped[tile.Position[0]][tile.Position[1]]}"]
print(f"{colour}")
colour1, colour2, colour3 = colour[0], colour[1], colour[2]
tile.paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
@ -145,7 +160,6 @@ class Tile:
def __init__(self, Id, Pos):
self.Id = Id
self.Position = Pos
print(f"{Pos[0]},{Pos[1]}")
self.pixels = []
self.colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))

View file

@ -4,19 +4,19 @@ class TerrainWorker:
def generateTerrain(self):
self.terrains = []
ocean = Terrain("ocean", (0, 102, 255), 2, True)
ocean = Terrain("ocean", (0, 102, 255), 2, True, ("plains", "forest", "hills"))
self.terrains.append(ocean)
lake = Terrain("lake", (0, 204, 255), 1, True)
lake = Terrain("lake", (0, 204, 255), 1, True, ("plains", "forest", "hills"))
self.terrains.append(lake)
plains = Terrain("plains", (0, 200, 0), 1, False)
plains = Terrain("plains", (0, 200, 0), 1, False, ("ocean", "lake", "forest", "hills", "desert"))
self.terrains.append(plains)
forest = Terrain("forest", (0, 100, 0), 2, False)
forest = Terrain("forest", (0, 100, 0), 2, False, ("ocean", "lake", "plains", "hills"))
self.terrains.append(forest)
hills = Terrain("hills", (102, 102, 153), 2, False)
hills = Terrain("hills", (102, 102, 153), 2, False, ("ocean", "lake", "plains", "forest"))
self.terrains.append(hills)
desert = Terrain("desert", (230, 230, 0), 1, False)
desert = Terrain("desert", (230, 230, 0), 1, False, ("plains", "dune"))
self.terrains.append(desert)
dune = Terrain("dune", (153, 153, 0), 2, False)
dune = Terrain("dune", (153, 153, 0), 2, False, ("desert",))
self.terrains.append(dune)
self.terrainNames = []
for terrain in self.terrains:
@ -31,16 +31,61 @@ class TerrainWorker:
dictionary = {}
for terrain in self.terrains:
dictionary[terrain.name] = terrain.colour
print(f"{dictionary}")
return dictionary
def biomebalance(self, biome):
if biome == "ocean":
return 2
if biome == "lake":
return 3
if biome == "plains":
return 5
if biome == "forest":
return 4
if biome == "hills":
return 3
if biome == "desert":
return 2
if biome == "dune":
return 1
def get_rand_tType(self):
tTypeNum = random.randrange(0, len(self.terrains))
return self.terrainNames[tTypeNum]
def get_rand_tType(self,dict,pos):
available_terrains = []
proximity_terrains = []
if pos[1] == 0:
available_terrains = self.terrainNames
else:
print(f"Testing: {dict[pos[0]][pos[1]-1]}")
if dict[pos[0]][pos[1]-1] != "" and dict[pos[0]][pos[1]-1] != None:
proximity_terrains.append(dict[pos[0]][pos[1]-1])
print(f"Found proxy terrain: {dict[pos[0]][pos[1]-1]}")
print(f"Testing: {dict[pos[0]+1][pos[1]-1]}")
if dict[pos[0]+1][pos[1]-1] != "" and dict[pos[0]+1][pos[1]-1] != None:
proximity_terrains.append(dict[pos[0]+1][pos[1]-1])
print(f"Found proxy terrain: {dict[pos[0]+1][pos[1]-1]}")
if proximity_terrains == []:
print("Fixing null proxy error")
available_terrains = self.terrainNames
for terrain in proximity_terrains:
print(f"Terrain using:{terrain}")
for matchterrain in self.terrains:
if matchterrain.name == terrain:
print(f"Matched with Terrain successfully")
for proxy in matchterrain.proxys:
for x in range(0, self.biomebalance(proxy)):
available_terrains.append(proxy)
print(f"Found available terrain:{proxy}")
tTypeNum = random.randrange(0, len(available_terrains))
return available_terrains[tTypeNum]
class Terrain:
def __init__(self, name, colour, moveC, water):
def __init__(self, name, colour, moveC, water, proxys):
self.name = name
self.colour = colour
self.moveCost = moveC
self.isWater = water
self.isWater = water
self.proxys = proxys