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))