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.
126 lines
No EOL
2.7 KiB
Python
126 lines
No EOL
2.7 KiB
Python
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() |