CountDuchKing/Main.py
Zaponium cbc07fdf16 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.
2024-03-19 00:49:20 +01:00

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()