Beispiel #1
0
    def get_collision_rect(self):
        hitbox = self.animation_machine.get_hitboxes("body")
        hitbox = hitbox[0]

        rect = Rect(hitbox["size"], hitbox["position"])

        last = self.physics_interface.get_instantaneous_velocity()
        last.rotate(.5)
        rect.center = last.apply_to_point(rect.center)

        return rect
Beispiel #2
0
    def generate_map(self):

        #fill map with "unblocked" tiles
        self.tiles = [[Tile(True) for y in range(MAP_HEIGHT)]
                      for x in range(MAP_WIDTH)]

        rooms = []
        num_rooms = 0

        for r in range(MAX_ROOMS):
            #random width and height
            w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
            h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
            #random position without going out of the boundaries of the map
            x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
            y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)

            #"Rect" class makes rectangles easier to work with
            new_room = Rect(x, y, w, h)

            #run through the other rooms and see if they intersect with this one
            failed = False
            for other_room in rooms:
                if new_room.intersect(other_room):
                    failed = True
                    break

            if not failed:
                #this means there are no intersections, so this room is valid

                #"paint" it to the map's tiles
                create_room(new_room)
                place_objects(new_room)

                #center coordinates of new room, will be useful later
                (new_x, new_y) = new_room.center()

                if num_rooms == 0:
                    #this is the first room, where the player starts at
                    player.x = new_x
                    player.y = new_y
                    npc.x = new_x + 1
                    npc.y = new_y + 1

                else:
                    #all rooms after the first:
                    #connect it to the previous room with a tunnel

                    #center coordinates of previous room
                    (prev_x, prev_y) = rooms[num_rooms - 1].center()

                    #draw a coin (random number that is either 0 or 1)
                    if libtcod.random_get_int(0, 0, 1) == 1:
                        #first move horizontally, then vertically
                        create_h_tunnel(prev_x, new_x, prev_y)
                        create_v_tunnel(prev_y, new_y, new_x)
                    else:
                        #first move vertically, then horizontally
                        create_v_tunnel(prev_y, new_y, prev_x)
                        create_h_tunnel(prev_x, new_x, new_y)

                #finally, append the new room to the list
                rooms.append(new_room)
                num_rooms += 1