Example #1
0
    def newgame(self, level):
        logger.info("Starting new game...")

        self.window.flush()

        # for i in range(100):
        #     print(str(i) + ": " + self.generate_name("surname"))

        dungeon_cfg = load_cfg("Dungeon2")
        self.dungeon = DungeonGenerator(
            logger,
            dungeon_cfg
        )

        self.game_size = (
            dungeon_cfg["dungeon_size"][0] * 32,
            dungeon_cfg["dungeon_size"][1] * 32
        )

        self.space = pymunk.Space()

        self.dungeon.generate()

        self.spatial_hash = spatial.SpatialHash()
        for w in self.dungeon.walls:
            self.spatial_hash.insert_object_for_rect(
                w.p1,
                w.p2,
                w
            )
        for c in self.dungeon.collidable:
            self.spatial_hash.insert_object_for_rect(
                c.p1,
                c.p2,
                c
            )

        logger.info("Generating dungeon graphics...")
        img_grid = self.dungeon.get_tilemap()

        grid_to_image(
            img_grid, "dungeon", self.game_size
        )

        dungeon_texture = self.window.load_single_texture(
            "dungeon"
        )
        dungeon_overlay_texture = self.window.load_single_texture(
            "dungeon_overlay"
        )

        self.dungeon_sprite = pyglet.sprite.Sprite(
                dungeon_texture,
                x=0, y=0,
                batch=self.window.batches["dungeon"]
            )
        self.dungeon_overlay_sprite = pyglet.sprite.Sprite(
                dungeon_overlay_texture,
                x=0, y=0,
                batch=self.window.batches["dungeon_overlay"]
            )

        logger.info("Done.")

        start = self.window.grid_to_window(*self.dungeon.startroom.center)
        # self.tiles = tiles.TiledRenderer(self.window, level)
        self.spawn_player(start)

        # Add a static square for every dungeon wall
        for w in self.dungeon.walls:
            body = pymunk.Body()
            body.position = w.center
            box_points = [(-16, -16), (-16, 16), (16, 16), (16, -16)]
            shape = pymunk.Poly(body, box_points, (0, 0))
            shape.group = 1
            self.space.add(shape)
            w.body = body
        for c in self.dungeon.collidable:
            body = pymunk.Body()
            body.position = c.center
            box_points = [(-16, -16), (-16, 16), (16, 16), (16, -16)]
            shape = pymunk.Poly(body, box_points, (0, 0))
            shape.group = 1
            self.space.add(shape)
            c.body = body

        # self.space.add_collision_handler(1, 1, post_solve=smack)
        self.space.damping = 0.001

        itemlist = items.L1_Sword(), items.L1_Armor(), items.L1_Ring()
        for i in itemlist:
            self.player.equip_item(i)
        self.player.update_stats()
        self.player.restore_stats()

        logger.info("Spawning enemies...")
        self.enemies = []
        for r in self.dungeon.enemy_rooms:
            for spawn in r.spawn_locations:
                x, y = self.window.grid_to_window(*spawn)
                self.add_enemy(x, y)

        i = 0
        for e in self.enemies:
            e.modifiers["str"] += i
            e.update_stats()
            e.reset()
            i += 3
        logger.info("Done.")

        if self.window.ui:
            self.window.ui.add_stats(
                self.player, 0, self.window.height, 120, 240
            )

        logger.info("Game successfully loaded.")
Example #2
0
class Game:

    def __init__(self, window):
        self.window = window
        self.cfg = load_cfg("Game")

    def newgame(self, level):
        logger.info("Starting new game...")

        self.window.flush()

        # for i in range(100):
        #     print(str(i) + ": " + self.generate_name("surname"))

        dungeon_cfg = load_cfg("Dungeon2")
        self.dungeon = DungeonGenerator(
            logger,
            dungeon_cfg
        )

        self.game_size = (
            dungeon_cfg["dungeon_size"][0] * 32,
            dungeon_cfg["dungeon_size"][1] * 32
        )

        self.space = pymunk.Space()

        self.dungeon.generate()

        self.spatial_hash = spatial.SpatialHash()
        for w in self.dungeon.walls:
            self.spatial_hash.insert_object_for_rect(
                w.p1,
                w.p2,
                w
            )
        for c in self.dungeon.collidable:
            self.spatial_hash.insert_object_for_rect(
                c.p1,
                c.p2,
                c
            )

        logger.info("Generating dungeon graphics...")
        img_grid = self.dungeon.get_tilemap()

        grid_to_image(
            img_grid, "dungeon", self.game_size
        )

        dungeon_texture = self.window.load_single_texture(
            "dungeon"
        )
        dungeon_overlay_texture = self.window.load_single_texture(
            "dungeon_overlay"
        )

        self.dungeon_sprite = pyglet.sprite.Sprite(
                dungeon_texture,
                x=0, y=0,
                batch=self.window.batches["dungeon"]
            )
        self.dungeon_overlay_sprite = pyglet.sprite.Sprite(
                dungeon_overlay_texture,
                x=0, y=0,
                batch=self.window.batches["dungeon_overlay"]
            )

        logger.info("Done.")

        start = self.window.grid_to_window(*self.dungeon.startroom.center)
        # self.tiles = tiles.TiledRenderer(self.window, level)
        self.spawn_player(start)

        # Add a static square for every dungeon wall
        for w in self.dungeon.walls:
            body = pymunk.Body()
            body.position = w.center
            box_points = [(-16, -16), (-16, 16), (16, 16), (16, -16)]
            shape = pymunk.Poly(body, box_points, (0, 0))
            shape.group = 1
            self.space.add(shape)
            w.body = body
        for c in self.dungeon.collidable:
            body = pymunk.Body()
            body.position = c.center
            box_points = [(-16, -16), (-16, 16), (16, 16), (16, -16)]
            shape = pymunk.Poly(body, box_points, (0, 0))
            shape.group = 1
            self.space.add(shape)
            c.body = body

        # self.space.add_collision_handler(1, 1, post_solve=smack)
        self.space.damping = 0.001

        itemlist = items.L1_Sword(), items.L1_Armor(), items.L1_Ring()
        for i in itemlist:
            self.player.equip_item(i)
        self.player.update_stats()
        self.player.restore_stats()

        logger.info("Spawning enemies...")
        self.enemies = []
        for r in self.dungeon.enemy_rooms:
            for spawn in r.spawn_locations:
                x, y = self.window.grid_to_window(*spawn)
                self.add_enemy(x, y)

        i = 0
        for e in self.enemies:
            e.modifiers["str"] += i
            e.update_stats()
            e.reset()
            i += 3
        logger.info("Done.")

        if self.window.ui:
            self.window.ui.add_stats(
                self.player, 0, self.window.height, 120, 240
            )

        logger.info("Game successfully loaded.")

    def add_enemy(self, x, y):
        inertia = pymunk.moment_for_circle(20, 0, 12, (0, 0))
        body = pymunk.Body(20, inertia)
        body.position = (x, y)
        shape = pymunk.Circle(body, 12, (0, 0))
        shape.group = 0
        shape.elasticity = 0.2
        self.space.add(body, shape)
        e = Enemy(self, window=self.window, x=x, y=y)
        e.name = self.generate_name("surname")
        e.body = body
        self.enemies.append(e)

    def spawn_player(self, point):
        logger.info("Spawning player...")
        self.player = Mage(
            self, window=self.window,
            x=point[0], y=point[1]
        )

        # Player body for physics
        inertia = pymunk.moment_for_circle(10, 0, 12, (0, 0))
        body = pymunk.Body(10, inertia)
        body.position = (self.player.x, self.player.y)
        shape = pymunk.Circle(body, 12, (0, 0))
        shape.elasticity = 0.2
        # shape.collision_type = 1
        shape.group = 0
        self.space.add(body, shape)
        self.player.body = body

        self.window.set_offset(
            self.player.windowpos[0] - self.player.x,
            self.player.windowpos[1] - self.player.y,

        )
        self.window.update_display_dungeon()

        logger.info("Done.")

    def generate_name(self, type):
        syllables = load_cfg("Syllables")[type]
        syllable_count = random.randrange(2, 4)
        surname, title_pre, title_post, i = "", "", "", 0
        apos_used = False
        while i < syllable_count:
            syl = random.choice(syllables)
            if i and not random.randint(0, 10) and not apos_used:
                surname += "'"
                apos_used = True
            # if i and not random.randint(0, 40):
            #     i -= 1
            if syl not in surname:
                surname += syl
                i += 1
        if not random.randint(0, 4):
            tp = load_cfg("Syllables")["title_pre"]
            title_pre = random.choice(tp)
            tp = load_cfg("Syllables")["title_post"]
            title_post = random.choice(tp)
            if random.randint(0, 3):
                fullname = "{0} the {1}{2}".format(
                    surname.title(),
                    title_pre.title(),
                    title_post,
                )
            else:
                fullname = "{0} {1}{2}".format(
                    surname.title(),
                    title_pre.title(),
                    title_post,
                )
        elif not random.randint(0, 6):
            if random.randint(0, 1):
                tp = load_cfg("Syllables")["title_pre"]
            else:
                tp = load_cfg("Syllables")["title_post"]
            title_pre = random.choice(tp)
            if title_pre[0] == "-":
                title_pre = title_pre[1:]
            fullname = "{0} the {1}".format(
                surname.title(),
                title_pre.title(),
            )
        else:
            fullname = surname.title()

        if check_consecutive_letters(fullname, 3):
            # self.generate_name("surname")
            return "ERRORNAME LOL"
        else:
            return fullname

    def check_enemy_collision(self, x, y):
        for e in self.enemies:
            if check_point_rectangle(x, y, e.rectangle):
                return True
        else:
            return False

    def update_z_index(self):
        pass
        # for e in self.enemies:
        #     if e.y > self.player.y:
        #         e.sprite.group = self.window.bg_group
        #     else:
        #         e.sprite.group = self.window.fg_group

    def update(self, dt):
        for x in range(10):
            self.space.step(dt / 10)
        if self.player:
            self.player.update(dt)
        if len(self.enemies) > 0:
            self.update_z_index()
            for e in self.enemies:
                e.update(dt)
Example #3
0
class GameWorld(World):
    def __init__(self):
        loadstart = time.clock()
        self.cfg = load_cfg("Game")
        # Initialize a window
        self.window = GameWindow()
        # Forward window events to gameworld
        self.window.on_mouse_motion = self.on_mouse_motion
        self.window.on_mouse_press = self.on_mouse_press
        self.window.on_mouse_scroll = self.on_mouse_scroll
        self.window.on_key_press = self.on_key_press
        self.window.on_resize = self.on_resize

        # Set default zoom
        self.view_area = (
            0, self.window.width, 0, self.window.height
        )
        self.zoom_factor = 1.5

        # Create a keyboard input handler for pyglet window
        self.input_keys = pyglet.window.key.KeyStateHandler()
        self.window.push_handlers(self.input_keys)

        self.new_game(load=True)
        end = time.clock()
        logger.info("Game loaded in {:.3f}s.".format(end - loadstart))

    def new_game(self, load=False):
        super().__init__()
        self.start_systems()
        # self.components = {}
        self.window.offset_x, self.window.offset_y = 640, 360
        # Create batches and load textures
        logger.info("Loading textures...")
        start = time.clock()
        self.batches = OrderedDict()
        self.load_textures()
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))
        # Setup dungeon configuration
        logger.info("Building dungeon...")
        start = time.clock()
        dungeon_cfg = load_cfg("Dungeon2")
        self.dungeon = DungeonGenerator(
            logger,
            dungeon_cfg
        )

        self.game_size = (
            dungeon_cfg["dungeon_size"][0] * 32,
            dungeon_cfg["dungeon_size"][1] * 32
        )

        if load:
            self.dungeon.load("saved.json")
        else:
            self.dungeon.generate()
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        if not load:
            self.dungeon.save("saved.json")

        logger.info("Generating dungeon graphics...")
        start = time.clock()
        if load:
            pass
        else:
            img_grid = self.dungeon.get_tilemap()

            grid_to_image(
                img_grid, "dungeon", self.game_size
            )

        dungeon_texture = self.load_single_texture(
            "dungeon"
        )
        dungeon_overlay_texture = self.load_single_texture(
            "dungeon_overlay"
        )

        self.bg = BG(self, dungeon_texture)
        self.fg = FG(self, dungeon_overlay_texture)
        self.bg.batch = Batch("dungeon")
        self.bg.batch.group = 0
        self.bg.position.set(0, 0)
        self.fg.batch = Batch("dungeon")
        self.fg.batch.group = 1
        self.fg.position.set(0, 0)
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        # Make physical space for physics engine
        logger.info("Setup physics space...")
        start = time.clock()
        self.phys_space = pymunk.Space()
        self.phys_space.damping = 0.001
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        # Add entities to the world
        logger.info("Spawning enemies...")
        start = time.clock()
        self.enemies = []
        for r in self.dungeon.enemy_rooms:
            for spawn in r.spawn_locations:
                x, y = spawn[0] * 32, spawn[1] * 32
                e = Enemy(self)
                e.position.set(x, y)
                self.enemies.append(e)
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        logger.info("Generating wall rectangles...")
        start = time.clock()
        wall_rects = self.dungeon.wall_rects
        self.walls = []
        for w in wall_rects:
            p1, p2 = w
            x = (p1[0] * 32)
            y = (p1[1] * 32)
            w = p2[0] * 32 - p1[0] * 32 + 32
            h = p2[1] * 32 - p1[1] * 32 + 32
            # print(p1, p2, x, y, w, h)
            wa = Wall(self)
            wa.physbody = PhysBody(shape="square", width=w, height=h)
            wa.position.set(x, y)
            self.walls.append(wa)
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        logger.info("Placing collidable items...")
        # self.collidable = []
        # for c in self.dungeon.collidable:
        #     print(c.p1)
        #     co = Wall(self)
        #     co.physbody = PhysBody(shape="square", width=32, height=32)
        #     co.position.set(*c.p1)
        #     self.collidable.append(co)

        logger.info("Spawning player...")
        self.spawn_player()
        # self.e = Enemy(self)
        # self.e.position.set(self.p.position.x + 32, self.p.position.y)
        # self.e.followtarget.who = self.p
        # self.e.lightsource = LightSource()

        self.viewlines = []

    def load_game(self):
        pass

    def save_game(self):
        pass

    def initialize(self):
        pass

    def spawn_player(self, point=(0, 0)):
        self.p = Player(self)
        c = self.dungeon.startroom.center
        x, y = c[0] * 32, c[1] * 32
        self.p.position.set(x, y)

    def load_textures(self):
        goblin_img = center_image(
            pyglet.image.load('resources/crappy_goblin.png')
        )
        player_body_img = center_image(
            pyglet.image.load('resources/player_body.png')
        )
        player_body_glow_img = center_image(
            pyglet.image.load('resources/player_body_glow.png')
        )
        wall_img = center_image(
            pyglet.image.load('resources/wall.png')
        )
        bg_img = center_image(
            pyglet.image.load('resources/bg.png')
        )

        self.textures = dict(
            enemy=goblin_img,
            player=player_body_img,
            player_glow=player_body_glow_img,
            wall=wall_img,
            bg=bg_img
        )

    def load_single_texture(self, name, center=False):
        if center:
            return center_image(
                pyglet.image.load(os.path.join(RES_PATH, name + '.png'))
            )
        else:
            return pyglet.image.load(os.path.join(RES_PATH, name + '.png'))

    def get_player(self):
        return self.p

    def get_gamepos(self, x, y):
        return int(x - self.window.offset_x), int(y - self.window.offset_y)

    def on_mouse_motion(self, x, y, dx, dy):
        pass
        # c = self.get_components(MouseControlled)
        # e = None
        # if c:
        #     try:
        #         e = self.get_entities(c[0])[0]
        #     except KeyError:
        #         pass

        # if e:
        #     e.mousecontrolled.x, e.mousecontrolled.y = self.get_gamepos(x, y)
        # print current mouse position
        # print(x, y)

    def on_resize(self, width, height):
        glViewport(0, 0, width, height)
        self.update_ortho(width, height)
        # glMatrixMode(gl.GL_MODELVIEW)
        # glLoadIdentity()
        return pyglet.event.EVENT_HANDLED

    def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
        if scroll_y == 1 and self.zoom_factor < 0.25:
            self.zoom_factor += 0.05
        elif scroll_y == 1 and self.zoom_factor < 0.5:
            self.zoom_factor += 0.125
        elif scroll_y == 1 and self.zoom_factor < 1.5:
            self.zoom_factor += 0.25
        elif scroll_y == 1 and self.zoom_factor < 5:
            self.zoom_factor += 0.5
        elif scroll_y == -1 and self.zoom_factor > 1.5:
            self.zoom_factor -= 0.5
        elif scroll_y == -1 and self.zoom_factor > 0.5:
            self.zoom_factor -= 0.25
        elif scroll_y == -1 and self.zoom_factor > 0.25:
            self.zoom_factor -= 0.125
        elif scroll_y == -1 and self.zoom_factor > 0.06:
            self.zoom_factor -= 0.05
        else:
            return None
        print("Zoom: ", self.zoom_factor, "x")
        self.update_ortho(self.window.width, self.window.height)

    def update_ortho(self, w, h):
        lessen_w = int((w - (w / self.zoom_factor)) / 2)
        lessen_h = int(lessen_w * (h / w))
        self.view_area = lessen_w, w - lessen_w, lessen_h, h - lessen_h

        glMatrixMode(gl.GL_PROJECTION)
        glLoadIdentity()
        glOrtho(*self.view_area, -1, 1)
        glMatrixMode(gl.GL_MODELVIEW)
        glLoadIdentity()

    def on_mouse_press(self, x, y, button, modifiers):
        # pass
        # when a user presses a mouse button, print which one and mousepos
        print("{0} pressed at: {1},{2}.".format(button, x, y))
        p = self.get_player()
        p.mouseclicked = MouseClicked(button, *self.get_gamepos(x, y))

    def on_key_press(self, k, modifiers):
        if k == key.ESCAPE:
            # logger.info("Exiting...")
            pyglet.app.exit()

        if k == key._1:
            self.zoom_factor = 1
        if k == key._2:
            self.zoom_factor = 2
        if k == key._3:
            self.zoom_factor = 3

        if k == key.F2:
            e = [None]
            c = self.get_components(Input)
            for comp in c:
                e = self.get_entities(comp)

            if e[0] == self.p:
                delattr(self.p, "input")
                # self.e.input = Input()
            else:
                delattr(e[0], "input")
                self.p.input = Input()

        if k == key.F4:
            if getattr(self.p, "staticposition"):
                delattr(self.p, "staticposition")
                self.p.windowposition = WindowPosition()
            else:
                self.p.staticposition = StaticPosition(x=640, y=360)
                self.window.offset_x = 640 - self.p.position.x
                self.window.offset_y = 360 - self.p.position.y
                delattr(self.p, "windowposition")

        if k == key.F5:
            if getattr(self.p, "lightsource"):
                delattr(self.p, "lightsource")
            else:
                self.p.lightsource = LightSource()

        if k == key.F8:
            self.new_game(load=False)
        if k == key.F9:
            self.new_game(load=True)

        if k == key.F11:
            self.cfg["lighting_enabled"] = not self.cfg["lighting_enabled"]
        if k == key.F12:
            self.cfg["show_rays"] = not self.cfg["show_rays"]

        c = self.get_components(KeyboardControlled)
        e = None
        if c:
            try:
                e = self.get_entities(c[0])[0]
            except KeyError:
                pass

        if e:
            if getattr(e, "activeabilities"):
                try:
                    print(e.activeabilities.slots[keymap[k]])
                except KeyError:
                    # print("No ability defined for that key.")
                    pass

    def start_systems(self):
        self.add_system(InitializeEffectiveStatsSystem(self))
        self.add_system(ApplyAttributeStatsSystem(self))
        self.add_system(ApplyHPSystem(self))
        self.add_system(ApplyStaminaSystem(self))
        self.add_system(ApplyManaSystem(self))
        self.add_system(ApplyBasicAttackSystem(self))
        self.add_system(ApplyMovementSpeedSystem(self))
        self.add_system(AutoAttackSystem(self))
        self.add_system(CheckDeadSystem(self))
        self.add_system(CheckAttackTargetSystem(self))
        self.add_system(CheckAutoAttackTargetSystem(self))
        self.add_system(CheckFollowTargetSystem(self))
        self.add_system(SearchTargetSystem(self))
        self.add_system(AutoAttackInRangeSystem(self))
        self.add_system(LevelUpSystem(self))
        self.add_system(MobNamingSystem(self))
        self.add_system(GlowBatchSystem(self))
        self.add_system(SpriteBatchSystem(self))
        self.add_system(InputMovementSystem(self))
        self.add_system(HeadBobbingSystem(self))
        self.add_system(AIBehaviorSystem(self))
        self.add_system(MoveSystem(self))
        self.add_system(FollowSystem(self))
        self.add_system(PhysicsSystem(self))
        self.add_system(TargetMobSystem(self))
        self.add_system(StaticSpritePosSystem(self))
        self.add_system(StaticGlowEffectPosSystem(self))
        self.add_system(WindowPosSystem(self))
        self.add_system(SpritePosSystem(self))
        self.add_system(GlowPosSystem(self))
        self.add_system(HideSpriteSystem(self))
        self.add_system(PulseAnimationSystem(self))
        self.add_system(CleanupClickSystem(self))
        self.add_system(LightingSystem(self))
        self.add_system(RenderSystem(self))
Example #4
0
    def new_game(self, load=False):
        super().__init__()
        self.start_systems()
        # self.components = {}
        self.window.offset_x, self.window.offset_y = 640, 360
        # Create batches and load textures
        logger.info("Loading textures...")
        start = time.clock()
        self.batches = OrderedDict()
        self.load_textures()
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))
        # Setup dungeon configuration
        logger.info("Building dungeon...")
        start = time.clock()
        dungeon_cfg = load_cfg("Dungeon2")
        self.dungeon = DungeonGenerator(
            logger,
            dungeon_cfg
        )

        self.game_size = (
            dungeon_cfg["dungeon_size"][0] * 32,
            dungeon_cfg["dungeon_size"][1] * 32
        )

        if load:
            self.dungeon.load("saved.json")
        else:
            self.dungeon.generate()
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        if not load:
            self.dungeon.save("saved.json")

        logger.info("Generating dungeon graphics...")
        start = time.clock()
        if load:
            pass
        else:
            img_grid = self.dungeon.get_tilemap()

            grid_to_image(
                img_grid, "dungeon", self.game_size
            )

        dungeon_texture = self.load_single_texture(
            "dungeon"
        )
        dungeon_overlay_texture = self.load_single_texture(
            "dungeon_overlay"
        )

        self.bg = BG(self, dungeon_texture)
        self.fg = FG(self, dungeon_overlay_texture)
        self.bg.batch = Batch("dungeon")
        self.bg.batch.group = 0
        self.bg.position.set(0, 0)
        self.fg.batch = Batch("dungeon")
        self.fg.batch.group = 1
        self.fg.position.set(0, 0)
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        # Make physical space for physics engine
        logger.info("Setup physics space...")
        start = time.clock()
        self.phys_space = pymunk.Space()
        self.phys_space.damping = 0.001
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        # Add entities to the world
        logger.info("Spawning enemies...")
        start = time.clock()
        self.enemies = []
        for r in self.dungeon.enemy_rooms:
            for spawn in r.spawn_locations:
                x, y = spawn[0] * 32, spawn[1] * 32
                e = Enemy(self)
                e.position.set(x, y)
                self.enemies.append(e)
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        logger.info("Generating wall rectangles...")
        start = time.clock()
        wall_rects = self.dungeon.wall_rects
        self.walls = []
        for w in wall_rects:
            p1, p2 = w
            x = (p1[0] * 32)
            y = (p1[1] * 32)
            w = p2[0] * 32 - p1[0] * 32 + 32
            h = p2[1] * 32 - p1[1] * 32 + 32
            # print(p1, p2, x, y, w, h)
            wa = Wall(self)
            wa.physbody = PhysBody(shape="square", width=w, height=h)
            wa.position.set(x, y)
            self.walls.append(wa)
        end = time.clock()
        logger.info("Done, {:.3f}s.".format(end - start))

        logger.info("Placing collidable items...")
        # self.collidable = []
        # for c in self.dungeon.collidable:
        #     print(c.p1)
        #     co = Wall(self)
        #     co.physbody = PhysBody(shape="square", width=32, height=32)
        #     co.position.set(*c.p1)
        #     self.collidable.append(co)

        logger.info("Spawning player...")
        self.spawn_player()
        # self.e = Enemy(self)
        # self.e.position.set(self.p.position.x + 32, self.p.position.y)
        # self.e.followtarget.who = self.p
        # self.e.lightsource = LightSource()

        self.viewlines = []
Example #5
0
 def make_map(self):
     return DungeonGenerator(map_width=settings.MAP_WIDTH,
                             map_height=settings.MAP_HEIGHT,
                             max_rooms=settings.MAX_ROOMS,
                             max_room_size=10,
                             min_room_size=5).generate()