Example #1
0
def randomLayout(seed=None):
    if not seed:
        seed = random.randint(0, 99999999)
    # layout = 'layouts/random%08dCapture.lay' % seed
    # print 'Generating random layout in %s' % layout
    import mazeGenerator
    return mazeGenerator.generateMaze(seed)
def randomLayout(seed=None):
  if not seed:
    seed = random.randint(0, 99999999)
  # layout = 'layouts/random%08dCapture.lay' % seed
  # print 'Generating random layout in %s' % layout
  import mazeGenerator
  return mazeGenerator.generateMaze(seed)
Example #3
0
def randomLayout():
  layout = 'layouts/random%08dCapture.lay' % random.randint(0,99999999)
  print 'Generating random layout in %s' % layout
  import mazeGenerator
  out = file(layout, 'w')
  out.write(mazeGenerator.generateMaze())
  out.close()
  return layout
Example #4
0
def randomLayout():
    layout = 'layouts/random%08dCapture.lay' % random.randint(0, 99999999)
    print 'Generating random layout in %s' % layout
    import mazeGenerator
    out = file(layout, 'w')
    out.write(mazeGenerator.generateMaze())
    out.close()
    return layout
Example #5
0
def randomLayout():
  import os
  dir = 'layouts/'
  if not os.path.isdir(dir):
    dir = 'src/layouts/'
    if not os.path.isdir(dir):
      dir = '../layouts/'
      if not os.path.isdir(dir):
        dir = '../src/layouts/'

  layout = dir + ('random%08dCapture.lay' % random.randint(0,99999999))
  print 'Generating random layout in %s' % layout
  import mazeGenerator
  out = file(layout, 'w')
  out.write(mazeGenerator.generateMaze())
  out.close()
  return layout
Example #6
0
def randomLayout():
  import os
  dir = 'layouts/'
  if not os.path.isdir(dir):
    dir = 'src/layouts/'
    if not os.path.isdir(dir):
      dir = '../layouts/'
      if not os.path.isdir(dir):
        dir = '../src/layouts/'

  layout = dir + ('random%08dCapture.lay' % random.randint(0,99999999))
  print 'Generating random layout in %s' % layout
  import mazeGenerator
  out = file(layout, 'w')
  out.write(mazeGenerator.generateMaze())
  out.close()
  return layout
Example #7
0
def randomLayout():
    import os

    dir = "layouts/"
    if not os.path.isdir(dir):
        dir = "src/layouts/"
        if not os.path.isdir(dir):
            dir = "../layouts/"
            if not os.path.isdir(dir):
                dir = "../src/layouts/"

    layout = dir + ("random%08dCapture.lay" % random.randint(0, 99999999))
    print "Generating random layout in %s" % layout
    import mazeGenerator

    out = file(layout, "w")
    out.write(mazeGenerator.generateMaze())
    out.close()
    return layout
Example #8
0
def reset():
    global pathArrayTemp, testedArray, mazeArray, wallArray, attempts
    attempts = 0

    for r in range(ROWS):
        for c in range(COLS):
            wallArray[r][c].topWall = False
            wallArray[r][c].botWall = False
            wallArray[r][c].lefWall = False
            wallArray[r][c].rigWall = False

    pathArrayTemp, testedArray, mazeArray, wallArray = [], [], [], []

    for rows in range(ROWS):
        thisRow = []
        for cols in range(COLS):
            thisRow.append(0)

        testedArray.append(thisRow)

    mazeArray, wallArray = generateMaze(mazeSIZE)
Example #9
0
WIN_WIDTH = (SIZE * 30) + 30
WIN_HEIGHT = (SIZE * 30) + 30
ROWS = SIZE
COLS = SIZE
backgroudColour = (0, 0, 0)

playerArray = []
for rows in range(ROWS):
    thisRow = []

    for cols in range(COLS):
        thisRow.append(0)

    playerArray.append(thisRow)

mazeArray, wallArray = generateMaze(SIZE)

cursorEvent = pygame.event.poll()

timeElapsed = 0
clock = pygame.time.Clock()

notRunning = False

#Set up the Pygame window.
screen = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption('Maze')

screen.fill(backgroudColour)

Example #10
0
def make_map():
    #add the player to the list of objects
    defn.objects = [defn.player]

    #create a blank dungeon
    defn.dungeon = [[
        mpcl.Tile(x, y, 'wall', libtcod.grey, True)
        for y in range(defn.MAP_HEIGHT)
    ] for x in range(defn.MAP_WIDTH)]

    #generate a dungeon map and print it to the dungeon
    level = mgen.dMap()

    #choose leveltype
    randomint = randrange(100)
    if randomint > 40:  #dungeon
        level.makeMap(defn.MAP_WIDTH, defn.MAP_HEIGHT, 110, 20, 60)
    elif randomint > 10:  #cave
        level.mapArr = caveGenerator.generateCave(
            (defn.MAP_WIDTH, defn.MAP_HEIGHT),
            defn.MAP_WIDTH * defn.MAP_HEIGHT * 2 / 3)
    else:  #maze
        level.mapArr = mazeGenerator.generateMaze(
            (defn.MAP_WIDTH, defn.MAP_HEIGHT))

    for y in range(defn.MAP_HEIGHT):
        for x in range(defn.MAP_WIDTH):
            print_tile(level, [x, y])

    #generate 12 encounters
    for i in range(12):
        generate_encounters()

    #populate each room
    #for room in level.roomList:
    # generate_encounters(room)

    #send all items to the back
    for obj in defn.objects:
        if obj.item:
            obj.send_to_back()

    #create stairs at the center of the last room
    defn.stairs = obcl.Object(0,
                              0,
                              always_visible=True,
                              properties={
                                  'name': 'portal',
                                  'graphic': '<',
                                  'color': libtcod.white,
                                  'description': 'portal to the next level'
                              })
    mpop.place_randomly(defn.stairs)
    defn.stairs.send_to_back()

    #place the player

    mpop.place_randomly(defn.player)

    #clear list of dungeon tiles

    defn.dungeon_unblocked_list = []

    #compute adjacencies and dijkstra maps. create list of unblocked tiles. Note that all adjacencies must be computed first, since computing dijkstra maps requires adjacencies
    for y in range(defn.MAP_HEIGHT):
        for x in range(defn.MAP_WIDTH):
            tile = defn.dungeon[x][y]
            tile.compute_adjacent_tiles()
            #currently, the dungeon list includes only unblocked tiles
            if not tile.blocked:
                defn.dungeon_unblocked_list.append(tile)
# Pieter Abbeel ([email protected]).

import sys, random

import mazeGenerator
"""
This is a helper file which generates the random seeds for the map
layouts for the nightly tournament.
"""

if __name__ == "__main__":
    num = 9
    if len(sys.argv) > 1:  # command line argument: number of maps to generate
        num = int(sys.argv[1])

    seedsfile = '../driver/SEEDS'
    with open(seedsfile, 'w') as out:
        pass

    for i in range(num):
        seed = random.randint(0, 99999999)
        layout = 'layouts/random%08dCapture.lay' % seed
        print 'Generating random layout in %s' % layout
        with open(layout, 'w') as out:
            maze = mazeGenerator.generateMaze(seed)
            out.write(maze)
            print maze

        with open(seedsfile, 'a') as out:
            out.write("%d\n" % seed)
Example #12
0
def randomLayout(seed=None):
    if not seed:
        seed = random.randint(0, 99999999)
    return mazeGenerator.generateMaze(seed)
import mazeGenerator

"""
This is a helper file which generates the random seeds for the map
layouts for the nightly tournament.
"""

if __name__=="__main__":
  num = 9
  if len(sys.argv) > 1: # command line argument: number of maps to generate
    num = int(sys.argv[1])

  seedsfile = '../driver/SEEDS'
  with open(seedsfile,'w') as out:
    pass

  for i in range(num):
    seed = random.randint(0,99999999)
    layout = 'layouts/random%08dCapture.lay' % seed
    print 'Generating random layout in %s' % layout
    with open(layout, 'w') as out:
      maze = mazeGenerator.generateMaze(seed)
      out.write(maze)
      print maze

    with open(seedsfile, 'a') as out:
      out.write("%d\n"%seed)



Example #14
0
def randomLayout(seed=None):
    if not seed:
        seed = random.randint(0, 99999999)
    # print 'Generating random layout in %s' % layout
    import mazeGenerator
    return mazeGenerator.generateMaze(seed)
import map_generator as mgen
import console as con
import libtcodpy as lib
import txt_interpreter as txt
import arrayTools as arr
import mazeGenerator as maz
import caveGenerator as cave
import diffusionGenerator as diff

#roomModule = txt.importArray('vaults/vault1.txt')
#array = [['#' for x1 in range(36)] for x1 in range(48)]
#array = arr.overlayArray(array,roomModule,[3,3])
#array = arr.overlayArray(array,roomModule,[4,4])

array = maz.generateMaze([36,48])
#array = cave.generateCave((36,48),(36*24-20))
#array = diff.generateMap((36,48))

def test1():
    dic1 = {'.' : lib.sepia,
            '#' : lib.dark_grey,
            '=' : lib.light_blue,
            '?' : lib.black,
            '+' : lib.yellow
            }
    dic2 = {'.' : [lib.dark_sepia,'.'],
            '#' : [lib.darker_grey,'#'],
            '=' : [lib.blue,'='],
            '?' : [lib.black,' '],
            '+' : [lib.white,'+']
            }
Example #16
0
def randomLayout(seed):
    # layout = 'layouts/random%08dCapture.lay' % seed
    # print 'Generating random layout in %s' % layout
    import mazeGenerator
    return mazeGenerator.generateMaze(seed)