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(): 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
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
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
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
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)
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)
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)
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)
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,'+'] }
def randomLayout(seed): # layout = 'layouts/random%08dCapture.lay' % seed # print 'Generating random layout in %s' % layout import mazeGenerator return mazeGenerator.generateMaze(seed)