Example #1
0
def new_game():
    """
    Makes new game by deleting old data and making new data
    """
    global CURRENT_FLOOR, TURN_COUNT, MAP_INFO, CAMERA, PATHFINDING, PLAYER, GAME_DATA, FOV

    CURRENT_FLOOR = 1
    # Save this
    TURN_COUNT = 0

    # Save this
    MAP_INFO = gamemap.MapInfo()

    CAMERA = camera.Camera(MAP_INFO)

    PATHFINDING = pathfinding.Graph()
    PATHFINDING.make_graph(MAP_INFO)
    PATHFINDING.neighbour()

    # Save this
    PLAYER = entity_generator.generate_player(MAP_INFO.map_tree, "knight")

    # Save this
    GAME_DATA = game_data.GameData()

    FOV = fov.new_fov(MAP_INFO)

    PARTICLE_LIST = []
Example #2
0
def initialize_pathfinding():
    """
    Initializes pathfinding for config.MAP_INFO
    """
    config.PATHFINDING = pathfinding.Graph()
    config.PATHFINDING.make_graph(config.MAP_INFO)
    config.PATHFINDING.neighbour()
def isLegal(board):
    # starts at 4th col, with row based on gHeight
    colStart = 4
    colGoal = len(board[0]) - 5
    start = None
    goal = None
    for row in range(len(board)):
        if start is None:
            if board[row][colStart] != 0:
                start = (row - 1, colStart)  #first point of collision
        if goal is None:
            if board[row][colGoal] != 0:
                goal = (row - 1, colGoal)

    graph = pathfinding.Graph(board)

    path = pathfinding.aStarSearch(graph, start, goal)

    if path is not None:
        global_data.data.solvedPath = path
        return True
    else:
        return False
Example #4
0
    def findPath(self):
        # updates shortest path to level finish but currently only works without
        # game physics taken into account
        # a* however does take game physics into account
        board = self.screenObjList
        # starts at 4th col, with row based on gHeight
        colStart = 4
        colGoal = len(board[0]) - 5
        start = None
        goal = None
        for row in range(len(board)):
            if start is None:
                if board[row][colStart] != 0:
                    start = (row - 1, colStart)  #first point of collision
            if goal is None:
                if board[row][colGoal] != 0:
                    goal = (row - 1, colGoal)

        graph = pathfinding.Graph(board)

        path = pathfinding.aStarSearch(graph, start, goal)

        if path is not None:
            global_data.data.solvedPath = path
Example #5
0
SURFACE_MAIN = pygame.display.set_mode(RESOLUTION, pygame.RESIZABLE)
CLOCK = pygame.time.Clock()
# Load in all the sprites
SPRITE = sprite.GameSprites()

# Save this
CURRENT_FLOOR = 1
# Save this
TURN_COUNT = 0

# Save this
MAP_INFO = gamemap.MapInfo()

CAMERA = camera.Camera(MAP_INFO)

PATHFINDING = pathfinding.Graph()
PATHFINDING.make_graph(MAP_INFO)
PATHFINDING.neighbour()

# Save this
PLAYER = entity_generator.generate_player(MAP_INFO.map_tree, "knight")

# Save this
GAME_DATA = game_data.GameData()

FOV = fov.new_fov(MAP_INFO)

PARTICLE_LIST = []

WALL_HACK = False