def __init__(self):
        """
        DungeonGame constructor.
        """
        player_input = query_player_input('Load last game (y/n)? ', ('y', 'n'))

        if player_input == 'y':

            self.game_map = GameMap()
            self.player = Player('')

            try:
                self.on_game_load()
            except FileNotFoundError as error:
                logging.error(error)
                logging.info('Save file not found, new game started.')
            else:
                return

        self.map_size = int(
            query_player_input('Enter map size: ', POSSIBLE_MAP_SIZES))
        self.game_map = GameMap(map_size=self.map_size)

        player_name = input('Enter your name: ')
        self.player = Player(player_name)
        self.player.randomize_position(self.map_size)

        while self.game_map.get_tile_character(
                *self.player.get_position()) != GAME_CHARACTERS['Empty']:
            self.player.randomize_position(self.map_size)
Exemple #2
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def get_game_variables():
    player = Entity(0, 0,
                    '@',
                    tcod.black,
                    'Player',
                    True, 
                    render_order=RenderOrder.ACTOR, 
                    inventory=component("INVENTORY"),
                    equipment=component("EQUIPMENT"),
                    purse=component("PURSE"),
                    fighter=component("PLAYER"))

    entities = [player]
    game_map = GameMap(CONFIG.get('MAP_WIDTH'), CONFIG.get('MAP_HEIGHT'))
    game_map.make_map(
        CONFIG.get('MAX_ROOMS'), 
        CONFIG.get('ROOM_MIN_SIZE'), 
        CONFIG.get('ROOM_MAX_SIZE'), 
        player, 
        entities, 
        CONFIG.get('MAX_MONSTERS'),
        CONFIG.get('MAX_ITEMS'),
        component)

    message_log = MessageLog(CONFIG.get("MESSAGE_X"),
                             CONFIG.get("MESSAGE_WIDTH"),
                             CONFIG.get("MESSAGE_HEIGHT"))

    game_state = GameStates.INSTRUCTIONS

    return player, entities, game_map, message_log, game_state
Exemple #3
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def generate(width: int, height: int) -> GameMap:
    ROOMS = {'min_size': 7, 'max_size': 10, 'max': 30}

    gm = GameMap(width, height)
    gm.tiles[...] = WALL
    rooms: List[Room] = []

    for _ in range(ROOMS['max']):
        w = randint(ROOMS['min_size'], ROOMS['max_size'])
        h = randint(ROOMS['min_size'], ROOMS['max_size'])
        x = randint(0, width - w - 1)
        y = randint(0, height - h - 1)

        new_room = Room(x, y, w, h)
        if any(new_room.intersects(other) for other in rooms):
            continue

        gm.tiles[new_room.inner] = FLOOR
        if rooms:
            other_room = rooms[-1]
            t_start = new_room.center
            t_end = other_room.center
            t_middle = t_start[0], t_end[1]

            gm.tiles[tcod.line_where(*t_start, *t_middle)] = FLOOR
            gm.tiles[tcod.line_where(*t_middle, *t_end)] = FLOOR
        rooms.append(new_room)

    for room in rooms:
        room.place_entities(gm)

    gm.player = spawn_entity(entities_db.player(), gm[rooms[0].center])
    gm.entities.append(gm.player)
    gm.update_fov()
    return gm
Exemple #4
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def generate_dungeon(max_rooms: int, room_min_size: int, room_max_size: int,
                     map_width: int, map_height: int,
                     max_monsters_per_room: int, player: Entity) -> GameMap:
    dungeon = GameMap(map_width, map_height, entities=[player])

    rooms: List[RectangularRoom] = []

    for r in range(max_rooms):
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        new_room = RectangularRoom(x, y, room_width, room_height)

        if any(new_room.intersects(other_room) for other_room in rooms):
            continue

        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            player.x, player.y = new_room.center
        else:
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor

        place_entities(new_room, dungeon, max_monsters_per_room)

        rooms.append(new_room)

    return dungeon
Exemple #5
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 def dataReceived(self, data):
     if not '\n' in data:
         self.buf += data
         return
     full = (self.buf + data).split("\n")
     self.buf = full[-1]
     for line in full[:-1]:
         json_data = json.loads(line)
         if json_data["message_type"] == "hello":
             global game_map
             print "Hello message"
             units = [Unit.from_dict(u) for u in json_data["units"]]
             bullets = [Bullet.from_dict(b) for b in json_data["bullets"]]
             hero = Hero.from_dict(json_data["hero"])
             commander = Commander.from_dict(json_data["commander"])
             game_map = GameMap(json_data["rows"], json_data["cols"],
                                json_data["map"], hero, commander, units, bullets)
         elif json_data["message_type"] == "update":
             # Drop any removed units/bullets, then update values for remaining
             if len(game_map.units) > len(json_data["units"]):
                 game_map.units = game_map.units[:len(json_data["units"])]
             for i in xrange(len(json_data["units"]) - len(game_map.units)):
                 game_map.units.append(Unit(1, 1999, 1999, 0, 0))
             for u_old, u_new in zip(game_map.units, json_data["units"]):
                 u_old.update_from_dict(u_new)
             if len(game_map.bullets) > len(json_data["bullets"]):
                 game_map.bullets = game_map.bullets[:len(json_data["bullets"])]
             for i in xrange(len(json_data["bullets"]) - len(game_map.bullets)):
                 game_map.bullets.append(Bullet(0, 999, 999, 0, 0))
             for b_old, b_new in zip(game_map.bullets, json_data["bullets"]):
                 b_old.update_from_dict(b_new)
             game_map.hero.update_from_dict(json_data["hero"])
             game_map.commander.update_from_dict(json_data["commander"])
Exemple #6
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    engine: Engine,
) -> GameMap:
    """Generate a new dungeon map."""
    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player])

    #rooms = naiveGenerate(dungeon, max_rooms, room_min_size, room_max_size)
    rooms = bspGenerate(dungeon, player, engine, max_rooms, room_min_size,
                        room_max_size, 1)
    player.place(*rooms[0].center, dungeon)
    print_dungeon(dungeon)

    for room in rooms:
        place_entities(room, dungeon, engine.game_world.current_floor)

    last_room = rooms[len(rooms) - 1]
    dungeon.tiles[last_room.center] = tile_types.down_stairs
    dungeon.downstairs_location = last_room.center
    return dungeon
Exemple #7
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def get_game_variables(constants):
    inventory_component = Inventory(26)
    body_component = get_human_body()
    player = Entity(int(constants['screen_width'] / 2),
                    int(constants['screen_height'] / 2),
                    '@',
                    tcod.white,
                    "Player",
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    ai=Player,
                    inventory=inventory_component,
                    body=body_component)

    entities = [player]

    animator = Animator([])

    turn_count = 0

    game_map = GameMap(constants['map_width'], constants['map_height'])
    game_map.make_map(player, entities, constants)

    message_log = MessageLog(constants['message_x'],
                             constants['message_width'],
                             constants['message_height'])

    game_state = GameStates.PLAYER_TURN

    return player, entities, animator, turn_count, game_map, message_log, game_state
Exemple #8
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
) -> GameMap:
    """Generate a dungeon by carving floors out of a map full of walls"""
    dungeon = GameMap(map_width, map_height)
    rooms: List[RectangularRoom] = []
    while len(rooms) < max_rooms:
        # size and place the room
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)
        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)
        room = RectangularRoom(x, y, room_width, room_height)
        # avoid creating overlapping rooms
        if any(room.intersects(other_room) for other_room in rooms):
            continue
        # clear out the room's inner area
        dungeon.tiles[room.inner] = tile_types.floor
        # tunnel to the previous room
        if len(rooms) > 0:
            for x, y in tunnel_between(rooms[-1].center, room.center):
                dungeon.tiles[x, y] = tile_types.floor
        rooms.append(room)
    return dungeon
Exemple #9
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 def __init__(self, map_rows, map_cols, life_init_ratio):
     """将在主程序中初始化实例"""
     self.map_rows = map_rows
     self.map_cols = map_cols
     self.life_init_ratio = life_init_ratio
     self.game_map = GameMap(map_rows, map_rows)
     self.game_map.reset(life_init_ratio)
Exemple #10
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    def __init__(self):
        # Configfile
        try:
            config = configparser.ConfigParser()
            config.read('config.cfg')
            default = config['DEFAULT']
            self.name = default['name']
            self.width = int(default['width'])
            self.height = int(default['height'])
            self.tps = int(default['tps'])
            filenames = config['FILENAMES']
            self.background = pygame.image.load(os.path.join("game_assets", filenames['background']))
        except KeyError:
            create_config()
            Game()

        # Initialization
        pygame.mixer.pre_init(44100, -16, 2, 512)
        pygame.init()
        self.resolution = (self.width, self.height)
        self.screen = pygame.display.set_mode(self.resolution)
        self.tps_clock = pygame.time.Clock()
        self.tps_delta = 0.0
        self.game_map = GameMap(self)
        self.player = Player(self)
        self.magic_ball = MagicBall(self)

        # Sounds
        pygame.mixer.music.load('game_assets/sounds/game_sound.wav')
        pygame.mixer.music.set_volume(0.3)
        pygame.mixer.music.play(-1)

        # Run main loop
        self.run()
Exemple #11
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def init():
    global game_map
    global hero
    global commander
    hero = Hero(10, 11.0, 11.0, math.pi/2)
    commander = Commander()
    game_map = GameMap(20, 20, [
        1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
        1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
        ], hero, commander, [Unit(10, 10.5, 7.5, 0)])
    game_map.generate_hostiles(5)
    game_map.generate_friendlies(3)
Exemple #12
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    def __init__(self):
        # Initialization
        libtcodpy.console_set_custom_font('src/arial10x10.png', libtcodpy.FONT_TYPE_GREYSCALE | libtcodpy.FONT_LAYOUT_TCOD)
        libtcodpy.console_init_root(settings.SCREEN_WIDTH, settings.SCREEN_HEIGHT, 'ROGuelike TUTorial', False)
        libtcodpy.sys_set_fps(settings.LIMIT_FPS)
        self.con = libtcodpy.console_new(settings.SCREEN_WIDTH, settings.SCREEN_HEIGHT)

        self.game_map = GameMap(self.con)
        player_x, player_y = self.game_map.get_staring_position()
        # game objects
        self.player = Player(
            'Player',
            self.con,
            player_x, player_y, '@',
            fighter=Fighter(hp=15, defense=5, power=5, death_function=player_death))

        npc_x, npc_y = self.game_map.get_ending_position()
        self.npc = Npc('Trader', self.con, npc_x, npc_y, '@')
        self.objects = [self.npc, self.player]

        self.npcs = [self.npc]
        for monster in self.game_map.place_monsters():
            self.objects.append(monster)

            if hasattr(monster, 'is_selfmoving') and monster.is_selfmoving:
                self.npcs.append(monster)

        self.game_state = 'playing'
        self.player_action = None
def new_game(logger, renderer):
    # clear console
    renderer.clear_all()
    # Game map
    game_map = GameMap(MAP_WIDTH, MAP_HEIGHT, logger=logger)
    # generate an populate dungeons, create fov map 
    game_map.generate_map()
    player_pos = game_map.player_initial_pos
    
    # instantiate player
    fighter_component = Fighter(hp=30, defense=2, power=2, death_function=player_death)
    player = MainPlayer(
        player_pos[0],
        player_pos[1],
        PLAYER_TILE[USE_TILES].code,
        'player',
        PLAYER_TILE[USE_TILES].color,
        blocks=True,
        fighter=fighter_component,
        logger=logger)
    # initial equipment: a dagger
    equipment_component = Equipment(slot=RIGHT_HAND, power_bonus=2)
    obj = BaseObject(player.get_x_position(), player.get_y_position, DAGGER_TILE[USE_TILES], 'dagger', DAGGER_TILE[USE_TILES].color, logger=logger, equipment=equipment_component)
    player.inventory.append(obj)
    equipment_component.equip(player.inventory)
    obj.always_visible = True
   
    # Greet the player
    logger.log_message(
        'Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.',
        tcod.red
    )
    return game_map, player
Exemple #14
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def adjust_convex(
    dungeon: GameMap,
    rooms: List,
) -> None:
    """
    This function will connect empty convexes with tunnels, or generate something in the convex.
    ###
    # #
    #+# -> an example of an empty convex
    """
    # Log
    print("Adjusting Tunnels...")

    # Search
    empty_convex = search_empty_convex(dungeon=dungeon)

    # Connect convexes 
    while len(empty_convex) >= 2:
        con1 = empty_convex.pop()
        con2 = empty_convex.pop()

        for x, y in path_between(dungeon.tunnelmap, (con1[0], con1[1]), (con2[0], con2[1])):
            if dungeon.tilemap[x, y] == TilemapOrder.VOID.value:
                dungeon.tiles[x, y] = dungeon.tileset["t_floor"]()
                dungeon.tilemap[x, y] = TilemapOrder.TUNNEL.value
                dungeon.tunnelmap[x, y] = True
            else:
                continue

    # Search for leftover, and use it as something else
    empty_convex = search_empty_convex(dungeon=dungeon)
    for cor in empty_convex:
        dungeon.tiles[cor] = dungeon.tileset["t_DEBUG"]()# TODO: Add feature
Exemple #15
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def generate_dungeon(
    biome,
    engine,
    depth,
) -> GameMap:
    player = engine.player
    rooms: List[Room] = []

    dungeon = GameMap(depth=depth, engine=engine, biome=biome, entities=[player]) #NOTE: tilemap initialization happens during  gamemap.__init__()
    dungeon.tileset = tile_functions(biome=biome)

    generate_earth(
        dungeon=dungeon,
        map_width=biome.map_width,
        map_height=biome.map_height,
        engine=engine
    )

    generate_rooms(
        dungeon=dungeon,
        rooms=rooms,
        max_rooms=biome.max_rooms,
        engine=engine
    )

    generate_tunnels(
        dungeon=dungeon,
        rooms=rooms,
    )

    adjust_convex(
        dungeon=dungeon,
        rooms=rooms,
        )

    generate_terrain(
        dungeon=dungeon,
        rooms=rooms,
        map_width=biome.map_width,
        map_height=biome.map_height,
    )

    generate_stair(
        dungeon=dungeon,
        rooms=rooms,
        stair_type="pair"
    )

    generate_entities(
        dungeon=dungeon,
        rooms=rooms,
        depth=depth,
        max_monsters_per_room=biome.max_monsters_per_room,
        max_items_per_room=biome.max_items_per_room,
    )

    # debug(dungeon=dungeon)

    return dungeon
Exemple #16
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def generate_dungeon(
        max_rooms: int,
        room_min_size: int,
        room_max_size: int,
        map_width: int,
        map_height: int,
        max_monsters_per_room: int,
        max_items_per_room: int,
        engine: Engine,
) -> GameMap:
    """Genererer et Dungeon Map

     Args:
         max_rooms (int): Maks antal af rum i dungeon
         room_min_size (int): Mindste størrelse af et rum
         room_max_size (int): Største størrelse af et rum
         map_width (int): Hele Dungeons bredde
         map_height (int): Hele Dungeons højde
         player ([type]): Player entity

     Returns:
        GameMap: Området hvor PCen er.
    """
    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player, ])

    rooms: List[RectangularRoom] = []
    center_of_last_room = (0, 0)

    for room in range(max_rooms):
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        pos_x = random.randint(0, dungeon.width - room_width - 1)
        pos_y = random.randint(0, dungeon.height - room_height - 1)

        new_room = RectangularRoom(pos_x, pos_y, room_width, room_height)

        if any(new_room.intersects(other_room) for other_room in rooms):
            continue

        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            # Første rum, hvor spilleren starter
            player.place(*new_room.center, dungeon)
        else:
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor
            center_of_last_room = new_room.center

        place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)

        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
        dungeon.downstairs_location = center_of_last_room

        rooms.append(new_room)

    return dungeon
Exemple #17
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    max_monsters_per_room: int,
    engine: Engine,
) -> GameMap:
    """Generate a new dungeon map."""
    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player])

    rooms: List[RectangularRoom] = []

    dungeon.tiles[:] = tile_types.floor

    #

    for r in range(max_rooms):
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        # "RectangularRoom" class makes rectangles easier to work with
        new_room = RectangularRoom(x, y, room_width, room_height)

        # Run through the other rooms and see if they intersect with this one.
        if any(new_room.intersects(other_room) for other_room in rooms):
            continue  # This room intersects, so go to the next attempt.
        # If there are no intersections then the room is valid.

        # Dig out this rooms inner area.
        dungeon.tiles[new_room.outer] = tile_types.wall
        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            # The first room, where the player starts.
            player.place(*new_room.center, dungeon)
        else:  # All rooms after the first.
            # Dig out a tunnel between this room and the previous one.
            # in this new generation model this is sort of a hack -- it creates
            # doors but does nothing else.
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor

        place_entities(new_room, dungeon, max_monsters_per_room)

        # Finally, append the new room to the list.
        rooms.append(new_room)

    # don't allow more than one enemy for now
    # this is disgusting but seems to work because sets have an implicit order
    # and I can trust it at this point in execution???
    # dungeon.entities = set(list(dungeon.entities)[0:2])

    return dungeon
    def build_map(self, level=1):
        self.game_map = GameMap(self.message_log, level)
        self.entities = Entities(self.game_map)
        self.game_map.make_map(self.player, self.entities)
        self.entities.insert_entity(self.player)

        self.fov_recompute = True
        self.fov_map = initialize_fov(self.game_map)
Exemple #19
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def render_all(entities: List[Entity], game_map: GameMap, colors, camera: Camera):
    # Draw the map
    game_map.render(colors=colors, camera=camera)

    # Draw all entities in the list
    for entity in entities:
        if game_map.fov[entity.x, entity.y]:
            entity.draw(camera)
Exemple #20
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    def __init__(self):

        self.my_game_map = GameMap()
        self.DIRECTION_TO_MOVE = {
            'up': [-1, 0],
            'down': [1, 0],
            'left': [0, -1],
            'right': [0, 1]
        }
    def _place_downstairs(
            self,
            rooms: List[RectangularRoom],
            dungeon: GameMap
    ):
        field = self._get_random_room(rooms).random_field

        dungeon.tiles[field] = tile_types.down_stairs
        dungeon.downstairs_location = field
Exemple #22
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def generate_random_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    max_enemies: int,
    engine: Engine,
) -> GameMap:
    ''' 
    Generates a new procedurally-built dungeon map. 
    '''
    # Get the player
    player = engine.player
    # Get the map width/height passed into the function and set a map instance with those dimensions.
    dungeon = GameMap(engine, map_width, map_height, entities=[player])

    # Set a typed List to hold all the generated room instances (reference/key is 'rooms')
    rooms: List[RectangularRoom] = []

    for room in range(max_rooms):
        # Set random room width/height
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)
        # Set random coordinates to place the room
        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        # Create a room (class instance) using the random values
        new_room = RectangularRoom(x, y, room_width, room_height)

        # Iterate through other rooms in the List to determine if it overlaps (True or False)
        if any(new_room.intersects(other_room) for other_room in rooms):
            # If 'True', scrap the room and start the loop again to create a new one
            continue

        # When '.intersects()' does return 'False' (room doesn't overlap), the room is valid and can be tiled
        # (Set tiles to replace the default inner wall tiles initialized by the GameMap class)
        dungeon.tiles[new_room.inner] = tile_types.grass

        # Set player's starting position in the first room (from Tuple returned by room's '.center()' method)
        if len(rooms) == 0:
            player.place(*new_room.center, dungeon)

        else:
            # Connect the centers of the previous room and the current one (tunnel)
            # ('rooms[-1]' goes backward in the rooms array by one item)
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                # Set the tiling for the tunnel
                dungeon.tiles[x, y] = tile_types.dirt

        place_entities(new_room, dungeon, max_enemies)

        # Add the new room to the list of other rooms
        rooms.append(new_room)

    return dungeon
Exemple #23
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class LifeGame(object):
    """
    Game of life.

    This class controls a game cycle triggered by timer.

    Attributes:
        game_map: GameMap instance.
    """
    def __init__(self, map_rows=10, map_cols=10, life_init_possibility=0.5):
        self.game_map = GameMap(map_rows, map_cols)
        self.game_map.reset(life_init_possibility)

    def print_map(self):
        """Clear the console, then print the map"""
        os.system('cls' if os.name == 'nt' else 'clear')
        self.game_map.print_map()

    def game_cycle(self):
        nc_map = self.game_map.get_neighbor_count_map()
        for row in range(self.game_map.rows):
            for col in range(self.game_map.cols):
                nc = nc_map[row][col]
                if nc < 2 or nc > 3:
                    self.game_map.set(row, col, 0)
                elif nc == 3:
                    self.game_map.set(row, col, 1)
        self.print_map()
Exemple #24
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    max_monsters_per_room: int,
    max_items_per_room: int,
    engine: Engine,
) -> GameMap:
    """Generate a new dungeon map."""
    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player])

    rooms: List[RectangularRoom] = []

    center_of_last_room = (0, 0)

    for r in range(max_rooms):
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        # "RectangularRoom" class makes rectangles easier to work with
        new_room = RectangularRoom(x, y, room_width, room_height)

        # Run through the other rooms and see if they intersect with this one.
        if any(new_room.intersects(other_room) for other_room in rooms):
            continue  # This room intersects, go to the next attempt.
        # If there are no intersections then the room is valid.

        # Dig out this rooms inner area.
        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            # The first room, where the player starts.
            player.place(*new_room.center, dungeon)
        else:
            # Dig out a tunnel between this room and the previous one.
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor

            center_of_last_room = new_room.center

        place_entities(new_room, dungeon, max_monsters_per_room,
                       max_items_per_room)

        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
        dungeon.downstairs_location = center_of_last_room

        rooms.append(new_room)

    return dungeon
Exemple #25
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class LifeGame(object):
    """
    Game of life.

    This class controls a game cycle triggered by timer.

    Attributes:
        game_map: GameMap instance.
    """

    def __init__(self, map_rows=10, map_cols=10, life_init_possibility=0.5):
        self.game_map = GameMap(map_rows, map_cols)
        self.game_map.reset(life_init_possibility)

    def print_map(self):
        """Clear the console, then print the map"""
        os.system('cls' if os.name == 'nt' else 'clear')
        self.game_map.print_map()

    def game_cycle(self):
        nc_map = self.game_map.get_neighbor_count_map()
        for row in range(self.game_map.rows):
            for col in range(self.game_map.cols):
                nc = nc_map[row][col]
                if nc < 2 or nc > 3:
                    self.game_map.set(row, col, 0)
                elif nc == 3:
                    self.game_map.set(row, col, 1)
        self.print_map()
Exemple #26
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def generate_earth(
    dungeon: GameMap,
    map_width: int,
    map_height: int,
    engine: Engine
    ) -> None:
    # Log
    print("Generating Earth...")

    # Generate color-randomized walls
    for x in range(len(dungeon.tiles)):
        for y in range(len(dungeon.tiles[x])):
            dungeon.tiles[x, y] = dungeon.tileset["t_wall"]()

    # Generate unbreakable outer walls
    for x in range(len(dungeon.tiles)):
        dungeon.tiles[x, 0] = dungeon.tileset["t_border"]()
        dungeon.tilemap[x, 0] = TilemapOrder.MAP_BORDER.value
        dungeon.tiles[x, -1] = dungeon.tileset["t_border"]()
        dungeon.tilemap[x, -1] = TilemapOrder.MAP_BORDER.value
    for y in range(len(dungeon.tiles[0])):
        dungeon.tiles[0, y] = dungeon.tileset["t_border"]()
        dungeon.tilemap[0, y] = TilemapOrder.MAP_BORDER.value
        dungeon.tiles[-1, y] = dungeon.tileset["t_border"]()
        dungeon.tilemap[-1, y] = TilemapOrder.MAP_BORDER.value
Exemple #27
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    engine: Engine,
) -> GameMap:
    """Generate a new dungeon map"""
    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player])
    #keep a running list of all of the rooms
    rooms: List[RectangularRoom] = []

    center_of_last_room = (0, 0)

    for r in range(max_rooms):
        #use given minimum and maximum room sizes to set the room's width and height
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        #"RectangularRoom" class makes rectangles easier to work with
        new_room = RectangularRoom(x, y, room_width, room_height)

        #Run through the other rooms to see if they intersect with this one
        if any(new_room.intersects(other_room) for other_room in rooms):
            continue  #This room intersects, so go on to next attempt
        #If there are no intersections then the room is valid.

        #dig out this room's inner area.
        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            #The first room, where the player starts
            player.place(*new_room.center, dungeon)
        else:  #All rooms that come after the first
            #Dig out a tunnel between this room and the previous room
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor

            center_of_last_room = new_room.center

        place_entities(new_room, dungeon, engine.game_world.current_floor)

        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
        dungeon.downstairs_location = center_of_last_room

        #Finally, append the new room to the list.
        rooms.append(new_room)

    return dungeon
 def __init__(self):
     """
     Constructor for GameStep class
     """
     self.my_game_map = GameMap()
     self.DIRECTION_TO_MOVE = {
         'up': [-1, 0],
         'down': [1, 0],
         'left': [0, -1],
         'right': [0, 1]
     }
Exemple #29
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def generate_tunnels(
    dungeon: GameMap,
    rooms: List,
) -> None:
    """Generate a new dungeon map."""
    
    # Log
    print("Generating Tunnels...")

    # Sort rooms by the distance between one another
    dist_order_rooms = []
    temp = copy.deepcopy(rooms)
    new = None

    while len(temp) != 0:

        if len(dist_order_rooms) == 0:
            base_room = temp.pop()
            dist_order_rooms.append(base_room)
        else:
            base_room = new[0]
            dist_order_rooms.append(new[0])
            temp.remove(new[0])
            new = None
        
        for room in temp:
            dist_square = pow(base_room.x1 - room.x1, 2) + pow(base_room.y1 - room.y1, 2)
            if new == None:
                new = (room, dist_square)
            elif new[1] > dist_square:
                new = (room, dist_square)

    # Choose two rooms and make a tunnel
    while len(dist_order_rooms) >= 2:
        room1 = dist_order_rooms.pop(0)
        room2 = dist_order_rooms[0]

        # The path starts at the center of the room
        start_x = room1.center[0]
        start_y = room1.center[1]
        
        end_x = room2.center[0]
        end_y = room2.center[1]

        for x, y in path_between(dungeon.tunnelmap, (start_x, start_y), (end_x, end_y)):
            if dungeon.tilemap[x, y] == TilemapOrder.VOID.value:
                dungeon.tiles[x, y] = dungeon.tileset["t_floor"]()
                dungeon.tilemap[x, y] = TilemapOrder.TUNNEL.value
                dungeon.tunnelmap[x, y] = True
            else:
                continue

    return None
Exemple #30
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    engine: Engine,
) -> GameMap:
    '''Generate a new dungeon map.'''
    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player])

    rooms: List[RectangularRoom] = []

    center_of_last_room = (0, 0)

    for r in range(max_rooms):
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        # RectangularRoom class makes rectangles a bit easier to work w
        new_room = RectangularRoom(x, y, room_width, room_height)

        # spot some intersections
        if any(new_room.intersects(other_room) for other_room in rooms):
            continue  # room intersects, so go to the next one

        # dig out room inner area
        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            # first room, where player starts
            player.place(*new_room.center, dungeon)
        else:
            # dig a tunnel between this and the previous
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor

            center_of_last_room = new_room.center

        place_entities(new_room, dungeon, engine.game_world.current_floor)

        # the very last room added will get the `tile_types.down_stairs` tile
        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
        dungeon.downstairs_location = center_of_last_room

        # append room to list
        rooms.append(new_room)

    return dungeon
Exemple #31
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def generate_dungeon(map_width, map_height) -> GameMap:
    dungeon = GameMap(map_width, map_height)

    room_1 = RectangularRoom(x=20, y=15, width=10, height=15)
    room_2 = RectangularRoom(x=35, y=15, width=10, height=15)

    dungeon.tiles[room_1.inner] = tile_types.floor
    dungeon.tiles[room_2.inner] = tile_types.floor

    for x, y in tunnel_between(room_2.center, room_1.center):
        dungeon.tiles[x, y] = tile_types.floor

    return dungeon
Exemple #32
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    def __init__(self, master, **kwargs):
        super().__init__(master, **kwargs)
        Oriented.__init__(self, 'north')
        Rectangular.__init__(self, (self.winfo_reqwidth(), self.winfo_reqheight()))
        Positionable.__init__(self, (0, 0))

        self.images = {}
        self.sprites = {}
        self.key_pressed = False

        self.map = GameMap(GameMapConfig.size, self)
        self.map.place_rectangle(pos=(0, 0), dim=(500, 500), fill='green')
        self.map.draw()
Exemple #33
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def generate_dungeon(
    max_rooms: int,
    room_min_size: int,
    room_max_size: int,
    map_width: int,
    map_height: int,
    max_monsters_per_room: int,
    engine: Engine,
) -> GameMap:
    """Generate a new dungeon map"""

    player = engine.player
    dungeon = GameMap(engine, map_width, map_height, entities=[player])

    rooms: List[RectangularRoom] = []

    for r in range(max_rooms):
        room_width = random.randint(room_min_size, room_max_size)
        room_height = random.randint(room_min_size, room_max_size)

        # coordinates that keep it from going off the map
        x = random.randint(0, dungeon.width - room_width - 1)
        y = random.randint(0, dungeon.height - room_height - 1)

        # "RectangularRoom" class makes rectangles easier to work with
        new_room = RectangularRoom(x, y, room_width, room_height)

        # Run through the other rooms and see if they intersect with this one
        if any(new_room.intersects(other_room) for other_room in rooms):
            continue  # This room intersects, so go to the next attempt

        # If there are no intersections then the room is valid

        # Dig out this rooms inner area
        dungeon.tiles[new_room.inner] = tile_types.floor

        if len(rooms) == 0:
            # The first room, where the player starts
            player.place(*new_room.center, dungeon)
        else:  # All rooms after the first
            # Dig out a tunnel between this room and the previous one
            for x, y in tunnel_between(rooms[-1].center, new_room.center):
                dungeon.tiles[x, y] = tile_types.floor

        # places entities in the rooms
        place_entities(new_room, dungeon, max_monsters_per_room)

        # Finally, append the new room to the list
        rooms.append(new_room)

    return dungeon
Exemple #34
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 def __init__(self, name, text, robot_point = None):
     """
     """
     self._name = name
     self._game_map = GameMap(text, robot_point)
     self._status = globals_.Status.NEW
     self._visible_map = None
Exemple #35
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    def start(self):
        """
            Method that starts a game, loading the robot if needed.
            It leaves the game ready to be played.
        """
        self._game_map.load_robot()
        if self._visible_map is None:
            self._visible_map = GameMap(robot_point = self._game_map.get_robot_point())
            self._visible_map.append(self._game_map.get_new_room(self._visible_map))

        os.system("setterm -cursor off")
        self._play()
        os.system("setterm -cursor on")
Exemple #36
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def scnene_game( gameDisplay ):
	# create game object
	# map
	play_map = GameMap(res.position_game_map, res.size_game_map, res.color_map,
						 res.size_grid, res.game_map_grids, 
						 res.width_game_map_wall, res.color_wall)
	play_map.kit_reset( res.kit_max, res.kit_freq )
	play_map.kit_gen()
	play_map.kit_gen()
	
	# player arrow
	arrow_p1 = Arrow(res.size_arrow, play_map.grid_center(res.grid_position_start_p1), (1,0), 2, res.speed_max, res.color_p1)
	arrow_p2 = Arrow(res.size_arrow, play_map.grid_center(res.grid_position_start_p2), (-1,0), 2, res.speed_max, res.color_p2)
	
	# player panel
	bar_p1 = PowerBar( res.position_panel_p1+res.size_panel_p1, res.speed_max, res.color_p1, (0,0,0) )
	bar_p2 = PowerBar( res.position_panel_p2+res.size_panel_p2, res.speed_max, res.color_p2, (0,0,0) )

	panel_p1 = PlayerPanel( res.position_panel_p1, res.size_panel_p1, res.color_p1 )
	panel_p1.set_item_slot( res.slot_layout )
	panel_p1.set_player( arrow_p1 )
	panel_p1.set_power_bar( bar_p1 )

	panel_p2 = PlayerPanel( res.position_panel_p2, res.size_panel_p2, res.color_p2 )
	panel_p2.set_item_slot( res.slot_layout )
	panel_p2.set_player( arrow_p2 )
	panel_p2.set_power_bar( bar_p2 )
	
	# add object to game
	gameArrowList = []
	gameArrowList.append( ArrowInGame(arrow_p1) )
	gameArrowList.append( ArrowInGame(arrow_p2) )
	for gameArrow in gameArrowList:
		gameArrow.set_grid_position( play_map.detect_grid(gameArrow.arrow.position) )

	# register key done event
	key_control = { res.control_p1['right']:lambda :game_map_turn_correct(arrow_p1, play_map, (1,0)),
					res.control_p1['left']:	lambda :game_map_turn_correct(arrow_p1, play_map, (-1,0)),
					res.control_p1['up']:	lambda :game_map_turn_correct(arrow_p1, play_map, (0,-1)),
					res.control_p1['down']:	lambda :game_map_turn_correct(arrow_p1, play_map, (0,1)),
					res.control_p1['kit']:	lambda :arrow_p1.kit_invoke(),
					res.control_p2['right']:lambda :game_map_turn_correct(arrow_p2, play_map, (1,0)),
					res.control_p2['left']:	lambda :game_map_turn_correct(arrow_p2, play_map, (-1,0)),
					res.control_p2['up']:	lambda :game_map_turn_correct(arrow_p2, play_map, (0,-1)),
					res.control_p2['down']:	lambda :game_map_turn_correct(arrow_p2, play_map, (0,1)),
					res.control_p2['kit']:	lambda :arrow_p2.kit_invoke()
					}
					
	game_over = False
	while not game_over:
		# handle event
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				return False

			if event.type == pygame.KEYDOWN:
				for key in key_control:
					if key == event.key:
						key_control[key]()
			# print(event)

		# raise game event
		if (game_arrow_encounter(arrow_p1, arrow_p2) == res.game_brokeback):
			return True
		game_arrow_map_event( gameArrowList, play_map )

		# progress game
		play_map.kit_progress()

		arrow_p1.progress()
		game_map_bump_correct( arrow_p1, play_map )

		arrow_p2.progress()
		game_map_bump_correct( arrow_p2, play_map )

		# render
		gameDisplay.fill(res.color_background)
		play_map.draw( gameDisplay )
		panel_p1.draw( gameDisplay )
		panel_p2.draw( gameDisplay )
		arrow_p1.draw( gameDisplay )
		arrow_p2.draw( gameDisplay )
		pygame.display.update()

		res.clock.tick( res.tick_game )
Exemple #37
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    print "We are playing the Game"
    if response == "c":
        print("let's start driving a car!")
        myVeh = Car()
    elif response == "m":
        print("let's drive a Motorcycle")
        myVeh = Motorcycle()
    elif response == "b":
        print("let's ride a Bike")
        myVeh = Bike()
    else:
        print "your input was invalid"
        response = raw_input("What vehicle would you like to choose? (c)ar, (m)otorcycle, (b)ike, (q)uit")
        continue

    new_map = GameMap()                #set vehicles


    while new_map.bool_win() is False:
        spaces = myVeh.run()
        print "The car is moving space %d" % spaces
        new_map.new_position(spaces)
        print "New position is %d" % new_map.position


    print "We are Finished Racing"

    response = raw_input( "Do you wish to play again? What vehicle would you like to choose? (c)ar, (m)otorcycle, (b)ike, (q)uit")


Exemple #38
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 def __init__(self, map_rows=10, map_cols=10, life_init_possibility=0.5):
     self.game_map = GameMap(map_rows, map_cols)
     self.game_map.reset(life_init_possibility)
Exemple #39
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class Game:
    """Defines a game object. Is the acctual game populated with it's map component objects."""

    def __init__(self, name, text, robot_point = None):
        """
        """
        self._name = name
        self._game_map = GameMap(text, robot_point)
        self._status = globals_.Status.NEW
        self._visible_map = None

    def start(self):
        """
            Method that starts a game, loading the robot if needed.
            It leaves the game ready to be played.
        """
        self._game_map.load_robot()
        if self._visible_map is None:
            self._visible_map = GameMap(robot_point = self._game_map.get_robot_point())
            self._visible_map.append(self._game_map.get_new_room(self._visible_map))

        os.system("setterm -cursor off")
        self._play()
        os.system("setterm -cursor on")

    def get_name(self):
        """
        """
        return self._name

    def get_status(self):
        """
        """
        return self._status

    def get_game_map(self):
        """
        """
        return self._game_map

    def print_map(self, visible_only = True):
        """
            Cleans terminal and prints map
        """
        os.system("clear")
        # os.system("cls") # windows
        if visible_only:
            self._visible_map.print_map()
        else:
            self._game_map.print_map()

    ####  private functions ###
    def _on_key_press(self):
        """
            Method that allows to the input on the key stroke without sowing in the terminal
            Reference:
                - http://code.activestate.com/recipes/134892-getch-like-unbuffered-character-reading-from-stdin/
        """
        stdin_file_descriptor = sys.stdin.fileno()
        old_settings = termios.tcgetattr(stdin_file_descriptor)
        try:
            tty.setraw(stdin_file_descriptor)
            ch = sys.stdin.read(1)
        finally:
            termios.tcsetattr(stdin_file_descriptor, termios.TCSADRAIN, old_settings)
        return ch

    def _play(self):
        """
            Game loop.
        """
        self._status = globals_.Status.IN_PLAY
        known_door_points = list()

        while True:
            self.print_map()
            self._print_keys()

            move = self._on_key_press()
            # move = raw_input() # windows
            while not self._game_map.move_is_valid(move):
                move = self._on_key_press()
                # move = raw_input() # windows

            if move == globals_.KEYS['QUIT']:
                print 'quit'
                break

            self._game_map.move_robot(move)

            if self._game_map.robot_at_door():
                current_point = self._game_map.get_robot_point()
                current_point = Point(current_point.get_x(),current_point.get_y())
                if current_point not in known_door_points:
                    self._visible_map.append(self._game_map.get_new_room(self._visible_map, move))
                    known_door_points.append(current_point)

            if self._game_map.is_end_of_game():
                self.print_map()
                self._status = globals_.Status.OVER
                print "---- YOU WIN!! ----"
                break

    def _print_keys(self):
        """
            Prints the keys to be used to play
        """
        keys = ""
        for name, k in globals_.KEYS.items():
            if name != 'QUIT':
                keys = "{}\n{}\t-\t[{}]".format(keys, name, k)
        keys = "{}\n{}\t-\t[{}]".format(keys, 'QUIT', globals_.KEYS['QUIT'])

        print keys 

    def __repr__(self):
        """
        """
        return "<Game: name {},\ntext: \n{}>".format(self._name, str(self))

    def __str__(self):
        """
            Tranforms the _game_map into text
        """
        game_text = ""
        robot_point = self._robot.get_point()
        row = 0
        for obj in self._game_map:
            if robot_point is not None and obj.get_point() == robot_point:
                obj = self._robot
            if obj.get_point().get_y() == row + 1:
                game_text = "{}\n".format(game_text)
                row += 1
            game_text = "{}{}".format(game_text, obj.get_symbol())
        return game_text