コード例 #1
0
def test_bsp():
    """
    commented out statements work in libtcod-cffi
    """
    bsp = libtcodpy.bsp_new_with_size(0, 0, 64, 64)
    repr(bsp) # test __repr__ on leaf
    libtcodpy.bsp_resize(bsp, 0, 0, 32, 32)
    assert bsp != None

    # test getter/setters
    bsp.x = bsp.x
    bsp.y = bsp.y
    bsp.w = bsp.w
    bsp.h = bsp.h
    bsp.position = bsp.position
    bsp.horizontal = bsp.horizontal
    bsp.level = bsp.level

    # cover functions on leaf
    #self.assertFalse(libtcodpy.bsp_left(bsp))
    #self.assertFalse(libtcodpy.bsp_right(bsp))
    #self.assertFalse(libtcodpy.bsp_father(bsp))
    assert libtcodpy.bsp_is_leaf(bsp)

    assert libtcodpy.bsp_contains(bsp, 1, 1)
    #self.assertFalse(libtcodpy.bsp_contains(bsp, -1, -1))
    #self.assertEqual(libtcodpy.bsp_find_node(bsp, 1, 1), bsp)
    #self.assertFalse(libtcodpy.bsp_find_node(bsp, -1, -1))

    libtcodpy.bsp_split_once(bsp, False, 4)
    repr(bsp) # test __repr__ with parent
    libtcodpy.bsp_split_once(bsp, True, 4)
    repr(bsp)

    # cover functions on parent
    assert libtcodpy.bsp_left(bsp)
    assert libtcodpy.bsp_right(bsp)
    #self.assertFalse(libtcodpy.bsp_father(bsp))
    assert not libtcodpy.bsp_is_leaf(bsp)
    #self.assertEqual(libtcodpy.bsp_father(libtcodpy.bsp_left(bsp)), bsp)
    #self.assertEqual(libtcodpy.bsp_father(libtcodpy.bsp_right(bsp)), bsp)

    libtcodpy.bsp_split_recursive(bsp, None, 4, 2, 2, 1.0, 1.0)

    # cover bsp_traverse
    def traverse(node, user_data):
        return True

    libtcodpy.bsp_traverse_pre_order(bsp, traverse)
    libtcodpy.bsp_traverse_in_order(bsp, traverse)
    libtcodpy.bsp_traverse_post_order(bsp, traverse)
    libtcodpy.bsp_traverse_level_order(bsp, traverse)
    libtcodpy.bsp_traverse_inverted_level_order(bsp, traverse)

    # test __repr__ on deleted node
    son = libtcodpy.bsp_left(bsp)
    libtcodpy.bsp_remove_sons(bsp)
    repr(son)

    libtcodpy.bsp_delete(bsp)
コード例 #2
0
def test_bsp():
    """
    commented out statements work in libtcod-cffi
    """
    bsp = libtcodpy.bsp_new_with_size(0, 0, 64, 64)
    repr(bsp)  # test __repr__ on leaf
    libtcodpy.bsp_resize(bsp, 0, 0, 32, 32)
    assert bsp != None

    # test getter/setters
    bsp.x = bsp.x
    bsp.y = bsp.y
    bsp.w = bsp.w
    bsp.h = bsp.h
    bsp.position = bsp.position
    bsp.horizontal = bsp.horizontal
    bsp.level = bsp.level

    # cover functions on leaf
    #self.assertFalse(libtcodpy.bsp_left(bsp))
    #self.assertFalse(libtcodpy.bsp_right(bsp))
    #self.assertFalse(libtcodpy.bsp_father(bsp))
    assert libtcodpy.bsp_is_leaf(bsp)

    assert libtcodpy.bsp_contains(bsp, 1, 1)
    #self.assertFalse(libtcodpy.bsp_contains(bsp, -1, -1))
    #self.assertEqual(libtcodpy.bsp_find_node(bsp, 1, 1), bsp)
    #self.assertFalse(libtcodpy.bsp_find_node(bsp, -1, -1))

    libtcodpy.bsp_split_once(bsp, False, 4)
    repr(bsp)  # test __repr__ with parent
    libtcodpy.bsp_split_once(bsp, True, 4)
    repr(bsp)

    # cover functions on parent
    assert libtcodpy.bsp_left(bsp)
    assert libtcodpy.bsp_right(bsp)
    #self.assertFalse(libtcodpy.bsp_father(bsp))
    assert not libtcodpy.bsp_is_leaf(bsp)
    #self.assertEqual(libtcodpy.bsp_father(libtcodpy.bsp_left(bsp)), bsp)
    #self.assertEqual(libtcodpy.bsp_father(libtcodpy.bsp_right(bsp)), bsp)

    libtcodpy.bsp_split_recursive(bsp, None, 4, 2, 2, 1.0, 1.0)

    # cover bsp_traverse
    def traverse(node, user_data):
        return True

    libtcodpy.bsp_traverse_pre_order(bsp, traverse)
    libtcodpy.bsp_traverse_in_order(bsp, traverse)
    libtcodpy.bsp_traverse_post_order(bsp, traverse)
    libtcodpy.bsp_traverse_level_order(bsp, traverse)
    libtcodpy.bsp_traverse_inverted_level_order(bsp, traverse)

    # test __repr__ on deleted node
    son = libtcodpy.bsp_left(bsp)
    libtcodpy.bsp_remove_sons(bsp)
    repr(son)

    libtcodpy.bsp_delete(bsp)
コード例 #3
0
    def make_bsp(self):
        bsp_rooms = []

        bsp = libtcod.bsp_new_with_size(0, 0, self.MAP_WIDTH, self.MAP_HEIGHT)
        libtcod.bsp_split_recursive(bsp, 0, self.DEPTH, self.MIN_SIZE + 1,
                                    self.MIN_SIZE + 1, 1.5, 1.5)

        libtcod.bsp_traverse_inverted_level_order(bsp, self.traverse_node)
        self.game = None
コード例 #4
0
    def make_bsp(self, depth, min_size, player, entities,
                 max_monsters_per_room, max_items_per_room):
        global rooms
        rooms = []

        bsp = tcod.bsp_new_with_size(0, 0, self.width, self.height)

        tcod.bsp_split_recursive(bsp, 0, depth, min_size + 1, min_size + 1,
                                 1.5, 1.5)

        tcod.bsp_traverse_inverted_level_order(
            bsp,
            functools.partial(self.traverse_node,
                              entities=entities,
                              mmpr=max_monsters_per_room,
                              mipr=max_items_per_room,
                              min_size=min_size))

        player_room = choice(rooms)
        rooms.remove(player_room)
        player_room_x, player_room_y = player_room.center()
        player.x = player_room_x
        player.y = player_room_y
コード例 #5
0
ファイル: game_map.py プロジェクト: ScythepX/roguelike_tcod
    def make_map(self,
                 player,
                 entities,
                 color,
                 max_rooms=None,
                 room_min_size=None,
                 room_max_size=None,
                 map_width=None,
                 map_height=None):
        '''rooms = []
        num_rooms = 0

        center_of_last_room_x = None
        center_of_last_room_y = None

        for r in range(max_rooms):
            w = randint(room_min_size, room_max_size)
            h = randint(room_min_size, room_max_size)

            x = randint(0, map_width - w - 1)
            y = randint(0, map_height - h - 1)

            new_room = Rect(x, y, w, h)

            for other_room in rooms:
                if new_room.interset(other_room):
                    break
            else:
                self.create_room(new_room)
                (new_x, new_y) = new_room.center()

                center_of_last_room_x = new_x
                center_of_last_room_y = new_y

                if num_rooms == 0:
                    player.x = new_x
                    player.y = new_y
                else:
                    (prev_x, prev_y) = rooms[num_rooms - 1].center()

                    if randint(0, 1) == 1:
                        self.create_h_tunnel(prev_x, new_x, prev_y)
                        self.create_v_tunnel(prev_y, new_y, prev_x)
                    else:
                        self.create_v_tunnel(prev_y, new_y, prev_x)
                        self.create_h_tunnel(prev_x, new_x, prev_y)

                self.place_entities(new_room, entities)

                rooms.append(new_room)
                num_rooms += 1

        stairs_component = Stairs(self.dungeon_level + 1)
        down_stairs = Entity(center_of_last_room_x, center_of_last_room_y, '>', libtcod.white, 'Stairs',
                             render_order=RenderOrder.STAIRS, stairs=stairs_component)
        entities.append(down_stairs)
        '''

        bsp = libtcod.bsp_new_with_size(0, 0, self.width, self.height)

        libtcod.bsp_split_recursive(bsp, 0, BspConstants.DEPTH,
                                    BspConstants.MIN_SIZE + 1,
                                    BspConstants.MIN_SIZE + 1, 2, 2)
        libtcod.bsp_traverse_inverted_level_order(bsp, self.travers_node)

        stairs_location = choice(self.bsp_rooms)
        x = stairs_location[0]
        y = stairs_location[1]
        stairs_component = Stairs(self.dungeon_level + 1)
        self.bsp_rooms.remove(stairs_location)
        stairs = Entity(x,
                        y,
                        '<',
                        libtcod.white,
                        'Stairs',
                        render_order=RenderOrder.STAIRS,
                        stairs=stairs_component)
        entities.append(stairs)

        player_room = choice(self.bsp_rooms)
        self.bsp_rooms.remove(player_room)
        player.x = player_room[0]
        player.y = player_room[1]

        for room in self.bsp_rooms:
            new_room = Rect(room[0], room[1], 2, 2)
            self.place_entities(new_room, entities, color)