Exemplo n.º 1
0
for i in range(5):
    walkList.append(spriteList[1][i])
#Put all idle momevemt frames into a list
idleList = []
for i in range(2):
    idleList.append(spriteList[0][i])

#Create new projectiles
testBullet = Projectile(bullet, 500, 2000, None, None)

# Create new test weapons
HEMG_weapon = Weapon(gun, testBullet, 95, 7, None, 75, None, 60, 2000)
nav_weapon = MeleeWeapon(bat, 0, 0, None, None, None, None, None, None)

#Create Map
map1 = MapGen(16, 3.2)
MapGen.mrGenny(map1)
map1.mrClassy()
pprint(map1.level)

#Set up camera
cspeed = 400

#Make camera start in middle of start room
for i in range(len(map1.level)):
    for n in range(len(map1.level[i])):
        if map1.level[i][n] == 5:
            playerX, playerY = n * roomScale + roomScale / 2, i * roomScale + roomScale / 2

#create character instance
susano = Player('martialArtist', playerX, playerY, 1000)
Exemplo n.º 2
0
from MapGen import *
from pygame import *

scale = 64

#Generate the map
map1 = MapGen(16, 2)
MapGen.mrGenny(map1)
pprint(map1.level)

#Initate graphics
screen = display.set_mode((1600, 1200))
MapGen.initGraphics()

for i in range(len(map1.level)):  #For each room
    for n in range(len(map1.level[i])):

        if map1.level[i][n] != 0 and map1.level[i][n] != 2:  #Draw rooms
            #Determine the type of room
            room = map1.levelMap[i][n][1]

            for p in MapGen.roomDict:
                for q in MapGen.roomDict[p]:
                    if map1.levelMap[i][n][1] == MapGen.roomDict[p][q]:
                        roomType = roomTypeList[p][q]

            screen.blit(roomType, (n * scale, i * scale))

        elif map1.level[i][n] == 2:  #Draw hallways
            #Determine the type of room
Exemplo n.º 3
0
p.init()
MapGen.initGraphics(mapScale) #Load map images

#Set up screen
screenX, screenY = Setup.screenX, Setup.screenY
screen = p.display.set_mode((screenX, screenY))
centerX, centerY = Setup.centerX, Setup.centerY
#Set up window
p.display.set_icon(p.image.load('assets/ui/logo.png'))
p.display.set_caption("Dungeon")


#Object Setups =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#Create Map
numOfElements = 16 
map1 = MapGen(numOfElements,3.2) #Create level map
map1.mrGenny() #Generate the room layout
map1.mrClassy() #Determine the type of room depending on the amount of exits has
map1.mrRoomy() #Generate the room layout of each room
map1.mrCollidey() #Merge the collsion data of the room and room layout
map1.mrDoory(scale) #Create all the doors

#Make a 2d array with all the collision data of all the rooms
for i in range(len(map1.level)): #Iterate through each room of map
    for n in range(len(map1.level[i])):
        rawMapCollide = Collider.importCollisionMap(n,i,numOfElements,map1.roomCollide[i][n],scale) #Create actual rect collision objects
        mapCollide = Collider.convertCollisionGrid(n,i,rawMapCollide,scale,numOfElements)
        map1.mrCollisionData[i][n] = mapCollide
        
pprint(map1.level)
Exemplo n.º 4
0
            chestPics[curChest] += 1
            #Limit chest frames
            if chestPics[curChest] >= 5:
                chestPics[curChest] = 5

    #Load map =-=-=-=-=-=-=-=-=-=
    if descend == True:
        #Loading screen
        screen.fill((0, 0, 0))
        p.display.flip()
        #Create new floor
        floor += 1  #Update floor name
        curFloor = 'map' + str(floor)
        complexityScale += 0.2  #Make new floor slightly larger and more complex
        descend = False  #Generate new map
        curMap[curFloor] = MapGen(
            numOfElements, complexityScale)  #Create the map for the new floor

        curMap[curFloor].mrGenny()  #Generate the room layout
        curMap[curFloor].mrClassy(
        )  #Determine the type of room depending on the amount of exits has
        curMap[curFloor].mrRoomy()  #Generate the room layout of each room
        curMap[curFloor].mrCollidey(
        )  #Merge the collsion data of the room and room layout
        curMap[curFloor].mrObby(scale)  #Create all the doors

        #Make a 2d array with all the collision data of all the rooms
        for i in range(len(
                curMap[curFloor].level)):  #Iterate through each room of map
            for n in range(len(curMap[curFloor].level[i])):
                rawMapCollide = Collider.importCollisionMap(
                    n, i, numOfElements, curMap[curFloor].roomCollide[i][n],