mapScale = 256 #Init calls p.init() MapGen.initGraphics(mapScale) #Set up screen tscreenX, tscreenY = 800, 600 screenX, screenY = 200, 150 screen = p.display.set_mode((tscreenX, tscreenY)) centerX, centerY = int(tscreenX / 2), int(tscreenY / 2) #Create Objects #Generate the map map1 = MapGen(16, 3.2) map1.mrGenny() map1.mrClassy() map1.mrRoomy() pprint(map1.layoutMap) #Create clock clock = p.time.Clock() #Move function for testing def move(cameraX, cameraY, speed, currentTimeDelta): POFFX, POFFY = 0, 0 #Camera direction variables #Determine direction of movement if p.key.get_pressed()[p.K_d]: #Right POFFX = 1
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)