Exemplo n.º 1
0
def getRandomLine(linename, numTrains):
    tilex = random.randrange(0, 50)
    tiley = random.randrange(0, 50)
    start = classes.Tile(tilex, tiley, linename)
    ans = [start]
    for i in range(random.randrange(15, 100)):
        binaryFlip = random.randrange(0, 2)
        if binaryFlip == 0:
            tilex += 1
        else:
            tiley += 1
        if (tilex < 100 and tiley < 100):
            ans.append(classes.Tile(tilex, tiley, linename))
        else:
            break
    return classes.Line(ans, linename, numTrains)
Exemplo n.º 2
0
 def addTiles(self):
     row = 0
     while row < const.WELL_H:
         tiles = []
         col = 0
         while col < const.WELL_W:
             tile = classes.Tile(row, col)
             tiles.append(tile)
             col += 1
         self.well.addRowOfTiles(tiles)
         row += 1
Exemplo n.º 3
0
 def process_objects(self, json_objects, load=False):
     objects = []
     for obj in json_objects:
         tile = classes.Tile(0, 0)
         if obj["tile"] == "Player":
             tile = classes.Player(obj["x"], obj["y"])
             self.player = tile
         else:
             print("obj:", obj)
             tile = getattr(sys.modules[obj["module"]],
                            obj["tile"])(obj["x"], obj["y"])
         if load:
             tile.load_json(obj)
         objects.append(tile)
     self.level.objects = objects
Exemplo n.º 4
0
def draw_map(player):
    global map

    width = tcod.random_get_int(0, const['ROOM_MIN_SIZE'],
                                const['ROOM_MAX_SIZE'])
    height = tcod.random_get_int(0, const['ROOM_MIN_SIZE'],
                                 const['ROOM_MAX_SIZE'])

    pos_x = tcod.random_get_int(0, 0, (const['MAP_WIDTH'] - 1 - width))
    pos_y = tcod.random_get_int(0, 0, (const['MAP_HEIGHT'] - 1 - height))

    map = [[classes.Tile(True) for hgt in range(const['MAP_HEIGHT'])]
           for wid in range(const['MAP_WIDTH'])]

    rooms = []
    rooms_num = 0

    for r in range(const['MAX_ROOMS']):
        new_room = classes.Rectangle(pos_x, pos_y, width, height)

        fail = False
        for other_room in rooms:
            if new_room.check_intersection(other_room):
                fail = True
                break
        if not fail:
            create_room(new_room)
            (new_x, new_y) = new_room.centering()
            if rooms_num == 0:
                player.axis_X = new_x
                player.axis_Y = new_y
            else:
                (previous_x, previous_y) = rooms[rooms_num - 1].centering()
                if (tcod.random_get_int(0, 0, 1)) == 1:
                    functions.horizontal_tunnel(previous_x, new_x, previous_y)
                    functions.vertical_tunnel(previous_y, new_y, previous_x)
                else:
                    functions.vertical_tunnel(previous_y, new_y, previous_x)
                    functions.horizontal_tunnel(previous_x, new_x, previous_y)

        rooms.append(new_room)
        rooms_num += 1
        return map
Exemplo n.º 5
0
 def process(self, jsonarray):
     y = 0
     newmap = []
     for row in jsonarray:
         x = 0
         newr = []
         for cel in row:
             t = classes.Tile(x, y)  # need categorization for this
             if cel == "#":
                 t = classes.Wall(x, y)
             elif cel == ".":
                 t = classes.Floor(x, y)
             elif cel == "h":
                 t = classes.WoodenChair(x, y)
             elif cel == "T":
                 t = classes.WoodenTable(x, y)
             elif cel == ",":
                 t = classes.Grass(x, y)
             newr.append(t)
             x += 1
         newmap.append(newr)
         y += 1
     return newmap
Exemplo n.º 6
0
import classes
import pygame

# Create some tiles
grass = classes.Tile()
grass.name = 'Grass'
grass.passable = True
grass.sprite = pygame.image.load('spr/grass.png')

stone_wall = classes.Tile()
stone_wall.name = 'Stone Wall'
stone_wall.passable = False
stone_wall.sprite = pygame.image.load('spr/block.png')

portal1 = classes.Tile()
portal1.name = 'Portal'
portal1.portal = True
portal1.passable = True
portal1.sprite = pygame.image.load('spr/grass.png')
portal1.portal_destination_level = 1

npc1 = classes.NPC()
npc1.name = 'Nicole'
Exemplo n.º 7
0
 def __init__(self):
     self.name = "Default item"
     self.description = "Default item description"
     self.count = 1
     self.tile = classes.Tile(0, 0)
Exemplo n.º 8
0
def get_tile(blocked, block_sight=None):
    return classes.Tile(blocked, block_sight=None)