def get_objects(self, _map): for obj_name in object_list_prob['objects']: prop = object_list_prob['objects'][obj_name] for i in range(random.randint(prop['min-count'], prop['max-count'])): coord = (random.randint(1, 38), random.randint(1, 10)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, 38), random.randint(1, 10)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, 38), random.randint(1, 10)) self.objects.append(Objects.Ally( prop['sprite'], prop['action'], coord)) for obj_name in object_list_prob['ally']: prop = object_list_prob['ally'][obj_name] for i in range(random.randint(prop['min-count'], prop['max-count'])): coord = (random.randint(1, 38), random.randint(1, 10)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, 38), random.randint(1, 10)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, 38), random.randint(1, 10)) self.objects.append(Objects.Ally( prop['sprite'], prop['action'], coord)) for obj_name in object_list_prob['enemies']: prop = object_list_prob['enemies'][obj_name] for i in range(random.randint(0, 5)): coord = (random.randint(1, 30), random.randint(1, 10)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, 30), random.randint(1, 10)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, 30), random.randint(1, 10)) self.objects.append(Objects.Enemy( prop['sprite'], prop, prop['experience'], coord)) return self.objects
def get_objects(self, _map): map_size = [len(_map[0]), len(_map)] for obj_name in object_list_prob['objects']: prop = object_list_prob['objects'][obj_name] for i in range(random.randint(prop['min-count'], prop['max-count'])): coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) self.objects.append(Objects.Ally( prop['sprite'], prop['action'], coord)) for obj_name in object_list_prob['ally']: prop = object_list_prob['ally'][obj_name] for i in range(random.randint(prop['min-count'], prop['max-count'])): coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) self.objects.append(Objects.Ally( prop['sprite'], prop['action'], coord)) for obj_name in self.config.keys(): prop = object_list_prob['enemies'][obj_name] for i in range(self.config[obj_name]): coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) #coord = (3,3) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, map_size[0] - 2), random.randint(1, map_size[1] - 2)) self.objects.append(Objects.Enemy( prop['sprite'], prop, prop['experience'], prop['action'], coord)) return self.objects
def get_objects(self, _map): for obj_name in object_list_prob["objects"]: prop = object_list_prob["objects"][obj_name] for i in range(random.randint(prop["min-count"], prop["max-count"])): coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) self.objects.append(Objects.Ally( obj_name, prop["sprite"], prop["action"], coord)) for obj_name in object_list_prob["ally"]: prop = object_list_prob["ally"][obj_name] for i in range(random.randint(prop["min-count"], prop["max-count"])): coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) self.objects.append(Objects.Ally( obj_name, prop["sprite"], prop["action"], coord)) for obj_name in object_list_prob["enemies"]: prop = object_list_prob["enemies"][obj_name] for i in range(random.randint(1, 3)): coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) self.objects.append(Objects.Enemy( prop["sprite"], prop, prop["experience"], coord)) return self.objects
def get_objects(self, _map): prop = object_list_prob["objects"]["stairs"] for i in range(random.randint(prop["min-count"], prop["max-count"])): coord = (random.randint(1, self.map_size - 2), random.randint(1, self.map_size - 2)) self.objects.append(Objects.Ally("stairs", prop["sprite"], prop["action"], coord)) return self.objects
def get_objects(self, _map): config = self.config # for obj_name in object_list_prob['objects']: for obj_name in set(object_list_prob['objects']) & set( config.keys()): prop = object_list_prob['objects'][obj_name] for i in range(config[obj_name]): coord = (random.randint(1, 39), random.randint(1, 39)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, 39), random.randint(1, 39)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, 39), random.randint(1, 39)) self.objects.append( Objects.Ally(prop['sprite'], prop['action'], coord)) for obj_name in set(object_list_prob['ally']) & set(config.keys()): prop = object_list_prob['ally'][obj_name] for i in range(config[obj_name]): coord = (random.randint(1, 39), random.randint(1, 39)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, 39), random.randint(1, 39)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, 39), random.randint(1, 39)) self.objects.append( Objects.Ally(prop['sprite'], prop['action'], coord)) for obj_name in set(object_list_prob['enemies']) & set( config.keys()): prop = object_list_prob['enemies'][obj_name] for i in range(config[obj_name]): coord = (random.randint(1, 30), random.randint(1, 22)) intersect = True while intersect: intersect = False if _map[coord[1]][coord[0]] == wall: intersect = True coord = (random.randint(1, 39), random.randint(1, 39)) continue for obj in self.objects: if coord == obj.position or coord == (1, 1): intersect = True coord = (random.randint(1, 39), random.randint(1, 39)) self.objects.append( Objects.Enemy(prop['sprite'], prop, prop['experience'], coord)) return self.objects