def installWorldBall(self, context, myWorldBall, loadBall=None ): #print myWorldBall self.worldArray = [] if context == 'editor': for mB in myWorldBall[0]: self.worldArray.append( generalmap.edMap(mB) ) self.initialMap = self.getMapByName( myWorldBall[1] ) self.currentMap = self.getMapByName( myWorldBall[1] ) elif context == 'game': for mB in myWorldBall[0]: #print mB self.worldArray.append( generalmap.gameMap(mB, None) ) if loadBall is not None: for mB in loadBall[0]: newMap = generalmap.gameMap(mB) self.worldArray.append( newMap ) if newMap.up[0] != 'dungeon': self.getMapByName(newMap.up[0]).down = ( newMap.getName(), ) if newMap.down[0] != 'dungeon': self.getMapByName(newMap.down[0]).up = ( newMap.getName(), ) self.initialMap = self.getMapByName( loadBall[1] ) self.currentMap = self.getMapByName( loadBall[2] ) else: self.initialMap = self.getMapByName( myWorldBall[1] ) self.currentMap = self.getMapByName( myWorldBall[2] )
def generateMap(self, dimension, level, type): if type == 'dungeon': MG = mapgen.Generator(dimension, level) MG.generateMap(20) newMap = generalmap.gameMap(MG.getMapBall(), level) elif type == 'maze': MG = mazegen.Generator(dimension, level) MG.generateMap() newMap = generalmap.gameMap(self.inputHandler, None, MG.getMapBall(), level=self.levelDepth) return newMap