def generate_bsp_tree(self, iteration, area): if iteration > 0: split_vertically = area.w > area.h ratio = libtcod.random_get_float(self.seed, 0.4, 0.6) if split_vertically: # Vertical a = Rect((area.x1, area.y1), int(area.w * ratio), area.h) b = Rect((area.x1 + a.w, area.y1), area.w - a.w, area.h) else: # Horizontal a = Rect((area.x1, area.y1), area.w, int(area.h * ratio)) b = Rect((area.x1, area.y1 + a.h), area.w, area.h - a.h) return BSPTreeNode(area, self.generate_bsp_tree(iteration - 1, a), self.generate_bsp_tree(iteration - 1, b)) else: return BSPTreeNode(area)
def render_random_ambient_sounds(): global frame_counter, next_random_frame frame_counter = frame_counter + 1 if next_random_frame == frame_counter: index = libtcod.random_get_int(0, 0, (len(sound_random_ambience))-1) sound_random_ambience[index].volume = libtcod.random_get_float(0, MIN_VOLUME_RANDOM_SOUND, MAX_VOLUME_RANDOM_SOUND) sound_random_ambience[index].play() next_random_frame = random_frame() frame_counter = 0
def render_random_ambient_sounds(): global frame_counter, next_random_frame frame_counter = frame_counter + 1 if next_random_frame == frame_counter: index = libtcod.random_get_int(0, 0, (len(sound_random_ambience)) - 1) sound_random_ambience[index].volume = libtcod.random_get_float( 0, MIN_VOLUME_RANDOM_SOUND, MAX_VOLUME_RANDOM_SOUND) sound_random_ambience[index].play() next_random_frame = random_frame() frame_counter = 0