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Implementation of Wang Tiles in Python 3 (using pygame)
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import sys, pygame | |
from tileset import * | |
from map import * | |
pygame.init() | |
COLOR_BG = 70, 70, 100 | |
size = WIDTH, HEIGHT = 1280, 800 | |
screen = pygame.display.set_mode(size) | |
tileset = Tileset("res/tiles.png", 16, 16) | |
map = Map(80, 50) | |
map.generateMap() | |
while 1: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: sys.exit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_SPACE: map.generateMap() | |
elif event.key == pygame.K_ESCAPE: sys.exit() | |
screen.fill(COLOR_BG) | |
for x in range(map.mapWidth): | |
for y in range(map.mapHeight): | |
tile = map.map[y][x].getTile(tileset) # Get the correct tile | |
tile[1].x = tileset.tileWidth * x | |
tile[1].y = tileset.tileHeight * y | |
screen.blit(tile[0], tile[1]) # Blit at the position | |
pygame.display.flip() |
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from random import * | |
from tile import * | |
class Map: | |
def __init__(self, mapWidth, mapHeight): | |
self.mapWidth = mapWidth | |
self.mapHeight = mapHeight | |
self.map = [] | |
def generateMap(self): | |
del self.map[:] # Clear map if one is present | |
for y in range(self.mapHeight): | |
self.map.append([]) | |
for x in range(self.mapWidth): | |
self.map[y].append(Tile()) | |
n = None | |
w = None | |
if y > 0: # if the map extends north of the current tile | |
n = self.map[y-1][x].south() # Get the northern tile's south side type | |
if x > 0: # If the map extends west of the current tile | |
w = self.map[y][x-1].east() # Get the western tile's east side type | |
# Build lists with matching n and w properties | |
if n: | |
LN = [x for x in tileTypes if x[2] is n] | |
if w: | |
LW = [x for x in tileTypes if x[5] is w] | |
if n and w: | |
LNW = list(set(LN).intersection(set(LW))) | |
if n is not None: # Northern tile exists | |
if w is not None: # Western tile exists | |
self.map[y][x].setType(choice(LNW)) | |
else: | |
self.map[y][x].setType(choice(LN)) | |
else: # No northern tile exists | |
if w is not None: # Western tile exists | |
self.map[y][x].setType(choice(LW)) | |
else: # No restrictions so choose any tile at random | |
self.map[y][x].setType(choice(tileTypes)) |
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from tileset import * | |
tileTypes = [] | |
# Row 1 X Y N E S W | |
tileTypes.append((0, 0, 'o', 'c', 'o', 'c')) | |
tileTypes.append((1, 0, 'o', 'c', 'c', 'o')) | |
tileTypes.append((2, 0, 'o', 'o', 'c', 'c')) | |
tileTypes.append((3, 0, 'o', 'o', 'c', 'o')) | |
tileTypes.append((4, 0, 'o', 'c', 'o', 'o')) | |
tileTypes.append((5, 0, 'o', 'o', 'o', 'c')) | |
tileTypes.append((6, 0, 'o', 'o', 'o', 'o')) | |
tileTypes.append((7, 0, 'c', 'c', 'c', 'c')) | |
# Row 2 X Y N E S W | |
tileTypes.append((0, 1, 'c', 'o', 'c', 'o')) | |
tileTypes.append((1, 1, 'c', 'o', 'o', 'c')) | |
tileTypes.append((2, 1, 'c', 'c', 'o', 'o')) | |
tileTypes.append((3, 1, 'c', 'o', 'o', 'o')) | |
class Tile: | |
def __init__(self): | |
self.type = None | |
def setType(self, type): | |
self.type = type | |
def getTile(self, tileset): | |
return tileset.getTile(self.type[0], self.type[1]) | |
def north(self): | |
return self.type[2] | |
def east(self): | |
return self.type[3] | |
def south(self): | |
return self.type[4] | |
def west(self): | |
return self.type[5] |
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import pygame | |
class Tileset: | |
def __init__(self, path, tileWidth, tileHeight, scale2x=False): | |
self.tilesetImage = pygame.image.load(path) | |
self.tileWidth = tileWidth | |
self.tileHeight = tileHeight | |
if scale2x: | |
scale2x(self) | |
def scale2x(self): | |
self.tilesetImage = pygame.transform.scale2x(self.tilesetImage) | |
self.tileWidth *= 2 | |
self.tileHeight *= 2 | |
def getTile(self, x, y): | |
subtile = self.tilesetImage.subsurface( | |
x * self.tileWidth, | |
y * self.tileHeight, | |
self.tileWidth, | |
self.tileHeight) | |
return subtile, subtile.get_rect() | |
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