Created
September 10, 2015 17:38
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Random Cave Generator Pygame
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import pygame | |
from collections import defaultdict | |
levelmap = defaultdict(dict) | |
class Player(pygame.sprite.Sprite): | |
def __init__(self, level): | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.Surface((10,10)) | |
self.image.fill((40,50,170)) | |
self.rect = self.image.get_rect() | |
self.x, self.y = 0,0 | |
def update(self, world): | |
spd = 2 | |
keys = world.keys | |
if keys[pygame.K_a]:self.x+=spd | |
if keys[pygame.K_d]:self.x-=spd | |
if keys[pygame.K_w]:self.y+=spd | |
if keys[pygame.K_s]:self.y-=spd | |
world.update_camera() | |
self.rect.x, self.rect.y = world.position_transform(self) | |
def renderlevel(noiseimage, levelmap, screen, camerax, cameray): | |
mapsize = 10 | |
for w in range(-1, screen.get_width() / mapsize): | |
for h in range(-1, screen.get_height() / mapsize): | |
x = int(w - camerax/mapsize) | |
y = int(h - cameray/mapsize) | |
if x in levelmap: | |
if y in levelmap[x]: | |
if levelmap[x][y] == 0: | |
continue | |
realx = x* mapsize + camerax | |
realy = y* mapsize + cameray | |
noiseimage.fill((40,150,60),(realx,realy,mapsize,mapsize)) | |
class World(): | |
seed = 7 | |
def __init__(self, screen): | |
self.player = Player(levelmap) | |
self.sprites = pygame.sprite.LayeredUpdates() | |
self.sprites.add(self.player) | |
self.camerax = 0 | |
self.cameray = 0 | |
self.keys = 0 | |
self.screen = screen | |
# random noise | |
size = 100 | |
for i in range(size): | |
for j in range(size): | |
levelmap[i][j] = 0; | |
if self.seededRandom(2, 0) > 1: | |
levelmap[i][j] = self.seededRandom(2, 0); | |
# generate caves | |
smoothness = 6 | |
for i in range(smoothness): | |
global levelmap | |
new_map = defaultdict(dict) | |
for x in range(size): | |
for y in range(size): | |
x_range = {'low': max(0, x - 1), 'high': min(size - 1, x + 1)} | |
y_range = {'low': max(0, y - 1), 'high': min(size - 1, y + 1)} | |
wall_count = 0 | |
for a in range(x_range['low'], x_range['high']+1): | |
for b in range(y_range['low'], y_range['high']+1): | |
if ((a == x) and (b == y)): | |
continue; | |
wall_count += 1 - levelmap[a][b] | |
if (((levelmap[x][y] == 0) and (wall_count >= 4)) or | |
((levelmap[x][y] == 1) and (wall_count >= 5)) or | |
((x == 0) or (y == 0) or (x == size - 1) or (y == size - 1))): | |
new_map[x][y] = 0 | |
else: | |
new_map[x][y] = 1 | |
levelmap = new_map; | |
def position_transform(self, obj): | |
return -(obj.x - self.camerax), -(obj.y - self.cameray) | |
def update_camera(self): | |
self.camerax = self.player.x + self.screen.get_width()/2 | |
self.cameray = self.player.y + self.screen.get_height()/2 | |
def seededRandom (self, maxa, mina): | |
maxa = maxa or 1 | |
mina = mina or 0 | |
World.seed = (World.seed * 9301 + 49297) % 233280 | |
rnd = World.seed / 233280.0 | |
return mina + rnd * (maxa - mina) | |
def main(): | |
pygame.init() | |
screen = pygame.display.set_mode((600, 480)) | |
clock = pygame.time.Clock() | |
world = World(screen) | |
while 1: | |
world.keys=pygame.key.get_pressed() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
return | |
world.sprites.update(world) | |
screen.fill((0,0,0)) | |
renderlevel(screen, levelmap, screen, world.camerax, world.cameray) | |
world.sprites.draw(screen) | |
clock.tick(60) | |
pygame.display.flip() | |
pygame.display.update() | |
if __name__ =='__main__': | |
main() |
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