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map.py
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map.py
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import random
import pygame
from entity import generate_item_entity
from entity import generate_living_entity
from entity import generate_terrain_entity
from entity import generate_player_entity
from entity import Entity
from entity import is_living
map_height = 35
map_width = 45
def makeMapFromFile(url):
pass
# width and height are in tiles
def generate_map(width, height):
print "generating terrain"
terrain_layer = _generate_terrain_layer(width, height)
print "generating items"
items_layer = _generate_items_layer(terrain_layer)
print "generating entities"
entities_layer = _generate_living_entities_layer(terrain_layer,
items_layer)
return Map(width, height, [terrain_layer, items_layer, entities_layer])
def _generate_terrain_layer(width, height):
terrain_layer = MapLayer(width, height)
# figure out the map and floor tiles that we will be using
maptype = random.randint(0,2)
floor = 0
if maptype == 2:
floor = random.randint(0,8)
for x in range(width):
for y in range(height):
entity = generate_terrain_entity(x, y, maptype, floor)
terrain_layer.add(entity)
return terrain_layer
def _generate_items_layer(terrain_layer):
width = terrain_layer.width
height = terrain_layer.height
items_layer = MapLayer(width, height)
for x in range(width):
for y in range(height):
if not terrain_layer.get(x, y).solid:
if random.randint(1, 10) == 1:
entity = generate_item_entity(x, y)
items_layer.add(entity)
return items_layer
def _generate_living_entities_layer(terrain_layer, items_layer):
width = terrain_layer.width
height = terrain_layer.height
entities_layer = MapLayer(width, height)
# TODO: based this on the number of players
player_count = 0
for x in range(width):
for y in range(height):
if not items_layer.get(x, y) and not terrain_layer.get(x, y).solid:
if random.randint(1, 10) == 1:
entity = generate_living_entity(x, y)
entities_layer.add(entity)
elif random.randint(1, 10) == 1 and player_count > 0:
entity = generate_player_entity(x, y)
entities_layer.add(entity)
player_count -= 1
return entities_layer
class MapLayer:
def __init__(self, width, height, map_url=None):
self.width = width
self.height = height
self.group = pygame.sprite.Group()
self.entities = []
if map_url:
self.load(map_url)
def update(self, viewport):
to_kill = []
for i, entity in enumerate(self.entities):
if entity.stats.hp <= 0:
to_kill.append(i)
else:
entity.update(viewport)
to_kill.reverse()
for i in to_kill:
self.entities[i].sprite.kill()
self.entities.pop(i)
def draw(self):
self.group.draw(pygame.display.get_surface())
def draw_within(self, viewport):
visible_group = pygame.sprite.Group()
for entity in self.entities:
if viewport.within_view(entity):
visible_group.add(entity.sprite)
visible_group.draw(pygame.display.get_surface())
def add(self, entity):
self.group.add(entity.sprite)
self.entities.append(entity)
def get(self, x, y):
for entity in self.entities:
if entity.stats.x == x and entity.stats.y == y:
return entity
return None
def getById(self, id_num):
for entity in self.entities:
if entity.id_num == id_num:
return entity
return None
def has(self, entity):
return self.group.has(entity.sprite)
class Map:
def __init__(self, width, height, layers=None):
self.width = width
self.height = height
self.layers = layers
self.player_list = []
if not layers:
self.layers = [MapLayer(width, height),
MapLayer(width, height),
MapLayer(width, height)]
def update(self, viewport):
for layer in self.layers:
layer.update(viewport)
def draw(self):
for layer in self.layers:
layer.draw()
def draw_within(self, viewport):
for layer in self.layers:
layer.draw_within(viewport)
def save(self):
pass
def load(self, url):
pass
def get(self, x, y):
for layer in self.layers:
ent = layer.get(x, y)
if ent != None:
return ent
return None
def getById(self, id_num):
for layer in self.layers:
ent = layer.getById(id_num)
if ent != None:
return ent
return None
def item_under_entity(self, entity):
for item in self.layers[1].entities:
if item.stats.x == entity.stats.x and item.stats.y == entity.stats.y:
return item
return None
def is_entity_blocked(self, new_x, new_y):
terrain = self.layers[0].get(new_x, new_y)
if terrain and terrain.solid:
return True
living = self.layers[2].get(new_x, new_y)
if living and living.solid:
return True
return False
def is_player_up(self, entity):
for player in self.player_list:
if player.stats.y < entity.stats.y:
return True
return False
def is_player_down(self,entity):
for player in self.player_list:
if player.stats.y > entity.stats.y:
return True
return False
def is_player_left(self, entity):
for player in self.player_list:
if player.stats.x < entity.stats.y:
return True
return False
def is_player_right(self,entity):
for player in self.player_list:
if player.stats.x > entity.stats.y:
return True
return False
def is_entity_blocked_up(self, entity):
new_x = entity.stats.x
new_y = entity.stats.y-1
if new_y < 0:
return True
return self.is_entity_blocked(new_x, new_y)
def is_entity_blocked_left(self, entity):
new_x = entity.stats.x-1
new_y = entity.stats.y
if new_x < 0:
return True
return self.is_entity_blocked(new_x, new_y)
def is_entity_blocked_right(self, entity):
new_x = entity.stats.x+1
new_y = entity.stats.y
if new_x >= self.width:
return True
return self.is_entity_blocked(new_x, new_y)
def is_entity_blocked_down(self, entity):
new_x = entity.stats.x
new_y = entity.stats.y+1
if new_y >= self.height:
return True
return self.is_entity_blocked(new_x, new_y)
def is_cleared(self):
if len(self.layers[1].entities) > 0:
return False
for entity in self.layers[2].entities:
if is_living(entity):
return False
return True
def addPlayer(self, up):
ent = Entity(up.stats,up.enttype,True,up.name,up.idnum)
player_list.append(ent)