""" McRogueFace Tutorial - Part 3: Procedural Dungeon Generation This tutorial builds on Part 2 by adding: - Binary Space Partition (BSP) dungeon generation - Rooms connected by hallways using libtcod.line() - Walkable/non-walkable terrain - Player spawning in a valid location - Wall tiles that block movement Key code references: - src/scripts/cos_level.py (lines 7-15, 184-217, 218-224) - BSP algorithm - mcrfpy.libtcod.line() for smooth hallway generation """ import mcrfpy import random # Create and activate a new scene mcrfpy.createScene("tutorial") mcrfpy.setScene("tutorial") # Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile) texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16) # Load the hero sprite texture hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16) # Create a grid of tiles grid_width, grid_height = 40, 30 # Larger grid for dungeon # Calculate the size in pixels to fit the entire grid on-screen zoom = 2.0 grid_size = grid_width * zoom * 16, grid_height * zoom * 16 # Calculate the position to center the grid on the screen grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2 # Create the grid with a TCODMap for pathfinding/FOV grid = mcrfpy.Grid( pos=grid_position, grid_size=(grid_width, grid_height), texture=texture, size=grid_size, ) grid.zoom = zoom # Define tile types FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10] WALL_TILES = [3, 7, 11] # Room class for BSP class Room: def __init__(self, x, y, w, h): self.x1 = x self.y1 = y self.x2 = x + w self.y2 = y + h self.w = w self.h = h def center(self): """Return the center coordinates of the room""" center_x = (self.x1 + self.x2) // 2 center_y = (self.y1 + self.y2) // 2 return (center_x, center_y) def intersects(self, other): """Return True if this room overlaps with another""" return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1) # Dungeon generation functions def carve_room(room): """Carve out a room in the grid - referenced from cos_level.py lines 117-120""" # Using individual updates for now (batch updates would be more efficient) for x in range(room.x1, room.x2): for y in range(room.y1, room.y2): if 0 <= x < grid_width and 0 <= y < grid_height: point = grid.at(x, y) if point: point.tilesprite = random.choice(FLOOR_TILES) point.walkable = True point.transparent = True def carve_hallway(x1, y1, x2, y2): """Carve a hallway between two points using libtcod.line() Referenced from cos_level.py lines 184-217, improved with libtcod.line() """ # Get all points along the line points = mcrfpy.libtcod.line(x1, y1, x2, y2) # Carve out each point for x, y in points: if 0 <= x < grid_width and 0 <= y < grid_height: point = grid.at(x, y) if point: point.tilesprite = random.choice(FLOOR_TILES) point.walkable = True point.transparent = True def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10): """Generate a dungeon using simplified BSP approach Referenced from cos_level.py lines 218-224 """ rooms = [] # First, fill everything with walls for y in range(grid_height): for x in range(grid_width): point = grid.at(x, y) if point: point.tilesprite = random.choice(WALL_TILES) point.walkable = False point.transparent = False # Generate rooms for _ in range(max_rooms): # Random room size w = random.randint(room_min_size, room_max_size) h = random.randint(room_min_size, room_max_size) # Random position (with margin from edges) x = random.randint(1, grid_width - w - 1) y = random.randint(1, grid_height - h - 1) new_room = Room(x, y, w, h) # Check if it overlaps with existing rooms failed = False for other_room in rooms: if new_room.intersects(other_room): failed = True break if not failed: # Carve out the room carve_room(new_room) # If not the first room, connect to previous room if rooms: # Get centers prev_x, prev_y = rooms[-1].center() new_x, new_y = new_room.center() # Carve hallway using libtcod.line() carve_hallway(prev_x, prev_y, new_x, new_y) rooms.append(new_room) return rooms # Generate the dungeon rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8) # Add the grid to the scene mcrfpy.sceneUI("tutorial").append(grid) # Spawn player in the first room if rooms: spawn_x, spawn_y = rooms[0].center() else: # Fallback spawn position spawn_x, spawn_y = 4, 4 # Create a player entity at the spawn position player = mcrfpy.Entity( (spawn_x, spawn_y), texture=hero_texture, sprite_index=0 ) # Add the player entity to the grid grid.entities.append(player) grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # Movement state tracking (from Part 2) is_moving = False move_queue = [] current_destination = None current_move = None # Store animation references player_anim_x = None player_anim_y = None grid_anim_x = None grid_anim_y = None def movement_complete(anim, target): """Called when movement animation completes""" global is_moving, move_queue, current_destination, current_move global player_anim_x, player_anim_y is_moving = False current_move = None current_destination = None player_anim_x = None player_anim_y = None grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 if move_queue: next_move = move_queue.pop(0) process_move(next_move) motion_speed = 0.20 # Slightly faster for dungeon exploration def can_move_to(x, y): """Check if a position is valid for movement""" # Boundary check if x < 0 or x >= grid_width or y < 0 or y >= grid_height: return False # Walkability check point = grid.at(x, y) if point and point.walkable: return True return False def process_move(key): """Process a move based on the key""" global is_moving, current_move, current_destination, move_queue global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y if is_moving: move_queue.clear() move_queue.append(key) return px, py = int(player.x), int(player.y) new_x, new_y = px, py if key == "W" or key == "Up": new_y -= 1 elif key == "S" or key == "Down": new_y += 1 elif key == "A" or key == "Left": new_x -= 1 elif key == "D" or key == "Right": new_x += 1 # Check if we can move to the new position if new_x != px or new_y != py: if can_move_to(new_x, new_y): is_moving = True current_move = key current_destination = (new_x, new_y) if new_x != px: player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete) player_anim_x.start(player) elif new_y != py: player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete) player_anim_y.start(player) grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear") grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear") grid_anim_x.start(grid) grid_anim_y.start(grid) else: # Play a "bump" sound or visual feedback here print(f"Can't move to ({new_x}, {new_y}) - blocked!") def handle_keys(key, state): """Handle keyboard input to move the player""" if state == "start": if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]: process_move(key) # Register the keyboard handler mcrfpy.keypressScene(handle_keys) # Add UI elements title = mcrfpy.Caption((320, 10), text="McRogueFace Tutorial - Part 3: Dungeon Generation", ) title.fill_color = mcrfpy.Color(255, 255, 255, 255) mcrfpy.sceneUI("tutorial").append(title) instructions = mcrfpy.Caption((150, 750), text=f"Procedural dungeon with {len(rooms)} rooms connected by hallways!", ) instructions.font_size = 18 instructions.fill_color = mcrfpy.Color(200, 200, 200, 255) mcrfpy.sceneUI("tutorial").append(instructions) # Debug info debug_caption = mcrfpy.Caption((10, 40), text=f"Grid: {grid_width}x{grid_height} | Player spawned at ({spawn_x}, {spawn_y})", ) debug_caption.font_size = 16 debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255) mcrfpy.sceneUI("tutorial").append(debug_caption) print("Tutorial Part 3 loaded!") print(f"Generated dungeon with {len(rooms)} rooms") print(f"Player spawned at ({spawn_x}, {spawn_y})") print("Walls now block movement!") print("Use WASD or Arrow keys to explore the dungeon!")