McRogueFace/src/scripts/cos_play.py

301 lines
10 KiB
Python

import mcrfpy
mcrfpy.createScene("play")
ui = mcrfpy.sceneUI("play")
t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 12, 11)
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
frame_color = (64, 64, 128)
grid = mcrfpy.Grid(20, 15, t, 10, 10, 800, 595)
grid.zoom = 2.0
entity_frame = mcrfpy.Frame(815, 10, 194, 595, fill_color = frame_color)
inventory_frame = mcrfpy.Frame(10, 610, 800, 143, fill_color = frame_color)
stats_frame = mcrfpy.Frame(815, 610, 194, 143, fill_color = frame_color)
begin_btn = mcrfpy.Frame(350,250,100,100, fill_color = (255,0,0))
begin_btn.children.append(mcrfpy.Caption(5, 5, "Begin", font))
def cos_keys(key, state):
if key == 'M' and state == 'start':
mapgen()
elif state == "end": return
elif key == "W":
player.move("N")
elif key == "A":
player.move("W")
elif key == "S":
player.move("S")
elif key == "D":
player.move("E")
def cos_init(*args):
if args[3] != "start": return
mcrfpy.keypressScene(cos_keys)
ui.remove(4)
begin_btn.click = cos_init
[ui.append(e) for e in (grid, entity_frame, inventory_frame, stats_frame, begin_btn)]
import random
def rcolor():
return tuple([random.randint(0, 255) for i in range(3)]) # TODO list won't work with GridPoint.color, so had to cast to tuple
x_max, y_max = grid.grid_size
for x in range(x_max):
for y in range(y_max):
grid.at((x,y)).color = rcolor()
from math import pi, cos, sin
def mapgen(room_size_max = 7, room_size_min = 3, room_count = 4):
# reset map
for x in range(x_max):
for y in range(y_max):
grid.at((x, y)).walkable = False
grid.at((x, y)).transparent= False
grid.at((x,y)).tilesprite = random.choices([40, 28], weights=[.8, .2])[0]
global cos_entities
for e in cos_entities:
e.e.position = (999,999) # TODO
e.die()
cos_entities = []
#Dungeon generation
centers = []
attempts = 0
while len(centers) < room_count:
# Leaving this attempt here for later comparison. These rooms sucked.
# overlapping, uninteresting hallways, crowded into the corners sometimes, etc.
attempts += 1
if attempts > room_count * 15: break
# room_left = random.randint(1, x_max)
# room_top = random.randint(1, y_max)
# Take 2 - circular distribution of rooms
angle_mid = (len(centers) / room_count) * 2 * pi + 0.785
angle = random.uniform(angle_mid - 0.25, angle_mid + 0.25)
radius = random.uniform(3, 14)
room_left = int(radius * cos(angle)) + int(x_max/2)
if room_left <= 1: room_left = 1
if room_left > x_max - 1: room_left = x_max - 2
room_top = int(radius * sin(angle)) + int(y_max/2)
if room_top <= 1: room_top = 1
if room_top > y_max - 1: room_top = y_max - 2
room_w = random.randint(room_size_min, room_size_max)
if room_w + room_left >= x_max: room_w = x_max - room_left - 2
room_h = random.randint(room_size_min, room_size_max)
if room_h + room_top >= y_max: room_h = y_max - room_top - 2
#print(room_left, room_top, room_left + room_w, room_top + room_h)
if any( # centers contained in this randomly generated room
[c[0] >= room_left and c[0] <= room_left + room_w and c[1] >= room_top and c[1] <= room_top + room_h for c in centers]
):
continue # re-randomize the room position
centers.append(
(int(room_left + (room_w/2)), int(room_top + (room_h/2)))
)
for x in range(room_w):
for y in range(room_h):
grid.at((room_left+x, room_top+y)).walkable=True
grid.at((room_left+x, room_top+y)).transparent=True
grid.at((room_left+x, room_top+y)).tilesprite = random.choice([48, 49, 50, 51, 52, 53])
# generate a boulder
if (room_w > 2 and room_h > 2):
room_boulder_x, room_boulder_y = random.randint(room_left+1, room_left+room_w-1), random.randint(room_top+1, room_top+room_h-1)
cos_entities.append(BoulderEntity(room_boulder_x, room_boulder_y))
print(f"{room_count} rooms generated after {attempts} attempts.")
#print(centers)
# hallways
pairs = []
for c1 in centers:
for c2 in centers:
if c1 == c2: continue
if (c2, c1) in pairs or (c1, c2) in pairs: continue
left = min(c1[0], c2[0])
right = max(c1[0], c2[0])
top = min(c1[1], c2[1])
bottom = max(c1[1], c2[1])
corners = [(left, top), (left, bottom), (right, top), (right, bottom)]
corners.remove(c1)
corners.remove(c2)
random.shuffle(corners)
target, other = corners
for x in range(target[0], other[0], -1 if target[0] > other[0] else 1):
was_walkable = grid.at((x, target[1])).walkable
grid.at((x, target[1])).walkable=True
grid.at((x, target[1])).transparent=True
if not was_walkable:
grid.at((x, target[1])).tilesprite = random.choices([0, 12, 24], weights=[.6, .3, .1])[0]
for y in range(target[1], other[1], -1 if target[1] > other[1] else 1):
was_walkable = grid.at((target[0], y)).walkable
grid.at((target[0], y)).walkable=True
grid.at((target[0], y)).transparent=True
if not was_walkable:
grid.at((target[0], y)).tilesprite = random.choices([0, 12, 24], weights=[0.4, 0.3, 0.3])[0]
pairs.append((c1, c2))
# spawn exit and button
spawn_points = []
for x in range(x_max):
for y in range(y_max):
if grid.at((x, y)).walkable:
spawn_points.append((x, y))
random.shuffle(spawn_points)
door_spawn, button_spawn = spawn_points[:2]
cos_entities.append(ExitEntity(*door_spawn, *button_spawn))
# respawn player
global player
if player:
player.position = (999,999) # TODO - die() is broken and I don't know why
player = PlayerEntity()
#for x in range(x_max):
# for y in range(y_max):
# if grid.at((x, y)).walkable:
# #grid.at((x,y)).tilesprite = random.choice([48, 49, 50, 51, 52, 53])
# pass
# else:
# #grid.at((x,y)).tilesprite = random.choices([40, 28], weights=[.8, .2])[0]
#131 - last sprite
#123, 124 - brown, grey rats
#121 - ghost
#114, 115, 116 - green, red, blue potion
#102 - shield
#98 - low armor guy, #97 - high armor guy
#89 - chest, #91 - empty chest
#84 - wizard
#82 - barrel
#66 - boulder
#64, 65 - graves
#48 - 53: ground (not going to figure out how they fit together tonight)
#42 - button-looking ground
#40 - basic solid wall
#36, 37, 38 - wall (left, middle, right)
#28 solid wall but with a grate
#21 - wide open door, 33 medium open, 45 closed door
#0 - basic dirt
class MyEntity:
def __init__(self, x=0, y=0, sprite_num=86):
self.e = mcrfpy.Entity(x, y, t, sprite_num)
grid.entities.append(self.e)
def die(self):
for i in range(len(grid.entities)):
e = grid.entities[i]
if e == self.e:
grid.entities.remove(i)
break
def bump(self, other, dx, dy):
raise NotImplementedError
def try_move(self, dx, dy):
tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy)
for e in cos_entities:
if e.e.position == (tx, ty):
#print(f"bumping {e}")
return e.bump(self, dx, dy)
if tx < 0 or tx >= x_max:
#print("out of bounds horizontally")
return False
if ty < 0 or ty >= y_max:
#print("out of bounds vertically")
return False
if grid.at((tx, ty)).walkable == True:
#print("Motion!")
self.e.position = (tx, ty)
return True
else:
#print("Bonk")
return False
def _relative_move(self, dx, dy):
tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy)
self.e.position = (tx, ty)
def move(self, direction):
if direction == "N":
self.try_move(0, -1)
elif direction == "E":
self.try_move(1, 0)
elif direction == "S":
self.try_move(0, 1)
elif direction == "W":
self.try_move(-1, 0)
cos_entities = []
class PlayerEntity(MyEntity):
def __init__(self):
# find spawn point
spawn_points = []
for x in range(x_max):
for y in range(y_max):
if grid.at((x, y)).walkable:
spawn_points.append((x, y))
random.shuffle(spawn_points)
for spawn in spawn_points:
for e in cos_entities:
if e.e.position == spawn: break
else:
break
#print(f"spawn at {spawn}")
super().__init__(spawn[0], spawn[1], sprite_num=84)
class BoulderEntity(MyEntity):
def __init__(self, x, y):
super().__init__(x, y, 66)
def bump(self, other, dx, dy):
if type(other) == BoulderEntity:
#print("Boulders can't push boulders")
return False
tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy)
# Is the boulder blocked the same direction as the bumper? If not, let's both move
old_pos = int(self.e.position[0]), int(self.e.position[1])
if self.try_move(dx, dy):
other.e.position = old_pos
return True
class ButtonEntity(MyEntity):
def __init__(self, x, y, exit):
super().__init__(x, y, 42)
self.exit = exit
def bump(self, other, dx, dy):
if type(other) == BoulderEntity:
self.exit.unlock()
other._relative_move(dx, dy)
return True
class ExitEntity(MyEntity):
def __init__(self, x, y, bx, by):
super().__init__(x, y, 45)
self.my_button = ButtonEntity(bx, by, self)
self.unlocked = False
global cos_entities
cos_entities.append(self.my_button)
def unlock(self):
self.e.sprite_number = 21
self.unlocked = True
def lock(self):
self.e.sprite_number = 45
self.unlocked = True
def bump(self, other, dx, dy):
if type(other) == BoulderEntity:
return False
if self.unlocked:
other._relative_move(dx, dy)
player = None