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