dev-jakklu #6
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assets/atlas.png
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assets/atlas.png
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@ -1,4 +1,5 @@
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import os
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import os
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import pygame as pg
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import pygame as pg
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for i in os.listdir('.'):
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for i in os.listdir('.'):
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@ -3,9 +3,9 @@ import pygame
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from settings import SCREEN_WIDTH, SCREEN_HEIGHT
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from settings import SCREEN_WIDTH, SCREEN_HEIGHT
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from survival.camera import Camera
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from survival.camera import Camera
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from survival.game_map import GameMap
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from survival.game_map import GameMap
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from survival.player_generator import PlayerGenerator
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from survival.generators.player_generator import PlayerGenerator
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from survival.resource_generator import ResourceGenerator
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from survival.generators.resource_generator import ResourceGenerator
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from survival.world_generator import WorldGenerator
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from survival.generators.world_generator import WorldGenerator
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if __name__ == '__main__':
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if __name__ == '__main__':
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pygame.init()
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pygame.init()
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9
survival/biomes/biome_data.py
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survival/biomes/biome_data.py
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@ -0,0 +1,9 @@
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from survival.biomes.biome_preset import BiomePreset
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class BiomeData:
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def __init__(self, preset: BiomePreset):
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self.biome = preset
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def get_diff_value(self, height: float, moisture: float, heat: float):
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return (height - self.biome.min_height) + (moisture - self.biome.min_moisture) + (heat - self.biome.min_heat)
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22
survival/biomes/biome_preset.py
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survival/biomes/biome_preset.py
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import random
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from survival.tile import Tile
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class BiomePreset:
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def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: list[Tile]):
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self.name = name
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self.min_height = min_height
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self.min_moisture = min_moisture
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self.min_heat = min_heat
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self.tiles = tiles
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def get_new_tile(self):
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tile = random.choice(self.tiles)
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return Tile(origin=tile.origin, cost=tile.cost, biome=self)
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def get_tile_sprite(self):
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pass
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def match_conditions(self, height, moisture, heat):
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return height >= self.min_height and moisture >= self.min_moisture and heat >= self.min_heat
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6
survival/biomes/noise.py
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survival/biomes/noise.py
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from perlin_noise import PerlinNoise
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def generate_noise(width: int, height: int, octaves, seed):
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noise_map = PerlinNoise(octaves=octaves, seed=seed)
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return [[noise_map([x / width, y / height]) for y in range(width)] for x in range(height)]
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@ -1,13 +1,11 @@
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import time as _time
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import time as _time
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from functools import lru_cache as _lru_cache
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from functools import lru_cache as _lru_cache
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from typing import Any as _Any
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from typing import Iterable as _Iterable
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from typing import List as _List
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from typing import List as _List
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from typing import Tuple as _Tuple
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from typing import Type as _Type
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from typing import Type as _Type
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from typing import TypeVar as _TypeVar
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from typing import TypeVar as _TypeVar
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from typing import Any as _Any
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from typing import Tuple as _Tuple
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from typing import Iterable as _Iterable
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version = '1.3'
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version = '1.3'
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@ -24,3 +24,6 @@ class GameMap:
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def is_colliding(self, pos):
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def is_colliding(self, pos):
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return pos[0] < 0 or pos[0] >= self.width or pos[1] < 0 or pos[1] >= self.height or self.entity_layer.is_colliding(pos)
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return pos[0] < 0 or pos[0] >= self.width or pos[1] < 0 or pos[1] >= self.height or self.entity_layer.is_colliding(pos)
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def get_cost(self, pos):
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return self.tile_layer.get_cost(pos)
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73
survival/generators/tile_generator.py
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survival/generators/tile_generator.py
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import random
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from survival.biomes.biome_data import BiomeData
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from survival.biomes.biome_preset import BiomePreset
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from survival.biomes.noise import generate_noise
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from survival.tile import Tile
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class TileGenerator:
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Tiles = {
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"Grass1": Tile(origin=(0, 0), cost=1),
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"Grass2": Tile(origin=(32, 0), cost=1),
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"Grass3": Tile(origin=(64, 0), cost=1),
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"Grass4": Tile(origin=(96, 0), cost=1),
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"Sand": Tile(origin=(64, 64), cost=20),
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"Puddle": Tile(origin=(96, 64), cost=20),
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}
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TilesValues = list(Tiles.values())
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Biomes = [
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BiomePreset("Desert", min_height=0.2, min_moisture=0, min_heat=0.5, tiles=[Tiles["Grass1"], Tiles["Grass2"],
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Tiles["Grass3"], Tiles["Grass4"]]),
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BiomePreset("Forest", min_height=0.2, min_moisture=0.4, min_heat=0.4, tiles=[Tiles["Sand"]]),
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BiomePreset("Grassland", min_height=0.2, min_moisture=0.5, min_heat=0.3, tiles=[Tiles["Sand"]]),
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BiomePreset("Marsh", min_height=0.3, min_moisture=0.5, min_heat=0.62, tiles=[Tiles["Puddle"]]),
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BiomePreset("Ocean", min_height=0, min_moisture=0, min_heat=0, tiles=[Tiles["Sand"]]),
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BiomePreset("Tundra", min_height=0.2, min_moisture=0, min_heat=0, tiles=[Tiles["Puddle"]])
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]
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@staticmethod
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def get_random_tile():
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tile = random.choice(TileGenerator.TilesValues)
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return Tile(origin=tile.origin, cost=tile.cost)
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@staticmethod
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def generate_random_tiles(width: int, height: int) -> list[list[Tile]]:
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return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
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@staticmethod
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def generate_biome_tiles(width: int, height: int):
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seed = random.randint(0, 9999999)
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octaves = 10
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height_map = generate_noise(width, height, octaves, seed)
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moisture_map = generate_noise(width, height, octaves, seed)
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heat_map = generate_noise(width, height, octaves, seed)
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return [[TileGenerator.get_biome(height_map[y][x], moisture_map[y][x], heat_map[y][x]).get_new_tile() for x in
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range(width)] for y in range(height)]
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@staticmethod
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def get_biome(height, moisture, heat) -> BiomePreset:
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matching_biomes = list()
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for biome in TileGenerator.Biomes:
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if biome.match_conditions(height, moisture, heat):
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matching_biomes.append(BiomeData(biome))
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current_value = 0
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found_biome = None
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for biome in matching_biomes:
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if found_biome is None:
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found_biome = biome.biome
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current_value = biome.get_diff_value(height, moisture, heat)
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elif biome.get_diff_value(height, moisture, heat) < current_value:
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found_biome = biome.biome
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current_value = biome.get_diff_value(height, moisture, heat)
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if found_biome is None:
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found_biome = TileGenerator.Biomes[0]
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return found_biome
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@ -1,4 +1,5 @@
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from enum import Enum
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from enum import Enum
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from queue import PriorityQueue
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from survival import GameMap
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from survival import GameMap
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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@ -12,57 +13,44 @@ class Action(Enum):
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class State:
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class State:
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def __init__(self, position, direction):
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def __init__(self, position: tuple[int, int], direction: Direction):
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self.position = position
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self.position = position
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self.direction = direction
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self.direction = direction
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class Node:
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class Node:
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def __init__(self, state: State, parent=None, action=None):
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def __init__(self, state: State, parent=None, action=None, cost=None):
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self.state = state
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self.state = state
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self.parent = parent
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self.parent = parent
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self.action = action
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self.action = action
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self.cost = cost
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def __lt__(self, other):
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return self.cost < other.cost
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def __eq__(self, other):
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return self.cost == other.cost
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def get_moved_position(position, direction):
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def get_moved_position(position: tuple[int, int], direction: Direction):
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vector = Direction.get_vector(direction)
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vector = Direction.get_vector(direction)
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return position[0] + vector[0], position[1] + vector[1]
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return position[0] + vector[0], position[1] + vector[1]
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def get_states(state: State, game_map: GameMap):
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def get_states(state: State, game_map: GameMap) -> list[tuple[Action, State, int]]:
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states = list()
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states = list()
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states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction))))
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states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction)), 1))
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states.append((Action.ROTATE_RIGHT, State(state.position, state.direction.rotate_right(state.direction))))
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states.append((Action.ROTATE_RIGHT, State(state.position, state.direction.rotate_right(state.direction)), 1))
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target_state = get_moved_position(state.position, state.direction)
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target_position = get_moved_position(state.position, state.direction)
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if not game_map.is_colliding(target_state):
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if not game_map.is_colliding(target_position):
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states.append((Action.MOVE, State(target_state, state.direction)))
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states.append((Action.MOVE, State(target_position, state.direction), game_map.get_cost(target_position)))
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return states
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return states
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def graph_search(game_map: GameMap, start: PositionComponent, goal: tuple):
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def build_path(node: Node):
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fringe = list()
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explored = list()
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explored_states = set()
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fringe_states = set()
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start = State(start.grid_position, start.direction)
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fringe.append(Node(start))
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fringe_states.add((tuple(start.position), start.direction))
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while True:
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# No solutions found
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if not any(fringe):
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return []
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node = fringe.pop(0)
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fringe_states.remove((tuple(node.state.position), node.state.direction))
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# Check goal
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if node.state.position == goal:
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actions = [node.action]
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actions = [node.action]
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parent = node.parent
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parent = node.parent
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@ -74,15 +62,52 @@ def graph_search(game_map: GameMap, start: PositionComponent, goal: tuple):
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actions.reverse()
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actions.reverse()
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return actions
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return actions
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def heuristic(new_node: Node, goal: tuple[int, int]):
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return abs(new_node.state.position[0] - goal[0]) + abs(new_node.state.position[1] - goal[1])
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def graph_search(game_map: GameMap, start: PositionComponent, goal: tuple):
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fringe = PriorityQueue()
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explored = list()
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explored_states = set()
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fringe_states = set() # Stores positions and directions of states
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start = State(start.grid_position, start.direction)
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fringe.put((0, Node(start, cost=0)))
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fringe_states.add((tuple(start.position), start.direction))
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while True:
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# No solutions found
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if fringe.empty():
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return []
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node = fringe.get()
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node_priority = node[0]
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node = node[1]
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fringe_states.remove((tuple(node.state.position), node.state.direction))
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# Check goal
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if node.state.position == goal:
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return build_path(node)
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explored.append(node)
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explored.append(node)
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explored_states.add((tuple(node.state.position), node.state.direction))
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explored_states.add((tuple(node.state.position), node.state.direction))
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# Get all possible states
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# Get all possible states
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for state in get_states(node.state, game_map):
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for state in get_states(node.state, game_map):
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sub_state = (tuple(state[1].position), state[1].direction)
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sub_state = (tuple(state[1].position), state[1].direction)
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if sub_state not in fringe_states and sub_state not in explored_states:
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new_node = Node(state=state[1],
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new_node = Node(state=state[1],
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parent=node,
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parent=node,
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action=state[0])
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action=state[0],
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fringe.append(new_node)
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cost=(state[2] + node.cost))
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priority = new_node.cost + heuristic(new_node, goal)
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if sub_state not in fringe_states and sub_state not in explored_states:
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fringe.put((priority, new_node))
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fringe_states.add((tuple(new_node.state.position), new_node.state.direction))
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elif sub_state in fringe_states and node.cost > new_node.cost:
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fringe.get(node)
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fringe.put((priority, new_node))
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fringe_states.add((tuple(new_node.state.position), new_node.state.direction))
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fringe_states.add((tuple(new_node.state.position), new_node.state.direction))
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@ -1,4 +1,3 @@
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import pygame
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from pygame.rect import Rect
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from pygame.rect import Rect
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@ -21,14 +21,3 @@ class MovementSystem(esper.Processor):
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pos.position[1] - moving.target[1] * 32) < 0.1 * mov.speed:
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pos.position[1] - moving.target[1] * 32) < 0.1 * mov.speed:
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pos.position = [moving.target[0] * 32, moving.target[1] * 32]
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pos.position = [moving.target[0] * 32, moving.target[1] * 32]
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self.world.remove_component(ent, MovingComponent)
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self.world.remove_component(ent, MovingComponent)
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# if moving.direction[0] != 0:
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# pos.position[0] += moving.direction[0] * mov.speed * dt / 100
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# if abs(moving.movement_target[0] * 32 - pos.position[0]) < 0.1 * mov.speed:
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# pos.position = [moving.movement_target[0] * 32, moving.movement_target[1] * 32]
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# self.world.remove_component(ent, MovingComponent)
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# else:
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# pos.position[1] += moving.direction[1] * mov.speed * dt / 100
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# if abs(pos.position[1] - moving.movement_target[1] * 32) < 0.1 * mov.speed:
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# pos.position = [moving.movement_target[0] * 32, moving.movement_target[1] * 32]
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# self.world.remove_component(ent, MovingComponent)
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@ -5,7 +5,6 @@ from survival.components.moving_component import MovingComponent
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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from survival.enums import Direction
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from survival.enums import Direction
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from survival.graph_search import graph_search, Action
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from survival.graph_search import graph_search, Action
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from survival.pathfinding import breadth_first_search
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from survival.systems.input_system import PathfindingComponent
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from survival.systems.input_system import PathfindingComponent
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@ -1,9 +1,6 @@
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import random
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class Tile:
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class Tile:
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origins = [(0, 0), (32, 0), (64, 0), (96, 0)]
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def __init__(self, origin: tuple = (0, 0), cost: int = 1, biome=None):
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self.origin = origin
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def __init__(self, origin=(0, 0)):
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self.cost = cost
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self.origin = random.choice(Tile.origins)
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self.biome = biome
|
||||||
self.image = None
|
self.image = None
|
||||||
|
@ -1,3 +1,4 @@
|
|||||||
|
from survival.generators.tile_generator import TileGenerator
|
||||||
from survival.image import Image
|
from survival.image import Image
|
||||||
from survival.tile import Tile
|
from survival.tile import Tile
|
||||||
|
|
||||||
@ -6,7 +7,8 @@ class TileLayer:
|
|||||||
def __init__(self, width, height):
|
def __init__(self, width, height):
|
||||||
self.width = width
|
self.width = width
|
||||||
self.height = height
|
self.height = height
|
||||||
self.tiles = [[Tile() for x in range(self.width)] for y in range(self.height)]
|
self.tiles: list[list[Tile]] = TileGenerator.generate_biome_tiles(width, height)
|
||||||
|
# self.tiles: list[list[Tile]] = TileGenerator.generate_random_tiles(width, height)
|
||||||
self.image = Image('atlas.png')
|
self.image = Image('atlas.png')
|
||||||
|
|
||||||
def draw(self, camera, visible_area):
|
def draw(self, camera, visible_area):
|
||||||
@ -18,3 +20,6 @@ class TileLayer:
|
|||||||
self.image.pos = (x * 32, y * 32)
|
self.image.pos = (x * 32, y * 32)
|
||||||
self.image.origin = self.tiles[y][x].origin
|
self.image.origin = self.tiles[y][x].origin
|
||||||
camera.draw(self.image)
|
camera.draw(self.image)
|
||||||
|
|
||||||
|
def get_cost(self, pos):
|
||||||
|
return self.tiles[pos[1]][pos[0]].cost
|
||||||
|
Loading…
Reference in New Issue
Block a user