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generator.py
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from perlin_noise import PerlinNoise
class GeneratorData(object):
def __init__(self, level, width, height):
self.level = level
self.width = width
self.height = height
self.seed = 29153 + level * 3 - 3 #473284
self.grid = [[' ' for x in range(width)] for y in range(height)]
self.doorx = 0
class Generator(object):
def __init__(self):
self.noise = PerlinNoise(octaves=10, seed=1)
pass
def run(self, level, width, height):
if level == -1:
return [' P ',
' ',
' ## ',
'GGGGGGGGGGGG D ',
'FFFF GvG ',
'FFFF FFF ### GGG',
'FFFF GFFF FFF',
'FFFFG FFFF #### FFF',
'FFFFF GG FFFFG FFF',
'FFFFF GGGFFG FFFFF GGFF',
'FFFFF~~~~~~FFFFFF~~~~~~~~FFFFF~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~FFFF',
]
data = GeneratorData(level, width, height)
self.make_water(data)
self.make_floors(data)
self.make_it_green(data)
self.make_rocks(data)
self.make_walls(data)
self.make_player(data)
self.make_door(data)
self.make_traps(data)
self.make_laser(data)
# make each line as string
for y in range(data.height):
data.grid[y] = ''.join(data.grid[y])
return data.grid
def change_block(self, data, x, y, element):
try:
data.grid[y][x] = element
except IndexError:
pass
def get_block(self, data, x, y):
try:
return data.grid[y][x]
except IndexError:
return ''
def make_floors(self, data):
ratio = (data.width / data.height)
# lower generation
threshold = 4
for y in range(data.height):
for x in range(data.width):
xdim = x / 80
ydim = y
cur = self.noise([xdim, ydim, (data.level + data.seed)/10]) * 20
if cur > threshold:
#print (cur)
#if data[y][x] != '~':
self.change_block(data, x, y+5, 'F')
# fillup blocks from below
for x in range(data.width):
lowest = -1
for y in reversed(range(data.height)):
if data.grid[y][x] in ['F', 'G']:
lowest = y
break
if lowest > -1:
for y in range(lowest, data.height):
self.change_block(data, x, y, 'F')
# make more platforms above
threshold = 5
for y in range(data.height):
for x in range(data.width):
xdim = x / 80 + 20
ydim = y / 10
cur = self.noise([xdim, ydim, (data.level + data.seed)/10+1234]) * 20
if cur > threshold and y < 7:
#print (cur)
#if data[y][x] != '~':
self.change_block(data, x, y, 'F')
def make_water(self, data):
for x in range(data.width):
data.grid[-1][x] = '~'
def make_rocks(self, data,):
for x in range(data.width):
for y in range(data.height):
xdim = x / 80
ydim = y
val = self.noise([xdim, ydim, (data.level + data.seed)/10+38291]) * 20
if val > 1:
cur = data.grid[y][x]
above = self.get_block(data, x, y - 1)
below = self.get_block(data, x, y + 1)
if cur == 'G' and above == ' ' and below == ' ':
self.change_block(data, x, y, 'O')
if val > 3:
self.change_block(data, x, y, '1')
#if val > 3:
# self.change_block(data, x, y, '2')
#if val > 4:
# self.change_block(data, x, y, '2')
def make_walls(self, data,):
for x in range(data.width):
for y in range(data.height):
xdim = x / 180
ydim = y
val = self.noise([xdim, ydim, (data.level + data.seed)/10+1204]) * 20
if val > 1:
cur = data.grid[y][x]
#above = self.get_block(data, x, y - 1)
#below = self.get_block(data, x, y + 1)
if cur == 'F': # and above == ' ' and below == ' ':
self.change_block(data, x, y, '#')
def make_traps(self, data,):
for x in range(data.width):
last = ' '
for y in range(data.height):
xdim = x / 20
ydim = y
val = self.noise([xdim, ydim, (data.level + data.seed)/10+15590]) * 20
cur = data.grid[y][x]
door1 = self.get_block(data, x-1, y-2)
door2 = self.get_block(data, x, y-2)
if val > 3:
if cur == 'G' and last == ' ' and door1 != 'D' and door2 != 'D':
self.change_block(data, x, y, 'v')
last = cur
def make_laser(self, data):
for x in range(data.width):
xdim = x / 20
ydim = 0
val = self.noise([xdim, ydim, (data.level + data.seed)/10+93356]) * 20
cur = self.get_block(data, x, 0)
#if not self.has_element_on_column(data, x, 'P') and cur == ' ' and val > 1 and x > data.doorx + 2 and x < data.doorx - 2:
nodoor = not ( (x >= data.doorx - 1) and (x <= data.doorx + 2) )
if cur == ' ' and not self.has_element_on_column(data, x, 'P') and nodoor and val > 6:
self.change_block(data, x, 0, 'L')
for y in range(1, data.height):
cury = self.get_block(data, x, y)
if cury == ' ':
self.change_block(data, x, y, 'l')
else:
break
def make_it_green(self, data,):
for x in range(data.width):
last = ' '
for y in range(data.height):
cur = data.grid[y][x]
if cur == 'F' and last == ' ':
self.change_block(data, x, y, 'G')
last = cur
def make_player(self, data,):
for x in range(data.width):
if x > 5:
last = ''
for y in range(data.height):
cur = data.grid[y][x]
if cur == 'G' and last == ' ':
self.change_block(data, x, y-1, 'P')
return
last = cur
def is_free_to_top(self, data, x, y):
for cury in range (y):
if data.grid[cury][x] != ' ':
return False
return True
def has_element_on_column(self, data, x, element):
for y in range(data.height):
cur = self.get_block(data, x, y)
if cur == element:
return True
return False
def make_door(self, data,):
for x in reversed(range(data.width)):
if x < data.width - 4:
last = ''
for y in range(data.height):
if y > 1:
cur = data.grid[y][x]
if cur == 'G' and last == ' ':
f1 = data.grid[y][x-1]
if f1 == 'G' and self.is_free_to_top(data, x, y-1) and self.is_free_to_top(data, x-1, y-1):
self.change_block(data, x-1, y-2, 'D')
data.doorx = x-1
return
last = cur