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world.py
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from opensimplex import OpenSimplex
import random
import dataTypes
import spritesheet
import pygame
import enemy
import copy
class Chunk:
def __init__(self, chunkData):
self.pos = chunkData.chunkPos
self.tilePos = dataTypes.pos(self.pos.x*dataTypes.chunkSize, self.pos.y*dataTypes.chunkSize)
self.tileGroup = pygame.sprite.Group()
self.tiles = {}
def genChunk(self, noiseMap, enemiesGroup=None):
for row in noiseMap:
for noise, pos in row:
if noise < 0.2:
self.tileGroup.add(waterTile(pos))
self.tiles[pos.__str__()] = "water"
spawn = random.randint(1, 2000)
if spawn == 5 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xd01"].stats, enemy.allMobs["0xd01"]))
elif spawn == 10 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xf02"].stats, enemy.allMobs["0xf02"]))
if spawn == 15 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xi02"].stats, enemy.allMobs["0xi02"]))
elif noise < 0.3:
self.tileGroup.add(sandTile(pos))
self.tiles[pos.__str__()] = "sand"
spawn = random.randint(1, 300)
spawn_2 = random.randint(1, 3000)
if spawn == 15 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xs01"].stats, enemy.allMobs["0xs01"]))
if spawn_2 == 15 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xs02"].stats, enemy.allMobs["0xs02"]))
elif noise < 0.8:
if 0.42< noise and noise < 0.43:
self.tileGroup.add(grassFlowerTile(pos, 1))
self.tiles[pos.__str__()] = "flowers"
spawn = random.randint(0, 5000)
if spawn == 15 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xt01"].stats, enemy.allMobs["0xt01"]))
elif 0.47< noise and noise < 0.48:
self.tileGroup.add(grassFlowerTile(pos, 2))
self.tiles[pos.__str__()] = "flowers"
spawn = random.randint(0, 5000)
if spawn == 15 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xt01"].stats, enemy.allMobs["0xt01"]))
else:
self.tileGroup.add(grassTile(pos))
self.tiles[pos.__str__()] = "grass"
spawn = random.randint(1, 3000)
if spawn == 5 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x*32+dataTypes.w//2, pos.y*32+dataTypes.h//2, enemy.allMobs["0xg01"].stats, enemy.allMobs["0xg01"]))
elif spawn == 1755 and enemiesGroup!= None:
enemiesGroup.add(enemy.Enemy(pos.x*32+dataTypes.w//2, pos.y*32+dataTypes.h//2, enemy.allMobs["0xr01"].stats, enemy.allMobs["0xr01"]))
if spawn == 20 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xg02"].stats, enemy.allMobs["0xg02"]))
elif noise < 0.9:
self.tileGroup.add(mountainTile(pos))
self.tiles[pos.__str__()] = "mountain"
spawn = random.randint(1, 3000)
spawn_2 = random.randint(1, 500)
if spawn == 300 and enemiesGroup != None:
print('yes')
enemiesGroup.add(enemy.Enemy(pos.x*32+dataTypes.w//2, pos.y*32+dataTypes.h//2, enemy.allMobs["0xn01"].stats, enemy.allMobs["0xn01"]))
if spawn_2 == 15 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xi01"].stats, enemy.allMobs["0xi01"]))
if spawn_2 == 20 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xf01"].stats, enemy.allMobs["0xf01"]))
else:
self.tileGroup.add(snowTile(pos))
self.tiles[pos.__str__()] = "snow"
spawn = random.randint(1, 300)
if spawn == 20 and enemiesGroup != None:
enemiesGroup.add(enemy.Enemy(pos.x * 32 + dataTypes.w // 2, pos.y * 32 + dataTypes.h // 2, enemy.allMobs["0xb01"].stats, enemy.allMobs["0xb01"]))
class Tile(pygame.sprite.Sprite):
def __init__(self, position, image):
super().__init__()
self.tilePos = position
self.position = dataTypes.pos(self.tilePos.x * 32+(dataTypes.w/2), self.tilePos.y * 32+(dataTypes.h/2))
self.rect = image.get_rect()
self.rect.x = self.position.x
self.rect.y = self.position.y
def update(self, playerPos,*args):
self.rect.x = self.position.x - playerPos.x
self.rect.y = self.position.y - playerPos.y
class sandTile(Tile):
def __init__(self, position):
self.image = pygame.image.load("resources/Sprites/tiles/sand.png")
x,y = self.image.get_size()
self.image = pygame.transform.scale(self.image, (x*4, y*4))
super().__init__(position, self.image)
class waterTile(Tile):
def __init__(self, position):
self.ss = spritesheet.spritesheet("resources/Sprites/tiles/water.png")
self.sprites = [
self.ss.image_at((8, 8, 8, 8), colorkey=dataTypes.WHITE),#main
self.ss.image_at((0, 0, 8, 8), colorkey=dataTypes.WHITE),#feather top left
self.ss.image_at((0, 8, 8, 8), colorkey=dataTypes.WHITE), # feather left
self.ss.image_at((8, 0, 8, 8), colorkey=dataTypes.WHITE), # feather top
self.ss.image_at((0, 16, 8, 8), colorkey=dataTypes.WHITE), # feather bottom left
self.ss.image_at((16, 0, 8, 8), colorkey=dataTypes.WHITE), # feather top right
self.ss.image_at((8, 16, 8, 8), colorkey=dataTypes.WHITE), # feather bottom
self.ss.image_at((16, 8, 8, 8), colorkey=dataTypes.WHITE), # feather right
self.ss.image_at((16, 16, 8, 8), colorkey=dataTypes.WHITE) # feather bottom right
]
self.image = self.sprites[0]
super().__init__(position, self.image)
class grassTile(Tile):
def __init__(self, position):
self.image = pygame.image.load("resources/Sprites/tiles/grass.png")
x, y = self.image.get_size()
self.image = pygame.transform.scale(self.image, (x*4, y*4))
super().__init__(position, self.image)
class grassFlowerTile(Tile):
def __init__(self, position, flowerNum):
self.image = pygame.image.load("resources/Sprites/tiles/grassFlowers" + str(flowerNum) + ".png")
x, y = self.image.get_size()
self.image = pygame.transform.scale(self.image, (x * 4, y * 4))
super().__init__(position, self.image)
class mountainTile(Tile):
def __init__(self, position):
self.image = pygame.image.load("resources/Sprites/tiles/mountain8x8.png")
x, y = self.image.get_size()
self.image = pygame.transform.scale(self.image, (x * 4, y * 4))
super().__init__(position, self.image)
class snowTile(Tile):
def __init__(self, position):
self.image = pygame.image.load("resources/Sprites/tiles/snow.png")
x, y = self.image.get_size()
self.image = pygame.transform.scale(self.image, (x*4, y*4))
super().__init__(position, self.image)
class world:
def __init__(self, chunkData=None, seed=random.randint(1, 100000)):
self.seed = seed
self.gen = OpenSimplex(seed=self.seed)
self.chunkSize = dataTypes.chunkSize
self.chunkData = chunkData
def noise(self, x, y):
return self.gen.noise2d(x=x, y=y)/ 2.0 + 0.5
def returnWorldData(self):
return dataTypes.worldData(seed=self.seed)
def genNoiseMap(self, tilePos):
startPos = tilePos
map = []
for y in range(self.chunkSize):
row = []
for x in range(self.chunkSize):
nx = (startPos.x+x)/ self.chunkSize - 0.5
ny = (startPos.y+y)/ self.chunkSize - 0.5
#print(self.noise(2*nx, 2*ny))
row.append([self.noise(0.25*nx, 0.25*ny), dataTypes.pos(startPos.x+x, startPos.y+y)])
#break
map.append(row)
return map