""" Create a maze using a depth-first search maze generation algorithm. For more information on this algorithm see: http://www.algosome.com/articles/maze-generation-depth-first.html ...or search up some other examples. Artwork from http://kenney.nl If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.maze_depth_first """ import random import arcade import timeit import os NATIVE_SPRITE_SIZE = 128 SPRITE_SCALING = 0.25 SPRITE_SIZE = NATIVE_SPRITE_SIZE * SPRITE_SCALING SCREEN_WIDTH = 1000 SCREEN_HEIGHT = 700 SCREEN_TITLE = "Maze Depth First Example" MOVEMENT_SPEED = 8 TILE_EMPTY = 0 TILE_CRATE = 1 # Maze must have an ODD number of rows and columns. # Walls go on EVEN rows/columns. # Openings go on ODD rows/columns MAZE_HEIGHT = 51 MAZE_WIDTH = 51 MERGE_SPRITES = True # How many pixels to keep as a minimum margin between the character # and the edge of the screen. VIEWPORT_MARGIN = 200 def _create_grid_with_cells(width, height): """ Create a grid with empty cells on odd row/column combinations. """ grid = [] for row in range(height): grid.append([]) for column in range(width): if column % 2 == 1 and row % 2 == 1: grid[row].append(TILE_EMPTY) elif column == 0 or row == 0 or column == width - 1 or row == height - 1: grid[row].append(TILE_CRATE) else: grid[row].append(TILE_CRATE) return grid def make_maze_depth_first(maze_width, maze_height): maze = _create_grid_with_cells(maze_width, maze_height) w = (len(maze[0]) - 1) // 2 h = (len(maze) - 1) // 2 vis = [[0] * w + [1] for _ in range(h)] + [[1] * (w + 1)] def walk(x, y): vis[y][x] = 1 d = [(x - 1, y), (x, y + 1), (x + 1, y), (x, y - 1)] random.shuffle(d) for (xx, yy) in d: if vis[yy][xx]: continue if xx == x: maze[max(y, yy) * 2][x * 2 + 1] = TILE_EMPTY if yy == y: maze[y * 2 + 1][max(x, xx) * 2] = TILE_EMPTY walk(xx, yy) walk(random.randrange(w), random.randrange(h)) return maze class MyGame(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): """ Initializer """ super().__init__(width, height, title) # Set the working directory (where we expect to find files) to the same # directory this .py file is in. You can leave this out of your own # code, but it is needed to easily run the examples using "python -m" # as mentioned at the top of this program. file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Sprite lists self.player_list = None self.wall_list = None # Player info self.score = 0 self.player_sprite = None # Physics engine self.physics_engine = None # Used to scroll self.view_bottom = 0 self.view_left = 0 # Time to process self.processing_time = 0 self.draw_time = 0 def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.score = 0 # Create the maze maze = make_maze_depth_first(MAZE_WIDTH, MAZE_HEIGHT) # Create sprites based on 2D grid if not MERGE_SPRITES: # This is the simple-to-understand method. Each grid location # is a sprite. for row in range(MAZE_HEIGHT): for column in range(MAZE_WIDTH): if maze[row][column] == 1: wall = arcade.Sprite("images/grassCenter.png", SPRITE_SCALING) wall.center_x = column * SPRITE_SIZE + SPRITE_SIZE / 2 wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2 self.wall_list.append(wall) else: # This uses new Arcade 1.3.1 features, that allow me to create a # larger sprite with a repeating texture. So if there are multiple # cells in a row with a wall, we merge them into one sprite, with a # repeating texture for each cell. This reduces our sprite count. for row in range(MAZE_HEIGHT): column = 0 while column < len(maze): while column < len(maze) and maze[row][column] == 0: column += 1 start_column = column while column < len(maze) and maze[row][column] == 1: column += 1 end_column = column - 1 column_count = end_column - start_column + 1 column_mid = (start_column + end_column) / 2 wall = arcade.Sprite("images/grassCenter.png", SPRITE_SCALING, repeat_count_x=column_count) wall.center_x = column_mid * SPRITE_SIZE + SPRITE_SIZE / 2 wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2 wall.width = SPRITE_SIZE * column_count self.wall_list.append(wall) # Set up the player self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) self.player_list.append(self.player_sprite) # Randomly place the player. If we are in a wall, repeat until we aren't. placed = False while not placed: # Randomly position self.player_sprite.center_x = random.randrange(MAZE_WIDTH * SPRITE_SIZE) self.player_sprite.center_y = random.randrange(MAZE_HEIGHT * SPRITE_SIZE) # Are we in a wall? walls_hit = arcade.check_for_collision_with_list(self.player_sprite, self.wall_list) if len(walls_hit) == 0: # Not in a wall! Success! placed = True self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list) # Set the background color arcade.set_background_color(arcade.color.AMAZON) # Set the viewport boundaries # These numbers set where we have 'scrolled' to. self.view_left = 0 self.view_bottom = 0 print(f"Total wall blocks: {len(self.wall_list)}") def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Start timing how long this takes draw_start_time = timeit.default_timer() # Draw all the sprites. self.wall_list.draw() self.player_list.draw() # Draw info on the screen sprite_count = len(self.wall_list) output = f"Sprite Count: {sprite_count}" arcade.draw_text(output, self.view_left + 20, SCREEN_HEIGHT - 20 + self.view_bottom, arcade.color.WHITE, 16) output = f"Drawing time: {self.draw_time:.3f}" arcade.draw_text(output, self.view_left + 20, SCREEN_HEIGHT - 40 + self.view_bottom, arcade.color.WHITE, 16) output = f"Processing time: {self.processing_time:.3f}" arcade.draw_text(output, self.view_left + 20, SCREEN_HEIGHT - 60 + self.view_bottom, arcade.color.WHITE, 16) self.draw_time = timeit.default_timer() - draw_start_time def on_key_press(self, key, modifiers): """Called whenever a key is pressed. """ if key == arcade.key.UP: self.player_sprite.change_y = MOVEMENT_SPEED elif key == arcade.key.DOWN: self.player_sprite.change_y = -MOVEMENT_SPEED elif key == arcade.key.LEFT: self.player_sprite.change_x = -MOVEMENT_SPEED elif key == arcade.key.RIGHT: self.player_sprite.change_x = MOVEMENT_SPEED def on_key_release(self, key, modifiers): """Called when the user releases a key. """ if key == arcade.key.UP or key == arcade.key.DOWN: self.player_sprite.change_y = 0 elif key == arcade.key.LEFT or key == arcade.key.RIGHT: self.player_sprite.change_x = 0 def update(self, delta_time): """ Movement and game logic """ start_time = timeit.default_timer() # Call update on all sprites (The sprites don't do much in this # example though.) self.physics_engine.update() # --- Manage Scrolling --- # Track if we need to change the viewport changed = False # Scroll left left_bndry = self.view_left + VIEWPORT_MARGIN if self.player_sprite.left < left_bndry: self.view_left -= left_bndry - self.player_sprite.left changed = True # Scroll right right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN if self.player_sprite.right > right_bndry: self.view_left += self.player_sprite.right - right_bndry changed = True # Scroll up top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN if self.player_sprite.top > top_bndry: self.view_bottom += self.player_sprite.top - top_bndry changed = True # Scroll down bottom_bndry = self.view_bottom + VIEWPORT_MARGIN if self.player_sprite.bottom < bottom_bndry: self.view_bottom -= bottom_bndry - self.player_sprite.bottom changed = True if changed: arcade.set_viewport(self.view_left, SCREEN_WIDTH + self.view_left, self.view_bottom, SCREEN_HEIGHT + self.view_bottom) # Save the time it took to do this. self.processing_time = timeit.default_timer() - start_time def main(): """ Main method """ window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) window.setup() arcade.run() if __name__ == "__main__": main()