TetrArcade/arcade/examples/mountains_midpoint_displacement.py

202 lines
6.4 KiB
Python

"""
Mountains Midpoint Displacement
Create a random mountain range.
Original idea and some code from:
https://bitesofcode.wordpress.com/2016/12/23/landscape-generation-using-midpoint-displacement/
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.mountains_midpoint_displacement
"""
# Library imports
import arcade
import random
import bisect
SCREEN_WIDTH = 1200
SCREEN_HEIGHT = 700
SCREEN_TITLE = "Mountains Midpoint Displacement Example"
# Iterative midpoint vertical displacement
def midpoint_displacement(start, end, roughness, vertical_displacement=None,
num_of_iterations=16):
"""
Given a straight line segment specified by a starting point and an endpoint
in the form of [starting_point_x, starting_point_y] and [endpoint_x, endpoint_y],
a roughness value > 0, an initial vertical displacement and a number of
iterations > 0 applies the midpoint algorithm to the specified segment and
returns the obtained list of points in the form
points = [[x_0, y_0],[x_1, y_1],...,[x_n, y_n]]
"""
# Final number of points = (2^iterations)+1
if vertical_displacement is None:
# if no initial displacement is specified set displacement to:
# (y_start+y_end)/2
vertical_displacement = (start[1]+end[1])/2
# Data structure that stores the points is a list of lists where
# each sublist represents a point and holds its x and y coordinates:
# points=[[x_0, y_0],[x_1, y_1],...,[x_n, y_n]]
# | | |
# point 0 point 1 point n
# The points list is always kept sorted from smallest to biggest x-value
points = [start, end]
iteration = 1
while iteration <= num_of_iterations:
# Since the list of points will be dynamically updated with the new computed
# points after each midpoint displacement it is necessary to create a copy
# of the state at the beginning of the iteration so we can iterate over
# the original sequence.
# Tuple type is used for security reasons since they are immutable in Python.
points_tup = tuple(points)
for i in range(len(points_tup)-1):
# Calculate x and y midpoint coordinates:
# [(x_i+x_(i+1))/2, (y_i+y_(i+1))/2]
midpoint = list(map(lambda x: (points_tup[i][x]+points_tup[i+1][x])/2,
[0, 1]))
# Displace midpoint y-coordinate
midpoint[1] += random.choice([-vertical_displacement,
vertical_displacement])
# Insert the displaced midpoint in the current list of points
bisect.insort(points, midpoint)
# bisect allows to insert an element in a list so that its order
# is preserved.
# By default the maintained order is from smallest to biggest list first
# element which is what we want.
# Reduce displacement range
vertical_displacement *= 2 ** (-roughness)
# update number of iterations
iteration += 1
return points
def fix_points(points):
last_y = None
last_x = None
new_list = []
for point in points:
x = int(point[0])
y = int(point[1])
if last_y is None or y != last_y:
if last_y is None:
last_x = x
last_y = y
x1 = last_x
x2 = x
y1 = last_y
y2 = y
new_list.append((x1, 0))
new_list.append((x1, y1))
new_list.append((x2, y2))
new_list.append((x2, 0))
last_x = x
last_y = y
x1 = last_x
x2 = SCREEN_WIDTH
y1 = last_y
y2 = last_y
new_list.append((x1, 0))
new_list.append((x1, y1))
new_list.append((x2, y2))
new_list.append((x2, 0))
return new_list
def create_mountain_range(start, end, roughness, vertical_displacement, num_of_iterations, color_start):
shape_list = arcade.ShapeElementList()
layer_1 = midpoint_displacement(start, end, roughness, vertical_displacement, num_of_iterations)
layer_1 = fix_points(layer_1)
color_list = [color_start] * len(layer_1)
lines = arcade.create_rectangles_filled_with_colors(layer_1, color_list)
shape_list.append(lines)
return shape_list
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
super().__init__(width, height, title)
self.mountains = None
arcade.set_background_color(arcade.color.WHITE)
def setup(self):
"""
This, and any function with the arcade.decorator.init decorator,
is run automatically on start-up.
"""
self.mountains = []
background = arcade.ShapeElementList()
color1 = (195, 157, 224)
color2 = (240, 203, 163)
points = (0, 0), (SCREEN_WIDTH, 0), (SCREEN_WIDTH, SCREEN_HEIGHT), (0, SCREEN_HEIGHT)
colors = (color1, color1, color2, color2)
rect = arcade.create_rectangle_filled_with_colors(points, colors)
background.append(rect)
self.mountains.append(background)
layer_4 = create_mountain_range([0, 350], [SCREEN_WIDTH, 320], 1.1, 250, 8, (158, 98, 204))
self.mountains.append(layer_4)
layer_3 = create_mountain_range([0, 270], [SCREEN_WIDTH, 190], 1.1, 120, 9, (130, 79, 138))
self.mountains.append(layer_3)
layer_2 = create_mountain_range([0, 180], [SCREEN_WIDTH, 80], 1.2, 30, 12, (68, 28, 99))
self.mountains.append(layer_2)
layer_1 = create_mountain_range([250, 0], [SCREEN_WIDTH, 200], 1.4, 20, 12, (49, 7, 82))
self.mountains.append(layer_1)
def on_draw(self):
"""
Render the screen.
"""
arcade.start_render()
"""
This is called every time we need to update our screen. About 60
times per second.
Just draw things in this function, don't update where they are.
"""
# Call our drawing functions.
for mountain_range in self.mountains:
mountain_range.draw()
def on_mouse_press(self, x, y, button, key_modifiers):
"""
Called when the user presses a mouse button.
"""
pass
def main():
""" Main method """
window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()