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