2015-06-19 74 views
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我到處都在網上看,我還沒有找到如何創建一個基本的隨機地牢生成技術。Pygame隨機地下城發電

我一直在試驗自己的隨機數字列表,並將它們分配給寬度高度和位置等,但我似乎無法得到它的工作。

如果有人能指引我訪問某個網站,或者指引我朝着正確的方向發展,那我會很高興,但我有點缺乏經驗。提前致謝。

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你需要展示你試過的東西,並且詢問具體的問題,例如「這裏是我用來生成隨機地牢的代碼,但我期望X和Y發生了」 –

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雖然我的回答可能不會當你發佈你的代碼時,它們會有很大的不同,你仍然應該將它包含在你的問題中。簡單地要求資源/網站/建議被認爲是無關緊要的。因此,請添加您目前爲止的內容,也許我也可以幫助您解決問題。 – sloth

回答

2

這裏有一個隨機地牢發電機,從RogueBasin拍攝,這在一般很多關於該主題和流氓喜歡文章的例子:

# Class to produce random map layouts 
from random import * 
from math import * 

class dMap: 
    def __init__(self): 
     self.roomList=[] 
     self.cList=[] 

    def makeMap(self,xsize,ysize,fail,b1,mrooms): 
     """Generate random layout of rooms, corridors and other features""" 
     # makeMap can be modified to accept arguments for values of failed, and percentile of features. 
     # Create first room 
     self.size_x = xsize 
     self.size_y = ysize 
     # initialize map to all walls 
     self.mapArr=[] 
     for y in range(ysize): 
      tmp = [] 
      for x in range(xsize): 
       tmp.append(1) 
      self.mapArr.append(tmp) 

     w,l,t=self.makeRoom() 
     while len(self.roomList)==0: 
      y=randrange(ysize-1-l)+1 
      x=randrange(xsize-1-w)+1 
      p=self.placeRoom(l,w,x,y,xsize,ysize,6,0) 
     failed=0 
     while failed<fail: #The lower the value that failed< , the smaller the dungeon 
      chooseRoom=randrange(len(self.roomList)) 
      ex,ey,ex2,ey2,et=self.makeExit(chooseRoom) 
      feature=randrange(100) 
      if feature<b1: #Begin feature choosing (more features to be added here) 
       w,l,t=self.makeCorridor() 
      else: 
       w,l,t=self.makeRoom() 
      roomDone=self.placeRoom(l,w,ex2,ey2,xsize,ysize,t,et) 
      if roomDone==0: #If placement failed increase possibility map is full 
       failed+=1 
      elif roomDone==2: #Possiblilty of linking rooms 
       if self.mapArr[ey2][ex2]==0: 
        if randrange(100)<7: 
         self.makePortal(ex,ey) 
        failed+=1 
      else: #Otherwise, link up the 2 rooms 
       self.makePortal(ex,ey) 
       failed=0 
       if t<5: 
        tc=[len(self.roomList)-1,ex2,ey2,t] 
        self.cList.append(tc) 
        self.joinCorridor(len(self.roomList)-1,ex2,ey2,t,50) 
      if len(self.roomList)==mrooms: 
       failed=fail 
     self.finalJoins() 

    def makeRoom(self): 
     """Randomly produce room size""" 
     rtype=5 
     rwide=randrange(8)+3 
     rlong=randrange(8)+3 
     return rwide,rlong,rtype 

    def makeCorridor(self): 
     """Randomly produce corridor length and heading""" 
     clength=randrange(18)+3 
     heading=randrange(4) 
     if heading==0: #North 
      wd=1 
      lg=-clength 
     elif heading==1: #East 
      wd=clength 
      lg=1 
     elif heading==2: #South 
      wd=1 
      lg=clength 
     elif heading==3: #West 
      wd=-clength 
      lg=1 
     return wd,lg,heading 

    def placeRoom(self,ll,ww,xposs,yposs,xsize,ysize,rty,ext): 
     """Place feature if enough space and return canPlace as true or false""" 
     #Arrange for heading 
     xpos=xposs 
     ypos=yposs 
     if ll<0: 
      ypos+=ll+1 
      ll=abs(ll) 
     if ww<0: 
      xpos+=ww+1 
      ww=abs(ww) 
     #Make offset if type is room 
     if rty==5: 
      if ext==0 or ext==2: 
       offset=randrange(ww) 
       xpos-=offset 
      else: 
       offset=randrange(ll) 
       ypos-=offset 
     #Then check if there is space 
     canPlace=1 
     if ww+xpos+1>xsize-1 or ll+ypos+1>ysize: 
      canPlace=0 
      return canPlace 
     elif xpos<1 or ypos<1: 
      canPlace=0 
      return canPlace 
     else: 
      for j in range(ll): 
       for k in range(ww): 
        if self.mapArr[(ypos)+j][(xpos)+k]!=1: 
         canPlace=2 
     #If there is space, add to list of rooms 
     if canPlace==1: 
      temp=[ll,ww,xpos,ypos] 
      self.roomList.append(temp) 
      for j in range(ll+2): #Then build walls 
       for k in range(ww+2): 
        self.mapArr[(ypos-1)+j][(xpos-1)+k]=2 
      for j in range(ll): #Then build floor 
       for k in range(ww): 
        self.mapArr[ypos+j][xpos+k]=0 
     return canPlace #Return whether placed is true/false 

    def makeExit(self,rn): 
     """Pick random wall and random point along that wall""" 
     room=self.roomList[rn] 
     while True: 
      rw=randrange(4) 
      if rw==0: #North wall 
       rx=randrange(room[1])+room[2] 
       ry=room[3]-1 
       rx2=rx 
       ry2=ry-1 
      elif rw==1: #East wall 
       ry=randrange(room[0])+room[3] 
       rx=room[2]+room[1] 
       rx2=rx+1 
       ry2=ry 
      elif rw==2: #South wall 
       rx=randrange(room[1])+room[2] 
       ry=room[3]+room[0] 
       rx2=rx 
       ry2=ry+1 
      elif rw==3: #West wall 
       ry=randrange(room[0])+room[3] 
       rx=room[2]-1 
       rx2=rx-1 
       ry2=ry 
      if self.mapArr[ry][rx]==2: #If space is a wall, exit 
       break 
     return rx,ry,rx2,ry2,rw 

    def makePortal(self,px,py): 
     """Create doors in walls""" 
     ptype=randrange(100) 
     if ptype>90: #Secret door 
      self.mapArr[py][px]=5 
      return 
     elif ptype>75: #Closed door 
      self.mapArr[py][px]=4 
      return 
     elif ptype>40: #Open door 
      self.mapArr[py][px]=3 
      return 
     else: #Hole in the wall 
      self.mapArr[py][px]=0 

    def joinCorridor(self,cno,xp,yp,ed,psb): 
     """Check corridor endpoint and make an exit if it links to another room""" 
     cArea=self.roomList[cno] 
     if xp!=cArea[2] or yp!=cArea[3]: #Find the corridor endpoint 
      endx=xp-(cArea[1]-1) 
      endy=yp-(cArea[0]-1) 
     else: 
      endx=xp+(cArea[1]-1) 
      endy=yp+(cArea[0]-1) 
     checkExit=[] 
     if ed==0: #North corridor 
      if endx>1: 
       coords=[endx-2,endy,endx-1,endy] 
       checkExit.append(coords) 
      if endy>1: 
       coords=[endx,endy-2,endx,endy-1] 
       checkExit.append(coords) 
      if endx<self.size_x-2: 
       coords=[endx+2,endy,endx+1,endy] 
       checkExit.append(coords) 
     elif ed==1: #East corridor 
      if endy>1: 
       coords=[endx,endy-2,endx,endy-1] 
       checkExit.append(coords) 
      if endx<self.size_x-2: 
       coords=[endx+2,endy,endx+1,endy] 
       checkExit.append(coords) 
      if endy<self.size_y-2: 
       coords=[endx,endy+2,endx,endy+1] 
       checkExit.append(coords) 
     elif ed==2: #South corridor 
      if endx<self.size_x-2: 
       coords=[endx+2,endy,endx+1,endy] 
       checkExit.append(coords) 
      if endy<self.size_y-2: 
       coords=[endx,endy+2,endx,endy+1] 
       checkExit.append(coords) 
      if endx>1: 
       coords=[endx-2,endy,endx-1,endy] 
       checkExit.append(coords) 
     elif ed==3: #West corridor 
      if endx>1: 
       coords=[endx-2,endy,endx-1,endy] 
       checkExit.append(coords) 
      if endy>1: 
       coords=[endx,endy-2,endx,endy-1] 
       checkExit.append(coords) 
      if endy<self.size_y-2: 
       coords=[endx,endy+2,endx,endy+1] 
       checkExit.append(coords) 
     for xxx,yyy,xxx1,yyy1 in checkExit: #Loop through possible exits 
      if self.mapArr[yyy][xxx]==0: #If joins to a room 
       if randrange(100)<psb: #Possibility of linking rooms 
        self.makePortal(xxx1,yyy1) 

    def finalJoins(self): 
     """Final stage, loops through all the corridors to see if any can be joined to other rooms""" 
     for x in self.cList: 
      self.joinCorridor(x[0],x[1],x[2],x[3],10) 

# ---------------------------------------------------------------------------- 
# Main 
# ---------------------------------------------------------------------------- 
startx=20 # map width 
starty=10 # map height 
themap= dMap() 
themap.makeMap(startx,starty,110,50,60) 
for y in range(starty): 
     line = "" 
     for x in range(startx): 
       if themap.mapArr[y][x]==0: 
         line += "." 
       if themap.mapArr[y][x]==1: 
         line += " " 
       if themap.mapArr[y][x]==2: 
         line += "#" 
       if themap.mapArr[y][x]==3 or themap.mapArr[y][x]==4 or themap.mapArr[y][x]==5: 
         line += "=" 
     print line 

有很多不同的方法來創建一個隨機地牢,一個common one正在使用Binary space partitioning (BSP)

另外請確保看看libtcod,它也提供了該算法的實現。