<조건>

-CA(Cellular Automata)를 이용하여 동굴형태의 던전맵을 생성.

-0세대(랜덤생성맵) Wall의 생성 비율은 45%, 5세대까지 Loop.

-경계면도 Rule 적용.

-Rule은 B5678/S45678

-Moore neighborhood 검색방식.

 

<결과 예제: 40x20 크기로 5세대까지 Loop>

 

<소스코드>

# -*- coding: utf-8 -*-
#
#	cave_map_generator.py
#
#	http://codememo.tistory.com
#
#	# - Wall / Space - Empty, CA Rule - B5678/S45678
#

import sys
import os
import random

class Map:
	
	wall_ratio = 45
	
	def __init__(self, column, row):
		self.column, self.row = column, row
		self.wall, self.empty = 0, 0
		self.map = [["#"] * self.row for m in range(self.column)]
		self.new_map = [["#"] * self.row for m in range(self.column)]

		for column in range(self.column):
			for row in range(self.row):
				if (0< row < self.row - 1) and (0 < column < self.column - 1):
					if (random.random() * 100) < self.wall_ratio:
						self.map[column][row] = "#"
					else:
						self.map[column][row] = " "
					
					self.new_map[column][row] = " "
		
		print("0 Generation")
		self.result()
		
	def generate(self, count):
		for i in range(1, count + 1):
			for column in range(1, self.column - 1):
				for row in range(1, self.row -1):
					self.check(column, row)

			print("%d Generation" % (i))
			self.map = self.new_map
			self.result()
			
			self.new_map = [["#"] * self.row for m in range(self.column)]

			for m in range(1, self.column - 1):
				for n in range(1, self.row - 1):
					self.new_map[m][n] = " "

	def check(self, column, row):

		neighborhood_empty, neighborhood_wall = 0, 0
		
		for m in range(-1, 2):
			for n in range(-1, 2):
				if m != 0 or n != 0:
					if self.map[column + m][row + n] == "#":
						neighborhood_wall += 1
					elif self.map[column + m][row + n] == " ":
						neighborhood_empty += 1					

		if ((self.map[column][row] == "#" and neighborhood_wall >= 4) or
				(self.map[column][row] == " " and neighborhood_wall >= 5)):
			self.new_map[column][row] = "#"
		else:
			self.new_map[column][row] = " "

	def result(self):
		dungeon = ""
		self.wall, self.empty = 0, 0
		
		for column in range(self.column):
			for row in range(self.row):
				dungeon += self.map[column][row]
				if self.map[column][row] == "#":
					self.wall += 1
				else:
					self.empty += 1
			
			if column < (self.column - 1):
				dungeon += "\n"
		
		print("Wall : %d Empty: %d" % (self.wall, self.empty))
		print(dungeon)

def main():
	map = Map(20, 40)
	map.generate(5)
	
	sys.exit()
	
if __name__ == "__main__":
	main()

 

<참고>

http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels

pygame.sprite.spritecollide(sprite, group, dokillsprite, group, dokill, collided = None)

pygame.sprite.groupcollide(group1, group2, dokill1, dokill2, collided = None)

pygame.sprite.spritecollideany(sprite, group, colided = None)


위의 함수 사용시 충돌 거리 비율울 조절하고자 할 때는 collided에 아래 함수 중 하나를 사용하면 된다.


pygame.sprite.collide_rect_ratio(ratio)

pygame.sprite.collide_circle_ratio(ratio)



<참고>

https://www.pygame.org/docs/ref/sprite.html

<증상>

1. Python 인터프리터로 실행하면 정상적으로 작동하지만, Pyinstaller로 컴파일 하면 에러 발생.

2. "-*- coding: utf-8 -*-"을 사용하였으나 무용지물.

 

<해결책>

1. 문제가 되는 소스 코드를 UTF-8로 변환하여 저장한 후 컴파일함.

 

pytmx를 이용하여 tmx파일 읽어오기

asset은 Tiled 프로그램내의 샘플을 이용(http://www.mapeditor.org)

 

<실행화면>

 

<소스코드>

# -*- coding: utf-8 -*-
#
#	tmx_file_load.py
#	coding with python 3.5.3
#
#	http://codememo.tistory.com
#

import sys
import os
import pygame
import pytmx

pygame.init()
display = pygame.display.set_mode((512, 368))
pygame.display.set_caption("tmx file load")

tmx_data = pytmx.load_pygame("smw_background.tmx")

clock = pygame.time.Clock()

running = True

while running:
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			pygame.quit()
			sys.exit()

		if event.type == pygame.KEYDOWN:
			if event.key == pygame.K_ESCAPE:
				running = False
	
	display.fill((0, 96, 184))
	
	for layer in tmx_data.visible_layers:
		for x, y, gid, in layer:
			tile = tmx_data.get_tile_image_by_gid(gid)
			if tile:
				display.blit(tile, (x * tmx_data.tilewidth, y * tmx_data.tileheight))

	pygame.display.update()
	clock.tick(60)

 

<첨부파일>

tmx_file_load.zip

 

http://codememo.tistory.com/18 의 코드를 이용하기

 

<실행화면>

 

 

<소스코드>

# -*- coding: utf-8 -*-
#
#	rotation_ship_by_mouse_and_bullet.py
#	coding with python 3.5.3
#
#	http://codememo.tistory.com
#

import sys
import os
import math
import pygame

screen_width = 640
screen_height = 480
FPS = 60

class Background(pygame.sprite.Sprite): # Background
	def __init__(self):
		super().__init__()
		self.image = pygame.image.load("background.jpg")
		
	def update(self):
		self.rect = self.image.get_rect()
		
class Ship(pygame.sprite.Sprite): # ship
	def __init__(self):
		super().__init__()
		self.original_image = pygame.image.load("ship.png")
		self.angle = 0
		
	def update(self):
		mouse_x = pygame.mouse.get_pos()[0]
		mouse_y = pygame.mouse.get_pos()[1]
		
		self.angle = math.pi - math.atan2(mouse_x - int(screen_width / 2), mouse_y - int(screen_height / 2))
		self.image = pygame.transform.rotate(self.original_image, -(int(math.degrees(self.angle))))
		
		self.rect = self.image.get_rect()
		self.rect.center = (int(screen_width / 2), int(screen_height / 2))

class Bullet(pygame.sprite.Sprite): # Bullet
	def __init__(self):
		super().__init__()
		
		self.bullet_image = pygame.image.load("bullet.png")
		
		mouse_x = pygame.mouse.get_pos()[0]
		mouse_y = pygame.mouse.get_pos()[1]		
		self.angle = math.pi - math.atan2(mouse_x - int(screen_width / 2), mouse_y - int(screen_height / 2))
		self.image = pygame.transform.rotate(self.bullet_image, -(int(math.degrees(self.angle))))
		
		self.speed = 10
		self.x = 0
		self.y = 0
		
	def update(self):
	
		self.x += self.speed * math.sin(self.angle)
		self.y -= self.speed * math.cos(self.angle)
		
		self.rect = self.image.get_rect()
		self.rect.center = (int(screen_width / 2) + self.x, int(screen_height / 2) + self.y)
		
def main():
	screen = pygame.display.set_mode([screen_width, screen_height], 0, 32)
	pygame.display.set_caption("Rotation ship by mouse and Bullet")

	background = Background()
	ship = Ship()
	
	background_sprites_list = pygame.sprite.Group(background)
	all_sprites_list = pygame.sprite.Group(ship)
	
	bullet_list = pygame.sprite.Group()
	
	clock = pygame.time.Clock()
	running = True	

	while running:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				running = False
				pygame.quit()
				sys.exit()
				
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					running = False
		
		if running:
			
			key = pygame.key.get_pressed()
				
			if key[pygame.K_SPACE]:
				bullet = Bullet()
				bullet_list.add(bullet)
		
		clock.tick(FPS)
		
		background_sprites_list.update()
		bullet_list.update()
		all_sprites_list.update()
		
		background_sprites_list.draw(screen)
		bullet_list.draw(screen)
		all_sprites_list.draw(screen)
		
		pygame.display.flip()
		
if __name__ == "__main__":
	main()

 

 

<이미지소스>

https://opengameart.org

 

<첨부파일>

rotation_ship_by_mouse_and_bullet.zip

 

http://codememo.tistory.com/18 에서 Layer 적용하기

 

# -*- coding: utf-8 -*-
#
#	rotation_ship_by_mouse_with_sprite&layer.py
#	coding with python 3.5.3
#
#	http://codememo.tistory.com
#

import sys
import os
import math
import pygame

screen_width = 640
screen_height = 480
FPS = 60

class Background(pygame.sprite.Sprite): # Background
	def __init__(self):
		super().__init__()
		self.image = pygame.image.load("background.jpg")

	def update(self):
		self.rect = self.image.get_rect()

class Ship(pygame.sprite.Sprite): # ship
	def __init__(self):
		super().__init__()
		self.original_image = pygame.image.load("ship.png")
		self.mouse_angle = 0

	def update(self):
		mouse_x = pygame.mouse.get_pos()[0]
		mouse_y = pygame.mouse.get_pos()[1]
		
		self.mouse_angle = math.pi - math.atan2(mouse_x - int(screen_width / 2), mouse_y - int(screen_height / 2))
		self.image = pygame.transform.rotate(self.original_image, -(int(math.degrees(self.mouse_angle))))
				
		self.rect = self.image.get_rect()
		self.rect.center = (int(screen_width / 2), int(screen_height / 2))
		
def main():
	screen = pygame.display.set_mode([screen_width, screen_height], 0, 32)
	pygame.display.set_caption("Rotation ship by mouse with sprite")

	background = Background()
	ship = Ship()
	
	layer = pygame.sprite.LayeredUpdates()

	layer.add(background)
	layer.add(ship)
	
	clock = pygame.time.Clock()
	running = True	

	while running:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				running = False
				pygame.quit()
				sys.exit()
				
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					running = False
		
		clock.tick(FPS)

		layer.update()
		layer.draw(screen)

		pygame.display.flip()
		
if __name__ == "__main__":
	main()

http://codememo.tistory.com/16 를 Sprite를 이용하여 구현하기

 

# -*- coding: utf-8 -*-
#
#	rotation_ship_by_mouse_with_sprite.py
#	coding with python 3.5.3
#
#	http://codememo.tistory.com
#

import sys
import os
import math
import pygame

screen_width = 640
screen_height = 480
FPS = 60

class Background(pygame.sprite.Sprite): # Background
	def __init__(self):
		super().__init__()
		self.image = pygame.image.load("background.jpg")
		
	def update(self):
		self.rect = self.image.get_rect()

class Ship(pygame.sprite.Sprite): # ship
	def __init__(self):
		super().__init__()
		self.original_image = pygame.image.load("ship.png")
		self.mouse_angle = 0
		
	def update(self):
		mouse_x = pygame.mouse.get_pos()[0]
		mouse_y = pygame.mouse.get_pos()[1]
		
		self.mouse_angle = math.pi - math.atan2(mouse_x - int(screen_width / 2), mouse_y - int(screen_height / 2))
		self.image = pygame.transform.rotate(self.original_image, -(int(math.degrees(self.mouse_angle))))
				
		self.rect = self.image.get_rect()
		self.rect.center = (int(screen_width / 2), int(screen_height / 2))
		
def main():
	screen = pygame.display.set_mode([screen_width, screen_height], 0, 32)
	pygame.display.set_caption("Rotation ship by mouse with sprite")

	background = Background()
	ship = Ship()
	
	background_sprites_list = pygame.sprite.Group()
	background_sprites_list.add(background)
	
	all_sprites_list = pygame.sprite.Group()
	all_sprites_list.add(ship)
	
	clock = pygame.time.Clock()
	running = True	

	while running:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				running = False
				pygame.quit()
				sys.exit()
				
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					running = False
		
		clock.tick(FPS)
		
		background_sprites_list.update()
		all_sprites_list.update()

		background_sprites_list.draw(screen)
		all_sprites_list.draw(screen)

		pygame.display.flip()
		
if __name__ == "__main__":
	main()

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