Python代码永远不会达到它应该的某个部分

时间:2013-02-21 20:26:19

标签: python

嘿我正在使用Libtcod用python创建一个roguelike游戏。我有游戏随机房间的代码。它应该是多个房间,直到一个十字架,然后停止制作房间。问题是它总是只创造1个房间。这是洞代码:

import libtcodpy as libtcod;

SCREEN_WIDTH = 80;
SCREEN_HEIGHT = 50;

MAP_WIDTH = 80
MAP_HEIGHT = 45

ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30

LIMIT_FPS = 20;

color_dark_wall = libtcod.Color(0, 0, 100)
color_dark_ground = libtcod.Color(50, 50, 150)

class Tile:
    def __init__(self, blocked, block_sight = None):
        self.blocked = blocked

        if block_sight is None: block_sight = blocked
        self.block_sight = block_sight

class Rect:
    def __init__(self, x, y , w, h):
        self.x1 = x
        self.y1 = y
        self.x2 = x + w
        self.y2 = y + h

    def center(self):
        center_x = (self.x1 + self.x2) / 2
        center_y = (self.y1 + self.y2) / 2
        return (center_x, center_y)

    def intersect(self, other):
        return (self.x1 <= other.x2 and self.x2 >= other.x1 and
                self.y1 <= other.y2 and self.y2 >= other.y1)

class Object:
    def __init__(self, x, y, char, color):
        self.x = x
        self.y = y
        self.char = char
        self.color = color

    def move(self, dx, dy):
        if not map[self.x + dx][self.y + dy].blocked:
            self.x += dx
            self.y += dy

    def draw(self):
        libtcod.console_set_default_foreground(con, self.color)
        libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)

    def clear(self):
        libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)

def create_room(room):
    global map

    for x in range(room.x1 + 1, room.x2):
        for y in range(room.y1 + 1, room.y2):
            map[x][y].blocked = False
            map[x][y].block_sight = False

def create_h_tunnel(x1, x2, y):
    global map

    for x in range(min(x1, x2), max(x1, x2) + 1):
        map[x][y].blocked = False
        map[x][y].block_sight = False

def create_v_tunnel(y1, y2, x):
    global map

    print("Hello")

    for y in range(min(y1, y2), max(y1, y2) + 1):
        map[x][y].blocked = False
        map[x][y].block_sight = False


def make_map():
    global map

    map = [[ Tile(True)
        for y in range(MAP_HEIGHT) ]
            for x in range(MAP_WIDTH) ]

    rooms = []
    num_rooms = 0

    for r in range(MAX_ROOMS):
        w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
        y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h -1)

    new_room = Rect(x, y, w, h)

    failed = False

    for other_room in rooms:
        if new_room.intersect(other_room):
            failed = True
            break

    if not failed:
        create_room(new_room)

        (new_x, new_y) = new_room.center()

        if num_rooms == 0:
            player.x = new_x
            player.y = new_y

        else:
            (prev_x, prev_y) = rooms[num_rooms-1].center()

            if libtcod.random_get_int(0, 0, 1) == 1:
                create_h_tunnel(prev_x, new_x, prev_y)
                create_v_tunnel(prev_y, new_y, new_x)
            else:
                create_v_tunnel(prev_y, new_y, prev_x)
                create_h_tunnel(prev_x, new_x, new_y)

        rooms.append(new_room)
        num_rooms += 1

def render_all():
    global color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground

    for y in range(MAP_HEIGHT):
        for x in range (MAP_WIDTH):
            wall = map[x][y].block_sight
            if wall:
                libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)

    for object in objects:
        object.draw()

    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

def handle_keys():
    key = libtcod.console_check_for_keypress()
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

    elif key.vk == libtcod.KEY_ESCAPE:
        return True  #exit game

    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        player.move(0, -1)

    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        player.move(0, 1)

    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        player.move(-1, 0)

    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        player.move(1, 0)

libtcod.console_set_custom_font('terminal10x10_gs_tc.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD);
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'Lets Crawl', False);
libtcod.sys_set_fps(LIMIT_FPS);
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)

player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.green)
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
objects = [npc, player]

#makes the map
make_map()

while not libtcod.console_is_window_closed():

    render_all()


    #libtcod.console_check_for_keypress()

    libtcod.console_flush();

    for object in objects:
        object.clear()

    exit = handle_keys()
    if exit:
        break

这是make_map()函数,我怀疑问题是:

def make_map():
    global map

    map = [[ Tile(True)
        for y in range(MAP_HEIGHT) ]
            for x in range(MAP_WIDTH) ]

    rooms = []
    num_rooms = 0

    for r in range(MAX_ROOMS):
        w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
        x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
        y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h -1)

    new_room = Rect(x, y, w, h)

    failed = False

    for other_room in rooms:
        if new_room.intersect(other_room):
            failed = True
            break

    if not failed:
        create_room(new_room)

        (new_x, new_y) = new_room.center()

        if num_rooms == 0:
            player.x = new_x
            player.y = new_y

        else:
            (prev_x, prev_y) = rooms[num_rooms-1].center()

            if libtcod.random_get_int(0, 0, 1) == 1:
                create_h_tunnel(prev_x, new_x, prev_y)
                create_v_tunnel(prev_y, new_y, new_x)
            else:
                create_v_tunnel(prev_y, new_y, prev_x)
                create_h_tunnel(prev_x, new_x, new_y)

        rooms.append(new_room)
        num_rooms += 1

程序创建房间后,它会将房间添加到列表中,但不会继续创建房间吗?或者是每个房间创建的是相同的大小(即使我通过随机数字),它创建了第一个房间,然后停止?我不明白......

1 个答案:

答案 0 :(得分:1)

我怀疑你有缩进错误。看起来w,h,x和y的定义之后的所有内容都应该是同一个for循环的一部分,所以应该缩进到相同的级别。