随机行生成对于pygame

时间:2017-01-06 16:29:55

标签: python random pygame procedural-generation

我的目标是使用pygame制作复古的月球着陆器游戏。现在我正试图创造登陆的山脉和平台的背景。我希望每次开始新游戏时平台和山脉都会有所不同。我的想法是绘制随机数量的水平线,随机长度作为平台。我有一些问题:

  1. 如何确保水平线不会重叠,并且只有在您登陆时才能看到它。
  2. 我认为绘制山脉的最佳方法是将平台与更多创建三角形的线连接起来,但我不知道从哪里开始这样做
  3. 我目前工作的代码目前生成随机行,但我不确定如何进一步开发代码。

    for platforms in range(1, random.randint(1, 10)):
    
                rand_x_start = random.randint(0, 400)
                rand_x_end = random.randint(0, 400)
                rand_y = random.randint(HEIGHT / 2, HEIGHT)
    
                pygame.draw.line(self.background, white, (rand_x_start, rand_y), (rand_x_end, rand_y), 2)
    

    我已尝试查看有关随机生成的许多问题和教程,但没有一个与我正在寻找的内容非常接近。

    我必须解决重叠问题的一个想法是,如果有办法去阅读"或"见"以前创建过的行并根据某些方式限制绘图...但我不知道如何做到这一点。

1 个答案:

答案 0 :(得分:1)

我把以下代码放在一起,可以帮到你:

import random
from collections import namedtuple

from PIL import Image, ImageDraw

GaussianDistribution = namedtuple('GaussianDistribution', ['mu', 'sigma'])
Platform = namedtuple('Platform', ['start', 'end', 'height'])
Point = namedtuple('Point', ['x', 'y'])

PLATFORM_HEIGHT_DISTRIBUTION = GaussianDistribution(50, 10)
PLATFORM_WIDTH_DISTRIBUTION = GaussianDistribution(100, 10)
INTER_PLATFORM_DISTRIBUTION = GaussianDistribution(500, 20)

RANDOM = random.Random()


def sample_distribution(distribution):
    return RANDOM.normalvariate(distribution.mu, distribution.sigma)


def create_platforms(num_platforms):
    last_platform_end = 0

    for i in range(num_platforms):
        start = int(sample_distribution(INTER_PLATFORM_DISTRIBUTION) + last_platform_end)
        end = int(sample_distribution(PLATFORM_WIDTH_DISTRIBUTION) + start)
        height = int(sample_distribution(PLATFORM_HEIGHT_DISTRIBUTION))

        last_platform_end = end

        yield Platform(start, end, height)


def create_mountains_between_points(p1, p2):
    mountain_start = p1.x
    mountain_end = p2.x

    num_points = int((mountain_end - mountain_start) / 10)

    for i in range(num_points):
        # TODO: use 1D Perlin function to generate point.y
        yield Point(mountain_start + i * 10, RANDOM.random() * 100)


def create_terrain(platforms):
    origin = Point(0, 0)
    first_platform_start = Point(platforms[0].start, platforms[0].height)

    terrain = []
    terrain += list(create_mountains_between_points(origin, first_platform_start))

    for i, platform in enumerate(platforms):
        platform_starts_at = Point(platform.start, platform.height)
        platform_ends_at = Point(platform.end, platform.height)

        terrain.append(platform_starts_at)
        terrain.append(platform_ends_at)

        if i < len(platforms) - 1:
            next_platform = platforms[i + 1]
            next_platform_starts_at = Point(next_platform.start, next_platform.height)
            mountains = create_mountains_between_points(platform_ends_at, next_platform_starts_at)
            terrain += mountains

    return terrain


def draw_terrain(terrain):
    im = Image.new('RGBA', (4000, 200), (255, 255, 255, 0))

    draw = ImageDraw.Draw(im)
    draw.line(terrain, fill=(0, 0, 0, 255))

    im.show()


if __name__ == '__main__':
    platforms = list(create_platforms(num_platforms=10))
    terrain = create_terrain(platforms)
    draw_terrain(terrain)

这会生成以下地形。你可以看到有山脉分隔的平坦区域(平台)。保证平台不会重叠。它们也保证“可访问”,因为它们永远不会产生任何地形。

Terrain

我通过从均匀分布中抽样来生成山脉的y坐标。你可以使用我前面提到的Perlin噪声算法使山看起来更好。我发现this attempt在pygame应用程序中使用Perlin噪音。