90 lines
2.7 KiB
Python
90 lines
2.7 KiB
Python
from noise import snoise2
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import pydantic
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import pygame
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from rich.console import Console
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console = Console()
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# Generate the map using perlin noise
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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GREY = (128, 128, 128)
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RED = (255, 128, 128)
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class Point(pydantic.BaseModel):
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x: int
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y: int
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class Map:
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def __init__(self):
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self.resolution = 32
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self.scale = 0.1 # Determines the "smoothness" of the terrain
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self.offset = Point(x=0, y=0)
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self.last_offset = self.offset
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# self.width = int(screen_width / self.resolution)
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# self.height = int(screen_height / self.resolution)
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self.screen_width = 800
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self.screen_height = 600
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self.octaves = 6 # Number of layers of noise to combine
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self.persistence = 0.5 # Amplitude of each octave
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self.lacunarity = 2.0 # Frequency of each octave
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self.thresh = 128
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self.surf = pygame.Surface(
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(self.screen_width / self.resolution, self.screen_height / self.resolution)
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)
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self.pre_draw()
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# self.noise_map = self.generate_noise_map()
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# def generate_noise_map(self):
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# noise_map = [
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# [self.get_noise(x, y) for x in range(self.width)]
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# for y in range(self.height)
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# ]
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# return noise_map
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def get_noise(self, x, y):
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value = snoise2(
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(x + self.offset.x) * self.scale,
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(y + self.offset.y) * self.scale,
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self.octaves,
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self.persistence,
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self.lacunarity,
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)
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value = (value + 1) / 2 * 255
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return value
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def draw(self, screen):
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# if self.last_offset != self.offset:
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# self.last_offset = self.offset
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screen.blit(
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pygame.transform.scale(self.surf, (self.screen_width, self.screen_height)),
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(0, 0),
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)
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def point_check_collision(self, x, y):
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return self.get_noise(x / self.resolution, y / self.resolution) < self.thresh
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def pre_draw(self):
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console.log("drawing")
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self.surf = pygame.Surface((self.screen_width, self.screen_height))
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for x in range(self.screen_width):
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for y in range(self.screen_height):
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if not self.point_check_collision(x, y):
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pygame.draw.rect(
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self.surf,
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WHITE,
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(
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x,
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y,
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1,
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1,
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# self.resolution,
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# self.resolution,
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),
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)
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pygame.image.save(self.surf, "map.png")
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