Procedural Caves - Cellular Automata

Screen shot of cellular automata to generate caves
procedural_caves_cellular.py
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"""
This example procedurally develops a random cave based on cellular automata.

For more information, see:
https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664

If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.procedural_caves_cellular
"""

import random
import arcade
import timeit
import os

# Sprite scaling. Make this larger, like 0.5 to zoom in and add
# 'mystery' to what you can see. Make it smaller, like 0.1 to see
# more of the map.
SPRITE_SCALING = 0.125
SPRITE_SIZE = 128 * SPRITE_SCALING

# How big the grid is
GRID_WIDTH = 400
GRID_HEIGHT = 300

# Parameters for cellular automata
CHANCE_TO_START_ALIVE = 0.4
DEATH_LIMIT = 3
BIRTH_LIMIT = 4
NUMBER_OF_STEPS = 4

# How fast the player moves
MOVEMENT_SPEED = 5

# How close the player can get to the edge before we scroll.
VIEWPORT_MARGIN = 300

# How big the window is
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
WINDOW_TITLE = "Procedural Caves Cellular Automata Example"
# If true, rather than each block being a separate sprite, blocks on rows
# will be merged into one sprite.
MERGE_SPRITES = False


def create_grid(width, height):
    """ Create a two-dimensional grid of specified size. """
    return [[0 for _x in range(width)] for _y in range(height)]


def initialize_grid(grid):
    """ Randomly set grid locations to on/off based on chance. """
    height = len(grid)
    width = len(grid[0])
    for row in range(height):
        for column in range(width):
            if random.random() <= CHANCE_TO_START_ALIVE:
                grid[row][column] = 1


def count_alive_neighbors(grid, x, y):
    """ Count neighbors that are alive. """
    height = len(grid)
    width = len(grid[0])
    alive_count = 0
    for i in range(-1, 2):
        for j in range(-1, 2):
            neighbor_x = x + i
            neighbor_y = y + j
            if i == 0 and j == 0:
                continue
            elif neighbor_x < 0 or neighbor_y < 0 or neighbor_y >= height or neighbor_x >= width:
                # Edges are considered alive. Makes map more likely to appear naturally closed.
                alive_count += 1
            elif grid[neighbor_y][neighbor_x] == 1:
                alive_count += 1
    return alive_count


def do_simulation_step(old_grid):
    """ Run a step of the cellular automaton. """
    height = len(old_grid)
    width = len(old_grid[0])
    new_grid = create_grid(width, height)
    for x in range(width):
        for y in range(height):
            alive_neighbors = count_alive_neighbors(old_grid, x, y)
            if old_grid[y][x] == 1:
                if alive_neighbors < DEATH_LIMIT:
                    new_grid[y][x] = 0
                else:
                    new_grid[y][x] = 1
            else:
                if alive_neighbors > BIRTH_LIMIT:
                    new_grid[y][x] = 1
                else:
                    new_grid[y][x] = 0
    return new_grid


class MyGame(arcade.Window):
    """
    Main application class.
    """

    def __init__(self):
        super().__init__(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, resizable=True)

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        self.grid = None
        self.wall_list = None
        self.player_list = None
        self.player_sprite = None
        self.view_bottom = 0
        self.view_left = 0
        self.draw_time = 0
        self.processing_time = 0
        self.physics_engine = None

        arcade.set_background_color(arcade.color.BLACK)

    def setup(self):
        self.wall_list = arcade.SpriteList(use_spatial_hash=True)
        self.player_list = arcade.SpriteList()

        # Create cave system using a 2D grid
        self.grid = create_grid(GRID_WIDTH, GRID_HEIGHT)
        initialize_grid(self.grid)
        for step in range(NUMBER_OF_STEPS):
            self.grid = do_simulation_step(self.grid)

        # Create sprites based on 2D grid
        if not MERGE_SPRITES:
            # This is the simple-to-understand method. Each grid location
            # is a sprite.
            for row in range(GRID_HEIGHT):
                for column in range(GRID_WIDTH):
                    if self.grid[row][column] == 1:
                        wall = arcade.Sprite(":resources:images/tiles/grassCenter.png", SPRITE_SCALING)
                        wall.center_x = column * SPRITE_SIZE + SPRITE_SIZE / 2
                        wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
                        self.wall_list.append(wall)
        else:
            # This uses new Arcade 1.3.1 features, that allow me to create a
            # larger sprite with a repeating texture. So if there are multiple
            # cells in a row with a wall, we merge them into one sprite, with a
            # repeating texture for each cell. This reduces our sprite count.
            for row in range(GRID_HEIGHT):
                column = 0
                while column < GRID_WIDTH:
                    while column < GRID_WIDTH and self.grid[row][column] == 0:
                        column += 1
                    start_column = column
                    while column < GRID_WIDTH and self.grid[row][column] == 1:
                        column += 1
                    end_column = column - 1

                    column_count = end_column - start_column + 1
                    column_mid = (start_column + end_column) / 2

                    wall = arcade.Sprite(":resources:images/tiles/grassCenter.png", SPRITE_SCALING,
                                         repeat_count_x=column_count)
                    wall.center_x = column_mid * SPRITE_SIZE + SPRITE_SIZE / 2
                    wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
                    wall.width = SPRITE_SIZE * column_count
                    self.wall_list.append(wall)

        # Set up the player
        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/"
                                           "femalePerson_idle.png",
                                           SPRITE_SCALING)
        self.player_list.append(self.player_sprite)

        # Randomly place the player. If we are in a wall, repeat until we aren't.
        placed = False
        while not placed:

            # Randomly position
            max_x = int(GRID_WIDTH * SPRITE_SIZE)
            max_y = int(GRID_HEIGHT * SPRITE_SIZE)
            self.player_sprite.center_x = random.randrange(max_x)
            self.player_sprite.center_y = random.randrange(max_y)

            # Are we in a wall?
            walls_hit = arcade.check_for_collision_with_list(self.player_sprite, self.wall_list)
            if len(walls_hit) == 0:
                # Not in a wall! Success!
                placed = True

        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
                                                         self.wall_list)

    def on_draw(self):
        """ Render the screen. """

        # Start timing how long this takes
        draw_start_time = timeit.default_timer()

        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        arcade.start_render()

        # Draw the sprites
        self.wall_list.draw()
        self.player_list.draw()

        # Draw info on the screen
        sprite_count = len(self.wall_list)

        output = f"Sprite Count: {sprite_count}"
        arcade.draw_text(output,
                         self.view_left + 20,
                         self.height - 20 + self.view_bottom,
                         arcade.color.WHITE, 16)

        output = f"Drawing time: {self.draw_time:.3f}"
        arcade.draw_text(output,
                         self.view_left + 20,
                         self.height - 40 + self.view_bottom,
                         arcade.color.WHITE, 16)

        output = f"Processing time: {self.processing_time:.3f}"
        arcade.draw_text(output,
                         self.view_left + 20,
                         self.height - 60 + self.view_bottom,
                         arcade.color.WHITE, 16)

        self.draw_time = timeit.default_timer() - draw_start_time

    def on_key_press(self, key, modifiers):
        """Called whenever a key is pressed. """

        if key == arcade.key.UP:
            self.player_sprite.change_y = MOVEMENT_SPEED
        elif key == arcade.key.DOWN:
            self.player_sprite.change_y = -MOVEMENT_SPEED
        elif key == arcade.key.LEFT:
            self.player_sprite.change_x = -MOVEMENT_SPEED
        elif key == arcade.key.RIGHT:
            self.player_sprite.change_x = MOVEMENT_SPEED

    def on_key_release(self, key, modifiers):
        """Called when the user releases a key. """

        if key == arcade.key.UP or key == arcade.key.DOWN:
            self.player_sprite.change_y = 0
        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
            self.player_sprite.change_x = 0

    def on_resize(self, width, height):

        arcade.set_viewport(self.view_left,
                            self.width + self.view_left,
                            self.view_bottom,
                            self.height + self.view_bottom)

    def on_update(self, delta_time):
        """ Movement and game logic """

        start_time = timeit.default_timer()

        # Call update on all sprites (The sprites don't do much in this
        # example though.)
        self.physics_engine.update()

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_bndry = self.view_left + VIEWPORT_MARGIN
        if self.player_sprite.left < left_bndry:
            self.view_left -= left_bndry - self.player_sprite.left
            changed = True

        # Scroll right
        right_bndry = self.view_left + WINDOW_WIDTH - VIEWPORT_MARGIN
        if self.player_sprite.right > right_bndry:
            self.view_left += self.player_sprite.right - right_bndry
            changed = True

        # Scroll up
        top_bndry = self.view_bottom + WINDOW_HEIGHT - VIEWPORT_MARGIN
        if self.player_sprite.top > top_bndry:
            self.view_bottom += self.player_sprite.top - top_bndry
            changed = True

        # Scroll down
        bottom_bndry = self.view_bottom + VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_bndry:
            self.view_bottom -= bottom_bndry - self.player_sprite.bottom
            changed = True

        if changed:
            arcade.set_viewport(self.view_left,
                                self.width + self.view_left,
                                self.view_bottom,
                                self.height + self.view_bottom)

        # Save the time it took to do this.
        self.processing_time = timeit.default_timer() - start_time


def main():
    game = MyGame()
    game.setup()
    arcade.run()


if __name__ == "__main__":
    main()