Procedural Caves - Binary Space Partitioning#

procedural_caves_bsp.py#
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This example procedurally develops a random cave based on
Binary Space Partitioning (BSP)
For more information, see:
https://roguebasin.roguelikedevelopment.org/index.php?title=Basic_BSP_Dungeon_generation
https://github.com/DanaL/RLDungeonGenerator
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.procedural_caves_bsp
"""
import random
import arcade
import timeit
import math
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.
WALL_SPRITE_SCALING = 0.5
PLAYER_SPRITE_SCALING = 0.25
WALL_SPRITE_SIZE = int(128 * WALL_SPRITE_SCALING)
# How big the grid is
GRID_WIDTH = 100
GRID_HEIGHT = 100
AREA_WIDTH = GRID_WIDTH * WALL_SPRITE_SIZE
AREA_HEIGHT = GRID_HEIGHT * WALL_SPRITE_SIZE
# 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 BSP Example"
MERGE_SPRITES = False
class Room:
""" A room """
def __init__(self, r, c, h, w):
self.row = r
self.col = c
self.height = h
self.width = w
class RLDungeonGenerator:
""" Generate the dungeon """
def __init__(self, w, h):
""" Create the board """
self.MAX = 15 # Cutoff for when we want to stop dividing sections
self.width = w
self.height = h
self.leaves = []
self.dungeon = []
self.rooms = []
for h in range(self.height):
row = []
for w in range(self.width):
row.append('#')
self.dungeon.append(row)
def random_split(self, min_row, min_col, max_row, max_col):
# We want to keep splitting until the sections get down to the threshold
seg_height = max_row - min_row
seg_width = max_col - min_col
if seg_height < self.MAX and seg_width < self.MAX:
self.leaves.append((min_row, min_col, max_row, max_col))
elif seg_height < self.MAX <= seg_width:
self.split_on_vertical(min_row, min_col, max_row, max_col)
elif seg_height >= self.MAX > seg_width:
self.split_on_horizontal(min_row, min_col, max_row, max_col)
else:
if random.random() < 0.5:
self.split_on_horizontal(min_row, min_col, max_row, max_col)
else:
self.split_on_vertical(min_row, min_col, max_row, max_col)
def split_on_horizontal(self, min_row, min_col, max_row, max_col):
split = (min_row + max_row) // 2 + random.choice((-2, -1, 0, 1, 2))
self.random_split(min_row, min_col, split, max_col)
self.random_split(split + 1, min_col, max_row, max_col)
def split_on_vertical(self, min_row, min_col, max_row, max_col):
split = (min_col + max_col) // 2 + random.choice((-2, -1, 0, 1, 2))
self.random_split(min_row, min_col, max_row, split)
self.random_split(min_row, split + 1, max_row, max_col)
def carve_rooms(self):
for leaf in self.leaves:
# We don't want to fill in every possible room or the
# dungeon looks too uniform
if random.random() > 0.80:
continue
section_width = leaf[3] - leaf[1]
section_height = leaf[2] - leaf[0]
# The actual room's height and width will be 60-100% of the
# available section.
room_width = round(random.randrange(60, 100) / 100 * section_width)
room_height = round(random.randrange(60, 100) / 100 * section_height)
# If the room doesn't occupy the entire section we are carving it from,
# 'jiggle' it a bit in the square
if section_height > room_height:
room_start_row = leaf[0] + random.randrange(section_height - room_height)
else:
room_start_row = leaf[0]
if section_width > room_width:
room_start_col = leaf[1] + random.randrange(section_width - room_width)
else:
room_start_col = leaf[1]
self.rooms.append(Room(room_start_row, room_start_col, room_height, room_width))
for r in range(room_start_row, room_start_row + room_height):
for c in range(room_start_col, room_start_col + room_width):
self.dungeon[r][c] = '.'
@staticmethod
def are_rooms_adjacent(room1, room2):
""" See if two rooms are next to each other. """
adj_rows = []
adj_cols = []
for r in range(room1.row, room1.row + room1.height):
if room2.row <= r < room2.row + room2.height:
adj_rows.append(r)
for c in range(room1.col, room1.col + room1.width):
if room2.col <= c < room2.col + room2.width:
adj_cols.append(c)
return adj_rows, adj_cols
@staticmethod
def distance_between_rooms(room1, room2):
""" Get the distance between two rooms """
centre1 = (room1.row + room1.height // 2, room1.col + room1.width // 2)
centre2 = (room2.row + room2.height // 2, room2.col + room2.width // 2)
return math.sqrt((centre1[0] - centre2[0]) ** 2 + (centre1[1] - centre2[1]) ** 2)
def carve_corridor_between_rooms(self, room1, room2):
""" Make a corridor between rooms """
if room2[2] == 'rows':
row = random.choice(room2[1])
# Figure out which room is to the left of the other
if room1.col + room1.width < room2[0].col:
start_col = room1.col + room1.width
end_col = room2[0].col
else:
start_col = room2[0].col + room2[0].width
end_col = room1.col
for c in range(start_col, end_col):
self.dungeon[row][c] = '.'
if end_col - start_col >= 4:
self.dungeon[row][start_col] = '+'
self.dungeon[row][end_col - 1] = '+'
elif start_col == end_col - 1:
self.dungeon[row][start_col] = '+'
else:
col = random.choice(room2[1])
# Figure out which room is above the other
if room1.row + room1.height < room2[0].row:
start_row = room1.row + room1.height
end_row = room2[0].row
else:
start_row = room2[0].row + room2[0].height
end_row = room1.row
for r in range(start_row, end_row):
self.dungeon[r][col] = '.'
if end_row - start_row >= 4:
self.dungeon[start_row][col] = '+'
self.dungeon[end_row - 1][col] = '+'
elif start_row == end_row - 1:
self.dungeon[start_row][col] = '+'
def find_closest_unconnect_groups(self, groups, room_dict):
"""
Find two nearby rooms that are in difference groups, draw
a corridor between them and merge the groups
"""
shortest_distance = 99999
start = None
start_group = None
nearest = None
for group in groups:
for room in group:
key = (room.row, room.col)
for other in room_dict[key]:
if not other[0] in group and other[3] < shortest_distance:
shortest_distance = other[3]
start = room
nearest = other
start_group = group
self.carve_corridor_between_rooms(start, nearest)
# Merge the groups
other_group = None
for group in groups:
if nearest[0] in group:
other_group = group
break
start_group += other_group
groups.remove(other_group)
def connect_rooms(self):
"""
Build a dictionary containing an entry for each room. Each bucket will
hold a list of the adjacent rooms, weather they are adjacent along rows or
columns and the distance between them.
Also build the initial groups (which start of as a list of individual rooms)
"""
groups = []
room_dict = {}
for room in self.rooms:
key = (room.row, room.col)
room_dict[key] = []
for other in self.rooms:
other_key = (other.row, other.col)
if key == other_key:
continue
adj = self.are_rooms_adjacent(room, other)
if len(adj[0]) > 0:
room_dict[key].append((other, adj[0], 'rows', self.distance_between_rooms(room, other)))
elif len(adj[1]) > 0:
room_dict[key].append((other, adj[1], 'cols', self.distance_between_rooms(room, other)))
groups.append([room])
while len(groups) > 1:
self.find_closest_unconnect_groups(groups, room_dict)
def generate_map(self):
""" Make the map """
self.random_split(1, 1, self.height - 1, self.width - 1)
self.carve_rooms()
self.connect_rooms()
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
super().__init__(width, height, title)
# 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.physics_engine = None
self.processing_time = 0
self.draw_time = 0
arcade.set_background_color(arcade.color.BLACK)
def setup(self):
""" Set up the game """
self.wall_list = arcade.SpriteList(use_spatial_hash=True)
self.player_list = arcade.SpriteList()
# Create cave system using a 2D grid
dg = RLDungeonGenerator(GRID_WIDTH, GRID_HEIGHT)
dg.generate_map()
# 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(dg.height):
for column in range(dg.width):
value = dg.dungeon[row][column]
if value == '#':
wall = arcade.Sprite(":resources:images/tiles/grassCenter.png", WALL_SPRITE_SCALING)
wall.center_x = column * WALL_SPRITE_SIZE + WALL_SPRITE_SIZE / 2
wall.center_y = row * WALL_SPRITE_SIZE + WALL_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(dg.height):
column = 0
while column < dg.width:
while column < dg.width and dg.dungeon[row][column] != '#':
column += 1
start_column = column
while column < dg.width and dg.dungeon[row][column] == '#':
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", WALL_SPRITE_SCALING,
repeat_count_x=column_count)
wall.center_x = column_mid * WALL_SPRITE_SIZE + WALL_SPRITE_SIZE / 2
wall.center_y = row * WALL_SPRITE_SIZE + WALL_SPRITE_SIZE / 2
wall.width = WALL_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",
PLAYER_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
self.player_sprite.center_x = random.randrange(AREA_WIDTH)
self.player_sprite.center_y = random.randrange(AREA_HEIGHT)
# 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.
self.clear()
# 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,
WINDOW_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,
WINDOW_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,
WINDOW_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_update(self, delta_time):
""" Movement and game logic """
start_time = timeit.default_timer()
# Move the player
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,
WINDOW_WIDTH + self.view_left,
self.view_bottom,
WINDOW_HEIGHT + self.view_bottom)
# Save the time it took to do this.
self.processing_time = timeit.default_timer() - start_time
def main():
""" Main function, start up window and run """
game = MyGame(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE)
game.setup()
arcade.run()
if __name__ == "__main__":
main()
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