Update world.py

main
Filips Kalniņš 2026-02-11 06:29:09 +00:00
parent 00835805f8
commit dcbdbe4c74
1 changed files with 139 additions and 0 deletions

139
world.py
View File

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import pygame
import random
from settings import *
class World:
def __init__(self):
self.width = WORLD_WIDTH
self.height = WORLD_HEIGHT
# 2D grid: world[y][x]
self.grid = [
[AIR for _ in range(self.width)]
for _ in range(self.height)
]
self.generate_world()
# ==========================================================
# WORLD GENERATION
# ==========================================================
def generate_world(self):
for x in range(self.width):
# Simple terrain height variation
surface_height = SURFACE_LEVEL + random.randint(-3, 3)
for y in range(self.height):
if y < surface_height:
self.grid[y][x] = AIR
elif y == surface_height:
self.grid[y][x] = GRASS
elif y < surface_height + 5:
self.grid[y][x] = DIRT
else:
self.grid[y][x] = STONE
# ==========================================================
# DRAW
# ==========================================================
def draw(self, screen, camera):
# Determine visible tile range
start_x = max(0, camera.offset.x // TILE_SIZE)
end_x = min(self.width, (camera.offset.x + SCREEN_WIDTH) // TILE_SIZE + 2)
start_y = max(0, camera.offset.y // TILE_SIZE)
end_y = min(self.height, (camera.offset.y + SCREEN_HEIGHT) // TILE_SIZE + 2)
for y in range(int(start_y), int(end_y)):
for x in range(int(start_x), int(end_x)):
tile_id = self.grid[y][x]
if tile_id != AIR:
color = TILE_PROPERTIES[tile_id]["color"]
world_rect = pygame.Rect(
x * TILE_SIZE,
y * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
)
screen_rect = camera.apply(world_rect)
pygame.draw.rect(screen, color, screen_rect)
# ==========================================================
# COLLISION SUPPORT
# ==========================================================
def get_nearby_tiles(self, rect):
tiles = []
# Determine tile range around player
start_x = max(0, rect.left // TILE_SIZE - 1)
end_x = min(self.width, rect.right // TILE_SIZE + 2)
start_y = max(0, rect.top // TILE_SIZE - 1)
end_y = min(self.height, rect.bottom // TILE_SIZE + 2)
for y in range(start_y, end_y):
for x in range(start_x, end_x):
tile_id = self.grid[y][x]
if tile_id != AIR:
tile_rect = pygame.Rect(
x * TILE_SIZE,
y * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
)
tiles.append({
"rect": tile_rect,
"solid": TILE_PROPERTIES[tile_id]["solid"],
"id": tile_id,
"x": x,
"y": y
})
return tiles
# ==========================================================
# BLOCK BREAKING
# ==========================================================
def break_block(self, mouse_pos, camera):
world_x, world_y = camera.screen_to_world(mouse_pos)
tile_x = int(world_x // TILE_SIZE)
tile_y = int(world_y // TILE_SIZE)
if self.in_bounds(tile_x, tile_y):
if self.grid[tile_y][tile_x] != AIR:
self.grid[tile_y][tile_x] = AIR
# ==========================================================
# BLOCK PLACING
# ==========================================================
def place_block(self, mouse_pos, camera, block_type=DIRT):
world_x, world_y = camera.screen_to_world(mouse_pos)
tile_x = int(world_x // TILE_SIZE)
tile_y = int(world_y // TILE_SIZE)
if self.in_bounds(tile_x, tile_y):
if self.grid[tile_y][tile_x] == AIR:
self.grid[tile_y][tile_x] = block_type
# ==========================================================
# UTIL
# ==========================================================
def in_bounds(self, x, y):
return 0 <= x < self.width and 0 <= y < self.height