Update world.py
parent
c0f4872248
commit
e9c27990f1
74
world.py
74
world.py
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@ -1,6 +1,7 @@
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import pygame
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import random
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from settings import *
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from tiles import get_tile
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class World:
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@ -20,6 +21,7 @@ class World:
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# WORLD GENERATION
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# ==========================================================
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def generate_world(self):
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# First generate terrain
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for x in range(self.width):
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# Simple terrain height variation
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@ -39,6 +41,10 @@ class World:
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else:
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self.grid[y][x] = STONE
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# Then add trees + ores
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self.generate_trees()
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self.generate_ores()
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# ==========================================================
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# DRAW
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# ==========================================================
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@ -57,7 +63,7 @@ class World:
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tile_id = self.grid[y][x]
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if tile_id != AIR:
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color = TILE_PROPERTIES[tile_id]["color"]
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color = get_tile(tile_id).color # FIXED: no more KeyError
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world_rect = pygame.Rect(
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x * TILE_SIZE,
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@ -98,7 +104,7 @@ class World:
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tiles.append({
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"rect": tile_rect,
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"solid": TILE_PROPERTIES[tile_id]["solid"],
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"solid": get_tile(tile_id).collidable,
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"id": tile_id,
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"x": x,
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"y": y
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@ -109,14 +115,18 @@ class World:
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# ==========================================================
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# BLOCK BREAKING
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# ==========================================================
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def break_block(self, mouse_pos, camera):
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def break_block(self, mouse_pos, camera, inventory):
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world_x, world_y = camera.screen_to_world(mouse_pos)
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tile_x = int(world_x // TILE_SIZE)
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tile_y = int(world_y // TILE_SIZE)
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if self.in_bounds(tile_x, tile_y):
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if self.grid[tile_y][tile_x] != AIR:
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tile_id = self.grid[tile_y][tile_x]
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tile = get_tile(tile_id)
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if tile_id != AIR:
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if tile.drop:
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inventory.add_item(tile.drop, 1)
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self.grid[tile_y][tile_x] = AIR
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# ==========================================================
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@ -137,3 +147,57 @@ class World:
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# ==========================================================
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def in_bounds(self, x, y):
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return 0 <= x < self.width and 0 <= y < self.height
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# ==========================================================
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# NEW: Get surface height for player spawn
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# ==========================================================
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def get_surface_height(self, x):
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for y in range(self.height):
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if self.grid[y][x] != AIR:
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return y
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return self.height - 1
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# ==========================================================
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# TREE GENERATION
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# ==========================================================
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def generate_trees(self):
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for x in range(0, self.width, 6):
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if random.random() < 0.25: # 25% chance
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# find surface
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for y in range(self.height):
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if self.grid[y][x] == GRASS:
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self.spawn_tree(x, y)
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break
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def spawn_tree(self, x, surface_y):
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# trunk height
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height = random.randint(4, 7)
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for i in range(height):
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self.grid[surface_y - 1 - i][x] = WOOD
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# leaves
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leaf_start = surface_y - height - 1
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for y in range(leaf_start, leaf_start - 4, -1):
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for lx in range(x - 2, x + 3):
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if 0 <= lx < self.width and 0 <= y < self.height:
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if random.random() > 0.25:
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self.grid[y][lx] = LEAVES
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# ==========================================================
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# ORE GENERATION
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# ==========================================================
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def generate_ores(self):
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for _ in range(250):
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x = random.randint(0, self.width - 1)
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y = random.randint(SURFACE_LEVEL + 5, self.height - 1)
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if self.grid[y][x] == STONE:
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r = random.random()
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if r < 0.5:
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self.grid[y][x] = COAL_ORE
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elif r < 0.75:
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self.grid[y][x] = COPPER_ORE
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elif r < 0.9:
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self.grid[y][x] = IRON_ORE
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else:
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self.grid[y][x] = GOLD_ORE
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