import pygame import random from settings import * from tiles import get_tile 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): # First generate terrain 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 # Then add trees + ores self.generate_trees() self.generate_ores() # ========================================================== # 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 = get_tile(tile_id).color # FIXED: no more KeyError 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": get_tile(tile_id).collidable, "id": tile_id, "x": x, "y": y }) return tiles # ========================================================== # BLOCK BREAKING # ========================================================== def break_block(self, mouse_pos, camera, inventory): 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): tile_id = self.grid[tile_y][tile_x] tile = get_tile(tile_id) if tile_id != AIR: if tile.drop: inventory.add_item(tile.drop, 1) 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 # ========================================================== # NEW: Get surface height for player spawn # ========================================================== def get_surface_height(self, x): for y in range(self.height): if self.grid[y][x] != AIR: return y return self.height - 1 # ========================================================== # TREE GENERATION # ========================================================== def generate_trees(self): for x in range(0, self.width, 6): if random.random() < 0.25: # 25% chance # find surface for y in range(self.height): if self.grid[y][x] == GRASS: self.spawn_tree(x, y) break def spawn_tree(self, x, surface_y): # trunk height height = random.randint(4, 7) for i in range(height): self.grid[surface_y - 1 - i][x] = WOOD # leaves leaf_start = surface_y - height - 1 for y in range(leaf_start, leaf_start - 4, -1): for lx in range(x - 2, x + 3): if 0 <= lx < self.width and 0 <= y < self.height: if random.random() > 0.25: self.grid[y][lx] = LEAVES # ========================================================== # ORE GENERATION # ========================================================== def generate_ores(self): for _ in range(250): x = random.randint(0, self.width - 1) y = random.randint(SURFACE_LEVEL + 5, self.height - 1) if self.grid[y][x] == STONE: r = random.random() if r < 0.5: self.grid[y][x] = COAL_ORE elif r < 0.75: self.grid[y][x] = COPPER_ORE elif r < 0.9: self.grid[y][x] = IRON_ORE else: self.grid[y][x] = GOLD_ORE