add tiles
BIN
assets/tiles/cave.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
assets/tiles/city.png
Normal file
|
After Width: | Height: | Size: 40 KiB |
BIN
assets/tiles/desert.png
Normal file
|
After Width: | Height: | Size: 40 KiB |
BIN
assets/tiles/farm.png
Normal file
|
After Width: | Height: | Size: 46 KiB |
BIN
assets/tiles/forest.png
Normal file
|
After Width: | Height: | Size: 54 KiB |
BIN
assets/tiles/glacier.png
Normal file
|
After Width: | Height: | Size: 41 KiB |
BIN
assets/tiles/grassland.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
assets/tiles/mountain.png
Normal file
|
After Width: | Height: | Size: 41 KiB |
BIN
assets/tiles/original.jpg
Normal file
|
After Width: | Height: | Size: 136 KiB |
BIN
assets/tiles/plain.png
Normal file
|
After Width: | Height: | Size: 30 KiB |
BIN
assets/tiles/rainforest.png
Normal file
|
After Width: | Height: | Size: 54 KiB |
BIN
assets/tiles/ruins.png
Normal file
|
After Width: | Height: | Size: 46 KiB |
BIN
assets/tiles/sea.png
Normal file
|
After Width: | Height: | Size: 39 KiB |
BIN
assets/tiles/snow_mountain.png
Normal file
|
After Width: | Height: | Size: 45 KiB |
BIN
assets/tiles/swamp.png
Normal file
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After Width: | Height: | Size: 41 KiB |
BIN
assets/tiles/volcano.png
Normal file
|
After Width: | Height: | Size: 39 KiB |
BIN
assets/tiles/water.png
Normal file
|
After Width: | Height: | Size: 46 KiB |
@@ -16,6 +16,11 @@ class TileType(Enum):
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GLACIER = "glacier" # 冰川/冰原
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SNOW_MOUNTAIN = "snow_mountain" # 雪山
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VOLCANO = "volcano" # 火山
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GRASSLAND = "grassland" # 草原
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SWAMP = "swamp" # 沼泽
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CAVE = "cave" # 洞穴
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RUINS = "ruins" # 遗迹
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FARM = "farm" # 农田
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region_id_counter = itertools.count(1)
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@@ -74,19 +74,9 @@ class Front:
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"avatar": (240, 220, 90),
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}
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self.tile_colors: Dict[TileType, Tuple[int, int, int]] = {
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TileType.PLAIN: (64, 120, 64),
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TileType.FOREST: (24, 96, 48),
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TileType.MOUNTAIN: (108, 108, 108),
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TileType.WATER: (60, 120, 180),
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TileType.SEA: (30, 90, 150),
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TileType.CITY: (140, 120, 90),
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TileType.DESERT: (210, 180, 60),
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TileType.RAINFOREST: (12, 80, 36),
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TileType.GLACIER: (210, 230, 240),
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TileType.SNOW_MOUNTAIN: (200, 200, 200),
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TileType.VOLCANO: (180, 40, 40), # 火山红色
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}
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# 加载tile图像
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self.tile_images: Dict[TileType, object] = {}
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self._load_tile_images()
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self.clock = pygame.time.Clock()
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@@ -159,13 +149,20 @@ class Front:
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ts = self.tile_size
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m = self.margin
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# 先画网格背景块
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# 先画tile图像
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for y in range(map_obj.height):
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for x in range(map_obj.width):
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tile = map_obj.get_tile(x, y)
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color = self.tile_colors.get(tile.type, (80, 80, 80))
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rect = pygame.Rect(m + x * ts, m + y * ts, ts, ts)
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pygame.draw.rect(self.screen, color, rect)
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tile_image = self.tile_images.get(tile.type)
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if tile_image:
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# 使用tile图像
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pos = (m + x * ts, m + y * ts)
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self.screen.blit(tile_image, pos)
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else:
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# 如果没有图像,使用默认颜色块
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color = (80, 80, 80) # 默认灰色
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rect = pygame.Rect(m + x * ts, m + y * ts, ts, ts)
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pygame.draw.rect(self.screen, color, rect)
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# 画网格线
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grid_color = self.colors["grid"]
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@@ -377,6 +374,43 @@ class Front:
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cursor_y += s.get_height() + spacing
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def _load_tile_images(self):
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"""
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加载所有tile类型的图像
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"""
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import os
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pygame = self.pygame
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# 定义所有tile类型
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tile_types = [
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TileType.PLAIN, TileType.WATER, TileType.SEA, TileType.MOUNTAIN,
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TileType.FOREST, TileType.CITY, TileType.DESERT, TileType.RAINFOREST,
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TileType.GLACIER, TileType.SNOW_MOUNTAIN, TileType.VOLCANO,
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TileType.GRASSLAND, TileType.SWAMP, TileType.CAVE, TileType.RUINS, TileType.FARM
|
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]
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for tile_type in tile_types:
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image_path = f"assets/tiles/{tile_type.value}.png"
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if os.path.exists(image_path):
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try:
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# 加载图像并缩放到tile_size
|
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image = pygame.image.load(image_path)
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scaled_image = pygame.transform.scale(image, (self.tile_size, self.tile_size))
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self.tile_images[tile_type] = scaled_image
|
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print(f"已加载tile图像: {image_path}")
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except Exception as e:
|
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print(f"加载tile图像失败 {image_path}: {e}")
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# 如果加载失败,创建一个默认的颜色块
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fallback_surface = pygame.Surface((self.tile_size, self.tile_size))
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fallback_surface.fill((128, 128, 128)) # 灰色作为默认
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self.tile_images[tile_type] = fallback_surface
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else:
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print(f"tile图像文件不存在: {image_path}")
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# 创建默认颜色块
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fallback_surface = pygame.Surface((self.tile_size, self.tile_size))
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fallback_surface.fill((128, 128, 128))
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self.tile_images[tile_type] = fallback_surface
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|
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def _create_font(self, size: int):
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pygame = self.pygame
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if self.font_path:
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@@ -158,6 +158,100 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
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game_map.create_tile(x, y, TileType.VOLCANO)
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volcano_tiles.append((x, y))
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# 8.6) 草原:在平原区域生成一些草原
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grassland_tiles: List[Tuple[int, int]] = []
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for _ in range(random.randint(3, 5)):
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cx = random.randint(desert_w + 1, mountain_end_x - 2)
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cy = random.randint(north_band + 1, height - south_band - 2)
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r = random.randint(2, 4)
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for x, y in circle_points(cx, cy, r, width, height):
|
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if x < sea_x0:
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current_tile = game_map.get_tile(x, y)
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if current_tile.type == TileType.PLAIN: # 只在平原上生成草原
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game_map.create_tile(x, y, TileType.GRASSLAND)
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grassland_tiles.append((x, y))
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# 8.7) 沼泽:在水域附近生成一些沼泽
|
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swamp_tiles: List[Tuple[int, int]] = []
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for _ in range(random.randint(2, 4)):
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cx = random.randint(desert_w + 1, sea_x0 - 2)
|
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cy = random.randint(north_band + 1, height - south_band - 2)
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r = random.randint(1, 2)
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for x, y in circle_points(cx, cy, r, width, height):
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if x < sea_x0:
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# 检查周围是否有水域
|
||||
has_water_nearby = False
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for dx in [-1, 0, 1]:
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for dy in [-1, 0, 1]:
|
||||
nx, ny = x + dx, y + dy
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if game_map.is_in_bounds(nx, ny):
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nearby_tile = game_map.get_tile(nx, ny)
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if nearby_tile.type in (TileType.WATER, TileType.SEA):
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has_water_nearby = True
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break
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if has_water_nearby:
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break
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if has_water_nearby:
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current_tile = game_map.get_tile(x, y)
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if current_tile.type in (TileType.PLAIN, TileType.GRASSLAND):
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game_map.create_tile(x, y, TileType.SWAMP)
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swamp_tiles.append((x, y))
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# 8.8) 洞穴:在山脉附近生成一些洞穴
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cave_tiles: List[Tuple[int, int]] = []
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for _ in range(random.randint(2, 4)):
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cx = random.randint(desert_w + 1, mountain_end_x - 1)
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cy = random.randint(north_band + 1, height - south_band - 2)
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# 检查周围是否有山脉
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has_mountain_nearby = False
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for dx in [-2, -1, 0, 1, 2]:
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for dy in [-2, -1, 0, 1, 2]:
|
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nx, ny = cx + dx, cy + dy
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if game_map.is_in_bounds(nx, ny):
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nearby_tile = game_map.get_tile(nx, ny)
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if nearby_tile.type == TileType.MOUNTAIN:
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has_mountain_nearby = True
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break
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if has_mountain_nearby:
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break
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||||
|
||||
if has_mountain_nearby:
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current_tile = game_map.get_tile(cx, cy)
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if current_tile.type in (TileType.PLAIN, TileType.GRASSLAND):
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game_map.create_tile(cx, cy, TileType.CAVE)
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cave_tiles.append((cx, cy))
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# 8.9) 遗迹:随机在一些地方生成古代遗迹
|
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ruins_tiles: List[Tuple[int, int]] = []
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for _ in range(random.randint(2, 3)):
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cx = random.randint(desert_w + 1, sea_x0 - 2)
|
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cy = random.randint(north_band + 1, height - south_band - 2)
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current_tile = game_map.get_tile(cx, cy)
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if current_tile.type in (TileType.PLAIN, TileType.GRASSLAND, TileType.DESERT):
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game_map.create_tile(cx, cy, TileType.RUINS)
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ruins_tiles.append((cx, cy))
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||||
# 8.10) 农田:在城市附近生成一些农田
|
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farm_tiles: List[Tuple[int, int]] = []
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# 先收集所有城市位置
|
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city_positions = []
|
||||
for (tx, ty), tile in game_map.tiles.items():
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if tile.type == TileType.CITY:
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city_positions.append((tx, ty))
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# 在每个城市周围生成农田
|
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for city_x, city_y in city_positions:
|
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for _ in range(random.randint(3, 6)):
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# 在城市周围2-4格范围内生成农田
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fx = city_x + random.randint(-4, 4)
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fy = city_y + random.randint(-4, 4)
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if game_map.is_in_bounds(fx, fy):
|
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current_tile = game_map.get_tile(fx, fy)
|
||||
if current_tile.type in (TileType.PLAIN, TileType.GRASSLAND):
|
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game_map.create_tile(fx, fy, TileType.FARM)
|
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farm_tiles.append((fx, fy))
|
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|
||||
# 9) 城市:2~4个,尽量落在非极端地形
|
||||
cities = 0
|
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attempts = 0
|
||||
@@ -166,7 +260,7 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
|
||||
x = random.randint(0, width - 1)
|
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y = random.randint(0, height - 1)
|
||||
t = game_map.get_tile(x, y)
|
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if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.GLACIER, TileType.SNOW_MOUNTAIN, TileType.DESERT, TileType.VOLCANO):
|
||||
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.GLACIER, TileType.SNOW_MOUNTAIN, TileType.DESERT, TileType.VOLCANO, TileType.SWAMP, TileType.CAVE, TileType.RUINS):
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game_map.create_tile(x, y, TileType.CITY)
|
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cities += 1
|
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||||
@@ -359,6 +453,81 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
|
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"tiles": volcano_tiles
|
||||
})
|
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|
||||
# 添加草原region
|
||||
if grassland_tiles:
|
||||
regions_cfg.append({
|
||||
"name": "青青草原",
|
||||
"description": "广阔的草原地带,适合放牧和修炼",
|
||||
"essence": Essence(density={
|
||||
EssenceType.WOOD: 7,
|
||||
EssenceType.EARTH: 6,
|
||||
EssenceType.WATER: 5,
|
||||
EssenceType.FIRE: 3,
|
||||
EssenceType.GOLD: 2
|
||||
}),
|
||||
"tiles": grassland_tiles
|
||||
})
|
||||
|
||||
# 添加沼泽region
|
||||
if swamp_tiles:
|
||||
regions_cfg.append({
|
||||
"name": "迷雾沼泽",
|
||||
"description": "危险的沼泽地带,瘴气弥漫但蕴含特殊灵药",
|
||||
"essence": Essence(density={
|
||||
EssenceType.WATER: 8,
|
||||
EssenceType.WOOD: 6,
|
||||
EssenceType.EARTH: 5,
|
||||
EssenceType.FIRE: 3,
|
||||
EssenceType.GOLD: 2
|
||||
}),
|
||||
"tiles": swamp_tiles
|
||||
})
|
||||
|
||||
# 添加洞穴region
|
||||
if cave_tiles:
|
||||
regions_cfg.append({
|
||||
"name": "神秘洞穴",
|
||||
"description": "隐藏在山脉中的神秘洞穴,可能藏有宝物",
|
||||
"essence": Essence(density={
|
||||
EssenceType.EARTH: 9,
|
||||
EssenceType.GOLD: 8,
|
||||
EssenceType.FIRE: 4,
|
||||
EssenceType.WATER: 3,
|
||||
EssenceType.WOOD: 2
|
||||
}),
|
||||
"tiles": cave_tiles
|
||||
})
|
||||
|
||||
# 添加遗迹region
|
||||
if ruins_tiles:
|
||||
regions_cfg.append({
|
||||
"name": "古代遗迹",
|
||||
"description": "上古时代留下的神秘遗迹,蕴含古老的力量",
|
||||
"essence": Essence(density={
|
||||
EssenceType.GOLD: 9,
|
||||
EssenceType.EARTH: 7,
|
||||
EssenceType.FIRE: 6,
|
||||
EssenceType.WATER: 5,
|
||||
EssenceType.WOOD: 4
|
||||
}),
|
||||
"tiles": ruins_tiles
|
||||
})
|
||||
|
||||
# 添加农田region
|
||||
if farm_tiles:
|
||||
regions_cfg.append({
|
||||
"name": "良田",
|
||||
"description": "肥沃的农田,为城市提供粮食",
|
||||
"essence": Essence(density={
|
||||
EssenceType.WOOD: 8,
|
||||
EssenceType.EARTH: 7,
|
||||
EssenceType.WATER: 6,
|
||||
EssenceType.FIRE: 3,
|
||||
EssenceType.GOLD: 2
|
||||
}),
|
||||
"tiles": farm_tiles
|
||||
})
|
||||
|
||||
for i, comp in enumerate(sorted(mountain_clusters, key=len, reverse=True), start=1):
|
||||
regions_cfg.append({
|
||||
"name": f"高山{i}",
|
||||
@@ -414,7 +583,7 @@ def make_avatars(world: World, count: int = 12) -> list[Avatar]:
|
||||
x = random.randint(0, width - 1)
|
||||
y = random.randint(0, height - 1)
|
||||
t = world.map.get_tile(x, y)
|
||||
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.VOLCANO):
|
||||
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.VOLCANO, TileType.SWAMP, TileType.CAVE, TileType.RUINS):
|
||||
break
|
||||
else:
|
||||
x, y = random.randint(0, width - 1), random.randint(0, height - 1)
|
||||
|
||||