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BSP Dungeon Generator
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import random | |
import pygame | |
class Node: | |
def __init__(self, data=None): | |
self.data = data | |
self.left = None | |
self.right = None | |
DUNGEON_WIDTH = 100 | |
DUNGEON_HEIGHT = 100 | |
MIN_ROOM_SIZE = 5 | |
MIN_ROOM_RATIO = 0.45 | |
def random_split(rect): | |
if random.randint(0, 1) == 0: | |
# Horizontal split | |
r1 = rect.copy() | |
r1.height = random.randrange(MIN_ROOM_SIZE, r1.height) | |
r2 = rect.copy() | |
r2.height -= r1.height | |
r2.top += r1.height | |
# Discard by ratio | |
r1_h_ratio = r1.height / r1.width | |
r2_h_ratio = r2.height / r2.width | |
if r1_h_ratio < MIN_ROOM_RATIO or r2_h_ratio < MIN_ROOM_RATIO: | |
return random_split(rect) | |
else: | |
# Vertical split | |
# Horizontal split | |
r1 = rect.copy() | |
r1.width = random.randrange(MIN_ROOM_SIZE, r1.width) | |
r2 = rect.copy() | |
r2.width -= r1.width | |
r2.left += r1.width | |
# Discard by ratio | |
r1_w_ratio = r1.width / r1.height | |
r2_w_ratio = r2.width / r2.height | |
if r1_w_ratio < MIN_ROOM_RATIO or r2_w_ratio < MIN_ROOM_RATIO: | |
return random_split(rect) | |
return r1, r2 | |
def split_container(rect, niter): | |
root = Node(data=rect) | |
if niter != 0: | |
left, right = random_split(rect) | |
root.left = split_container(left, niter - 1) | |
root.right = split_container(right, niter - 1) | |
return root | |
def generate_dungeon(): | |
main_rect = pygame.Rect((0, 0), (DUNGEON_WIDTH, DUNGEON_HEIGHT)) | |
rect_tree = split_container(main_rect, 5) | |
return rect_tree | |
def rect_list_from_tree(root_node): | |
rect_list = [] | |
if root_node: | |
rect_list = rect_list_from_tree(root_node.left) | |
rect_list.append(root_node) | |
rect_list.extend(rect_list_from_tree(root_node.right)) | |
return rect_list | |
def leaf_nodes_from_tree(root_node): | |
node_list = [] | |
if root_node.left and root_node.right: | |
node_list.extend(leaf_nodes_from_tree(root_node.left)) | |
node_list.extend(leaf_nodes_from_tree(root_node.right)) | |
else: | |
node_list = [root_node] | |
return node_list | |
def draw_paths(tree, surface): | |
if tree.left is None or tree.right is None: | |
return | |
p1 = (tree.left.data.centerx * 5, tree.left.data.centery * 5) | |
p2 = (tree.right.data.centerx * 5, tree.right.data.centery * 5) | |
pygame.draw.line(surface, (127, 127, 127), p1, p2, width=10) | |
draw_paths(tree.left, surface) | |
draw_paths(tree.right, surface) | |
def draw_dungeon(dungeon_tree, surface): | |
surface.fill((0, 0, 0)) | |
for node in rect_list_from_tree(dungeon_tree): | |
r = node.data.copy() | |
r.x *= 5 | |
r.y *= 5 | |
r.w *= 5 | |
r.h *= 5 | |
pygame.draw.rect(surface, (127, 127, 0), r, 1) | |
rooms = [] | |
for node in leaf_nodes_from_tree(dungeon_tree): | |
container_rect = node.data | |
room_rect = container_rect.copy() | |
room_rect.left = room_rect.left + random.randrange(0, room_rect.width // 2) | |
room_rect.top = room_rect.top + random.randrange(0, room_rect.height // 2) | |
room_rect.width = container_rect.width - (room_rect.left - container_rect.left) | |
room_rect.height = container_rect.height - (room_rect.top - container_rect.top) | |
room_rect.width -= random.randrange(0, room_rect.width // 2) | |
room_rect.height -= random.randrange(0, room_rect.height // 2) | |
rooms.append(room_rect) | |
# Paint | |
display_rect = room_rect.copy() | |
display_rect.x *= 5 | |
display_rect.y *= 5 | |
display_rect.w *= 5 | |
display_rect.h *= 5 | |
pygame.draw.rect(surface, (127, 127, 127), display_rect) | |
draw_paths(dungeon_tree, surface) | |
pygame.display.flip() | |
def game_loop(): | |
pygame.init() | |
screen = pygame.display.set_mode((DUNGEON_WIDTH * 5, DUNGEON_HEIGHT * 5)) | |
dungeon_tree = generate_dungeon() | |
draw_dungeon(dungeon_tree, screen) | |
clock = pygame.time.Clock() | |
while True: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
exit() | |
if event.type == pygame.KEYUP and event.key == pygame.K_SPACE: | |
dungeon_tree = generate_dungeon() | |
draw_dungeon(dungeon_tree, screen) | |
clock.tick(30) | |
if __name__ == "__main__": | |
game_loop() |
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