pygame 的随机线生成

Random Line Generation For pygame

我的目标是使用 pygame 制作一款复古月球着陆器游戏。现在我正在尝试创建山脉和平台的背景。我希望每次开始新游戏时,平台和山脉都会有所不同。我的想法是绘制随机数量的随机长度的水平线作为平台。我对此有一些问题:

  1. 如何确保水平线不重叠,并且看起来像着陆时一样清晰可见。
  2. 我认为画山的最好方法是用更多的线连接平台,形成三角形,但我不知道从哪里开始做

我一直在使用的代码目前生成随机行,但我不确定如何进一步开发代码。

for platforms in range(1, random.randint(1, 10)):

            rand_x_start = random.randint(0, 400)
            rand_x_end = random.randint(0, 400)
            rand_y = random.randint(HEIGHT / 2, HEIGHT)

            pygame.draw.line(self.background, white, (rand_x_start, rand_y), (rand_x_end, rand_y), 2)

我已经尝试查看许多关于随机生成的问题和教程,但 none 与我正在寻找的内容相去甚远。

一个想法我必须解决重叠问题是,如果有一种方法可以 "read" 或 "see" 以前创建的线并根据某种方式限制绘图......但我'我不确定这样做的方法。

我整理了以下代码,希望对您有所帮助:

import random
from collections import namedtuple

from PIL import Image, ImageDraw

GaussianDistribution = namedtuple('GaussianDistribution', ['mu', 'sigma'])
Platform = namedtuple('Platform', ['start', 'end', 'height'])
Point = namedtuple('Point', ['x', 'y'])

PLATFORM_HEIGHT_DISTRIBUTION = GaussianDistribution(50, 10)
PLATFORM_WIDTH_DISTRIBUTION = GaussianDistribution(100, 10)
INTER_PLATFORM_DISTRIBUTION = GaussianDistribution(500, 20)

RANDOM = random.Random()


def sample_distribution(distribution):
    return RANDOM.normalvariate(distribution.mu, distribution.sigma)


def create_platforms(num_platforms):
    last_platform_end = 0

    for i in range(num_platforms):
        start = int(sample_distribution(INTER_PLATFORM_DISTRIBUTION) + last_platform_end)
        end = int(sample_distribution(PLATFORM_WIDTH_DISTRIBUTION) + start)
        height = int(sample_distribution(PLATFORM_HEIGHT_DISTRIBUTION))

        last_platform_end = end

        yield Platform(start, end, height)


def create_mountains_between_points(p1, p2):
    mountain_start = p1.x
    mountain_end = p2.x

    num_points = int((mountain_end - mountain_start) / 10)

    for i in range(num_points):
        # TODO: use 1D Perlin function to generate point.y
        yield Point(mountain_start + i * 10, RANDOM.random() * 100)


def create_terrain(platforms):
    origin = Point(0, 0)
    first_platform_start = Point(platforms[0].start, platforms[0].height)

    terrain = []
    terrain += list(create_mountains_between_points(origin, first_platform_start))

    for i, platform in enumerate(platforms):
        platform_starts_at = Point(platform.start, platform.height)
        platform_ends_at = Point(platform.end, platform.height)

        terrain.append(platform_starts_at)
        terrain.append(platform_ends_at)

        if i < len(platforms) - 1:
            next_platform = platforms[i + 1]
            next_platform_starts_at = Point(next_platform.start, next_platform.height)
            mountains = create_mountains_between_points(platform_ends_at, next_platform_starts_at)
            terrain += mountains

    return terrain


def draw_terrain(terrain):
    im = Image.new('RGBA', (4000, 200), (255, 255, 255, 0))

    draw = ImageDraw.Draw(im)
    draw.line(terrain, fill=(0, 0, 0, 255))

    im.show()


if __name__ == '__main__':
    platforms = list(create_platforms(num_platforms=10))
    terrain = create_terrain(platforms)
    draw_terrain(terrain)

这会生成以下地形。你可以看到有被山脉隔开的平坦区域(平台)。平台保证不重叠。它们也保证是 "accessible",因为它们上面永远不会生成任何地形。

我通过从均匀分布中采样来生成山脉的 y 坐标。您可能可以使用我之前提到的 Perlin 噪声算法使山脉看起来更好。我发现 this attempt 在 pygame 应用程序中使用 Perlin 噪声。