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Posted 29 November 2012 - 07:32 PM
Posted 29 November 2012 - 08:12 PM
Edited by Khatharr, 29 November 2012 - 08:51 PM.
Posted 29 November 2012 - 10:02 PM
Posted 29 November 2012 - 10:02 PM
I Create Games to Help Tell Stories
Posted 30 November 2012 - 12:51 AM
Posted 30 November 2012 - 07:26 AM
Posted 30 November 2012 - 10:56 PM
#Aule #Function for generating a world heightmap using fractal algorithms import random from bmp import * #bmp.py must exist in same directory as this script size = 0 start_Value = 0 n = 0 A = [[v]*n for x in xrange(n)] range_Mod = 1 square_Side = n H = .5 change = False normal = 0 variation = 50 start_Height = 0 def gen(N_start=8, mapName="map", H_val=.5, norm=5, vary=40, start_H=5): if N_start > 12: print "That is a very large map. Please enter a value of 11 or less." return if N_start < 2: print "Let's think a tad larger, shall we?" return global n global square_Side global start_Value global A global range_Mod global size global H global change global normal global variation global start_Height H = H_val normal = norm variation = vary start_Height = start_H range_Mod = 1 n = (2**N_start) + 1 size = n v = 0 A = [[start_Value]*n for x in xrange(n)] A[0][0] = start_Height A[0][size-1] = start_Height A[size-1][0] = start_Height A[size-1][size-1] = start_Height square_Side = n run() print_BMP(mapName) def print_BMP(name="map"): create_BMP(A, size, name) def in_Array(point): """returns True if (x, y) is within the array""" if X(point) >= n: return False elif Y(point) >= n: return False elif X(point) < 0: return False elif Y(point) < 0: return False else: return True def get(point, square_Side=size): x = X(point) y = Y(point) if x >= n: x = square_Side/2 if x < 0: x = (n-1)- (square_Side/2) if y >= n: y = square_Side/2 if y < 0: y = (n-1)- (square_Side/2) return A[x][y] def get_Simple(point): x = X(point) y = Y(point) if in_Array(point): return A[x][y] else: return False def X(point): """Retrieves X coord from point tuple""" return point[0] def Y(point): """Retrieves Y coord from point tuple.""" return point[1] def highest_Value(): """Returns the most positive value in the array.""" highest=0 for row in A: for cell in row: if cell > highest: highest = cell return highest def highest_Coordinate(): """Returns the most positive value in the array.""" highest_val = 0 highest_coord = (0, 0) for x, row in enumerate(A): for y, cell in enumerate(row): if cell > highest_val: highest_val = cell highest_coord = (x, y) return highest_coord def lowest_Value(): """Returns the most negative value in the array.""" lowest=0 for row in A: for cell in row: if cell < lowest: lowest = cell return lowest def lowest_Coordinate(): """returns tuple (x,y) of the lowest value, or False if not found.""" lowest_val = 0 lowest_coord = (0, 0) for x, row in enumerate(A): for y, cell in enumerate(row): if cell < lowest_val: lowest_val = cell lowest_coord = (x, y) return lowest_coord def get_Neighbors(current): """Returns a list with the eight neighboring coordinates of any point.""" N = (current[0], current[1]-1) NE = (current[0]+1, current[1]-1) E = (current[0]+1, current[1]) SE = (current[0]+1, current[1]+1) S = (current[0], current[1]+1) SW = (current[0]-1, current[1]+1) W = (current[0]-1, current[1]) NW = (current[0]-1, current[1]-1) nList = [N, NE, E, SE, S, SW, W, NW] return nList def get_Cardinal_Neighbors(current): """Returns a list with the eight neighboring coordinates of any point.""" N = (current[0], current[1]-1) E = (current[0]+1, current[1]) S = (current[0], current[1]+1) W = (current[0]-1, current[1]) nList = [N, E, S, W] return nList def diamond(point, square_Side): """Operates diamond step on four values around point.""" p1 = X(point), Y(point) - (square_Side/2) p2 = X(point) + (square_Side/2), Y(point) p3 = X(point), Y(point) + (square_Side/2) p4 = X(point) - (square_Side/2), Y(point) points = [p1, p2, p3, p4] for p in points: if A[X(p)][Y(p)] != start_Value: #already set continue c1 = X(p), Y(p) - (square_Side/2) c2 = X(p) + (square_Side/2), Y(p) c3 = X(p), Y(p) + (square_Side/2) c4 = X(p) - (square_Side/2), Y(p) total_Points = 4 point_Total = 0 point_Total += get(c1, square_Side) point_Total += get(c2, square_Side) point_Total += get(c3, square_Side) point_Total += get(c4, square_Side) point_Average = point_Total/total_Points point_Value = int((point_Average + \ random.normalvariate(normal, variation)*range_Mod)) A[X(p)][Y(p)] = point_Value return def square(point, square_Side): """Operates square step around point.""" if A[X(point)][Y(point)] != start_Value: print "Conflict", c1 = X(point) - (square_Side/2), Y(point) + (square_Side/2) c2 = X(point) + (square_Side/2), Y(point) + (square_Side/2) c3 = X(point) + (square_Side/2), Y(point) - (square_Side/2) c4 = X(point) - (square_Side/2), Y(point) - (square_Side/2) total_Points = 4 point_Total = 0 point_Total += get(c1) point_Total += get(c2) point_Total += get(c3) point_Total += get(c4) point_Average = point_Total/total_Points point_Value = int((point_Average + \ random.normalvariate(normal, variation)*range_Mod)) A[X(point)][Y(point)] = point_Value return def run(): """Pretty self-explanatory, dont you think?""" global square_Side global range_Mod global H global change if square_Side < 3: #recursion end case return else: if (n == square_Side): squares = 1 else: squares = n/(square_Side-1) for i in range(squares): for j in range(squares): x = square_Side/2 + ((square_Side-1)*i) y = square_Side/2 + ((square_Side-1)*j) point = x, y square(point, square_Side) for i in range(squares): for j in range(squares): x = square_Side/2 + ((square_Side-1)*i) y = square_Side/2 + ((square_Side-1)*j) point = x, y diamond(point, square_Side) #have now run one iteration. Decrement square_Side #and recalc range_Mod and keep going. if change and square_Side < ((n/8)+1): H = 0.8 change = False square_Side = (square_Side/2)+1 range_Mod = round(range_Mod * 2**-H, 2) run() def get_Max_Size(): return n def get_Section(size_X, size_Y, startX=0, startY=0): """Returns a subsection of A from the origin (0, 0) to (size_X, size_Y)""" if size_X >= n or size_Y >= n: return False sub = [[0]*size_X for x in xrange(size_Y)] for x in range(size_Y): for y in range(size_X): sub[x][y] = A[x][y] return sub if __name__ == "__main__": gen()
#Some key imports. #Struct is used to create the actual bytes. #It is super handy for this type of thing. import struct, random #Function to write a bmp file. It takes a dictionary (d) of #header values and the pixel data (bytes) and writes them #to a file. This function is called at the bottom of the code. def bmp_write(d,the_bytes, mapName): mn1 = struct.pack('<B',d['mn1']) mn2 = struct.pack('<B',d['mn2']) filesize = struct.pack('<L',d['filesize']) undef1 = struct.pack('<H',d['undef1']) undef2 = struct.pack('<H',d['undef2']) offset = struct.pack('<L',d['offset']) headerlength = struct.pack('<L',d['headerlength']) width = struct.pack('<L',d['width']) height = struct.pack('<L',d['height']) colorplanes = struct.pack('<H',d['colorplanes']) colordepth = struct.pack('<H',d['colordepth']) compression = struct.pack('<L',d['compression']) imagesize = struct.pack('<L',d['imagesize']) res_hor = struct.pack('<L',d['res_hor']) res_vert = struct.pack('<L',d['res_vert']) palette = struct.pack('<L',d['palette']) importantcolors = struct.pack('<L',d['importantcolors']) #create the outfile outfile = open(mapName + ".bmp",'wb') #write the header + the_bytes outfile.write(mn1+mn2+filesize+undef1+undef2+offset+headerlength+width+height+\ colorplanes+colordepth+compression+imagesize+res_hor+res_vert+\ palette+importantcolors+the_bytes) outfile.close() ################################### def create_BMP(height_array, size, mapName): #Here is a minimal dictionary with header values. #Of importance is the offset, headerlength, width, #height and colordepth. #Edit the width and height to your liking. #These header values are described in the bmp format spec. #You can find it on the internet. This is for a Windows #Version 3 DIB header. d = { 'mn1':66, 'mn2':77, 'filesize':0, 'undef1':0, 'undef2':0, 'offset':54, 'headerlength':40, 'width':size, 'height':size, 'colorplanes':0, 'colordepth':24, 'compression':0, 'imagesize':0, 'res_hor':0, 'res_vert':0, 'palette':0, 'importantcolors':0 } #Function to generate a random number between 0 and 255 def rand_color(): x = random.randint(0,255) return x #Build the byte array. This code takes the height #and width values from the dictionary above and #generates the pixels row by row. The row_mod and padding #stuff is necessary to ensure that the byte count for each #row is divisible by 4. This is part of the specification. the_bytes = '' for row in range(d['height']-1,-1,-1):# (BMPs are L to R from the bottom L row) for column in range(d['width']): h = height_array[row][column] if h > 255: h = 255 if h < 0: b = 255 - abs(h) g = 0 r = 0 else: b = h g = h r = h pixel = struct.pack('<BBB',b,g,r) the_bytes = the_bytes + pixel row_mod = (d['width']*d['colordepth']/8) % 4 if row_mod == 0: padding = 0 else: padding = (4 - row_mod) padbytes = '' for i in range(padding): x = struct.pack('<B',0) padbytes = padbytes + x the_bytes = the_bytes + padbytes #call the bmp_write function with the #dictionary of header values and the #bytes created above. bmp_write(d,the_bytes, mapName)
I Create Games to Help Tell Stories
Posted 01 December 2012 - 04:50 PM
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