【问题标题】:I can't turn my perlin noise map generator into a pygame tilemap for my game我无法将我的 perlin 噪声图生成器变成我的游戏的 pygame tilemap
【发布时间】:2018-07-18 20:37:01
【问题描述】:

我首先使用这种方法生成一个 tilemap:

for rw in range(tilesettings.mapheight):
    for cl in range(tilesettings.mapwidth):
        randomNumber = random.randint(0,15)
        if randomNumber == 0:
            tile = tilesettings.COAL
        elif randomNumber == 1 or randomNumber == 2:
            tile = tilesettings.WATER
        elif randomNumber >= 3 and randomNumber <= 14:
            tile = tilesettings.GRASS
        else:
            tile = tilesettings.DIRT
        tilesettings.tilemap[rw][cl] = tile

这样做的问题是它只生成了一张随机选择的图块的地图,并没有生成类似于现实岛屿形状的地图。

于是我决定使用 Perlin 噪声来生成如下所示的随机岛屿形状: A randomly generated island with Perlin noise

这是产生噪音的代码部分:

import pygame, sys
import noise
import numpy as np
from scipy.misc import toimage
from settings import Settings
from tilemap import Tilemap
from player import Player
from cursor import Cursor
from biome import Biome
from axe import Axe
import game_functions as gf
import random

def run_game():
    tilesettings = Tilemap()

    colours = {
        tilesettings.DIRT: tilesettings.BROWN,
        tilesettings.GRASS: tilesettings.GREEN,
        tilesettings.WATER: tilesettings.BLUE,
        tilesettings.COAL: tilesettings.BLACK,
        tilesettings.SAND : tilesettings.SAND,
        tilesettings.STONE: tilesettings.GREY,
        tilesettings.SNOW: tilesettings.WHITE,
    }

    resources = [tilesettings.DIRT, tilesettings.GRASS, 
tilesettings.WATER, tilesettings.COAL]
    shape = (500, 500)
    scale = 300
    octaves = 6
    persistence = 0.5
    lacunarity = 2.0
    seed = np.random.randint(0, 100)
    world = np.zeros(shape)
    for i in range(shape[0]):
        for j in range(shape[1]):
            world[i][j] = noise.pnoise2(i / scale,
                                        j / scale,
                                        octaves=octaves,
                                        persistence=persistence,
                                        lacunarity=lacunarity,
                                        repeatx=1024,
                                        repeaty=1024,
                                        base=seed)

    blue = [65, 105, 225]
    green = [34, 139, 34]
    beach = [238, 214, 175]
    snow = [255, 250, 250]
    mountain = [139, 137, 137]
    def add_color(world):
        color_world = np.zeros(world.shape + (3,))
        for i in range(shape[0]):
            for j in range(shape[1]):
                if world[i][j] < -0.05:
                    color_world[i][j] = blue
                elif world[i][j] < 0:
                    color_world[i][j] = beach
                elif world[i][j] < .20:
                    color_world[i][j] = green
                elif world[i][j] < 0.35:
                    color_world[i][j] = mountain
                elif world[i][j] < 1.0:
                    color_world[i][j] = snow

        return color_world

    color_world = add_color(world)
    a, b = shape[0] / 2, shape[1] / 2
    n = 1024
    r = 125
    y, x = np.ogrid[-a:n - a, -b:n - b]
    # creates a mask with True False values
    # at indices
    mask = x ** 2 + y ** 2 <= r ** 2

    black = [0, 0, 0]
    island_world = np.zeros_like(color_world)

    for i in range(shape[0]):
        for j in range(shape[1]):
            if mask[i][j]:
                island_world[i][j] = color_world[i][j]
            else:
                island_world[i][j] = black
    import math
    center_x, center_y = shape[1] // 2, shape[0] // 2
    circle_grad = np.zeros_like(world)
    for y in range(world.shape[0]):
        for x in range(world.shape[1]):
            distx = abs(x - center_x)
            disty = abs(y - center_y)
            dist = math.sqrt(distx * distx + disty * disty)
            circle_grad[y][x] = dist
    # get it between -1 and 1
    max_grad = np.max(circle_grad)
    circle_grad = circle_grad / max_grad
    circle_grad -= 0.5
    circle_grad *= 2.0
    circle_grad = -circle_grad

    # shrink gradient
    for y in range(world.shape[0]):
        for x in range(world.shape[1]):
            if circle_grad[y][x] > 0:
                circle_grad[y][x] *= 20

    # get it between 0 and 1
    max_grad = np.max(circle_grad)
    circle_grad = circle_grad / max_grad

    world_noise = np.zeros_like(world)

    for i in range(shape[0]):
        for j in range(shape[1]):
            world_noise[i][j] = (world[i][j] * circle_grad[i][j])
            if world_noise[i][j] > 0:
                world_noise[i][j] *= 20

    # get it between 0 and 1
    max_grad = np.max(world_noise)
    world_noise = world_noise / max_grad

    lightblue = [0, 191, 255]
    blue = [65, 105, 225]
    green = [34, 139, 34]
    darkgreen = [0, 100, 0]
    sandy = [210, 180, 140]
    beach = [238, 214, 175]
    snow = [255, 250, 250]
    mountain = [139, 137, 137]

这是我尝试制作的代码部分,以便将 tilemap 中的图块设置为正确的图块。

    threshold = 0.005
    def add_color2(world):
        color_world = np.zeros(world.shape + (3,))
        for i in range(shape[0]):
            for j in range(shape[1]):
                if world[i][j] < threshold + 0.05:
                    color_world[i][j] = blue
                    tile = tilesettings.WATER
                elif world[i][j] < threshold + 0.055:
                    color_world[i][j] = sandy
                    tile = tilesettings.SAND
                elif world[i][j] < threshold + 0.1:
                    color_world[i][j] = beach
                    tile = tilesettings.SAND
                elif world[i][j] < threshold + 0.25:
                    color_world[i][j] = green
                    tile = tilesettings.GRASS
                elif world[i][j] < threshold + 0.6:
                    color_world[i][j] = darkgreen
                    tile = tilesettings.GRASS
                elif world[i][j] < threshold + 0.7:
                    color_world[i][j] = mountain
                    tile = tilesettings.GRASS
                elif world[i][j] < threshold + 1.0:
                    color_world[i][j] = snow
                    tile = tilesettings.SNOW
                tilesettings.tilemap[i][j] = tile

        return color_world
    island_world_grad = add_color2(world_noise)
    toimage(island_world_grad).show()

    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, 
    ai_settings.screen_height))
    pygame.mouse.set_visible(True)

    player = Player(ai_settings, screen, tilesettings)
    cursor = Cursor(ai_settings, screen, tilesettings, player)

    axe = Axe(ai_settings, screen, tilesettings, cursor)
    while True:
        gf.check_events(ai_settings, screen, player, cursor, axe)
        player.update()
        cursor.update()
        gf.update_screen(ai_settings, screen, player)
        for row in range (tilesettings.mapheight):
            for column in range(tilesettings.mapwidth):
                pygame.draw.rect(screen, 
colours[tilesettings.tilemap[row][column]],(column* 
tilesettings.tilesize, row* tilesettings.tilesize, 
tilesettings.tilesize, tilesettings.tilesize))

        biome.update(screen)
        player.blitme()
        axe.changeimage()
        axe.blitme()
        pygame.display.update()

run_game()

我遇到的问题是,当我运行代码时,它非常滞后,只是在水砖屏幕上显示我的角色。我确实尝试做一个单独的代码来设置瓷砖:

color_world = np.zeros(world.shape + (3,))
for rw in range (shape[0]):
    for cl in range(shape[1]):
        if color_world == blue:
            tile = tilesettings.WATER
        elif color_world == sandy:
            tile = tilesettings.SAND
        elif color_world == beach:
            tile = tilesettings.SAND
        elif color_world == green:
            tile = tilesettings.GREEN
        elif color_world == darkgreen:
            tile = tilesettings.GRASS
        elif color_world == mountain:
            tile = tilesettings.STONE
        elif color_world == snow:
            tile = tilesettings.SNOW
        tilesettings.tilemap[rw][cl] = tile

当我这样做时,我得到了一个奇怪的错误:

if color_world == blue:

ValueError:具有多个元素的数组的真值不明确。使用 a.any() 或 a.all()

多年来我一直在搞乱我的代码,但我看不出我做错了什么 - 有人请帮助它,将不胜感激:)

只是一个快速更新,结果它不只是渲染蓝屏,因为我看到渲染的沙子,所以它必须与播放器的位置有关,但它非常滞后且无法播放。

【问题讨论】:

    标签: python pygame perlin-noise


    【解决方案1】:

    由于您的答案缺少可运行的示例,因此很难回答,但有两点:

    if color_world == blue:
    

    这里出现错误并不奇怪。错误信息告诉你出了什么问题:

    ValueError: The truth value of an array with more than one element is ambiguous. Use a.any() or a.all()
    

    您尝试检查color_world 是否等于blue,但color_world 是一个多维列表,而blue 是一个整数列表,所以基本上Python 现在知道要做什么了。我想这条线应该是

    if color_world[i][j] == blue
    

    另外,删除这部分:

     for row in range (tilesettings.mapheight):
                for column in range(tilesettings.mapwidth):
                    pygame.draw.rect(screen, 
    colours[tilesettings.tilemap[row][column]],(column* 
    tilesettings.tilesize, row* tilesettings.tilesize, 
    tilesettings.tilesize, tilesettings.tilesize))
    

    离开你的主循环。

    之前运行一次并将背景绘制到新的Surface,然后在主循环中使用新的Surface,如下所示:

    ...
    background = pygame.Surface((tilesettings.mapwidth*tilesettings.tilesize, tilesettings.mapheight*tilesettings.tilesize))
     for row in range (tilesettings.mapheight):
                for column in range(tilesettings.mapwidth):
                    pygame.draw.rect(background , 
                        colours[tilesettings.tilemap[row][column]],(column* 
                        tilesettings.tilesize, row* tilesettings.tilesize, 
                        tilesettings.tilesize, tilesettings.tilesize))
    ...
    while True:
        gf.check_events(ai_settings, screen, player, cursor, axe)
        player.update()
        cursor.update()
        gf.update_screen(ai_settings, screen, player)
        screen.blit(background, (0, 0))
        biome.update(screen)
        player.blitme()
        axe.changeimage()
        axe.blitme()
        pygame.display.update()
    

    因此您不必每秒多次循环遍历tilesettings.tilemap 中的每一行和每一列。你会明白的。

    这应该可以帮助您提高性能。

    【讨论】:

      猜你喜欢
      • 2011-06-12
      • 2012-03-08
      • 1970-01-01
      • 1970-01-01
      • 2013-02-17
      • 2013-06-30
      • 1970-01-01
      • 1970-01-01
      • 2014-02-08
      相关资源
      最近更新 更多