首页 > 解决方案 > 我无法将我的 perlin 噪声图生成器变成我的游戏的 pygame tilemap

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地图,并没有生成类似于真实岛屿形状的地图。

所以我然后决定使用 Perlin 噪声来生成像这样的随机岛屿形状: A random generate 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,以便将瓷砖地图中的瓷砖设置为正确的瓷砖。

    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

但是,当我这样做时,我遇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,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。

标签: pythonpygameperlin-noise

解决方案


Tricky to answer since your answer lacks a runnable example, but two thing:

if color_world == blue:

It's not strange that you get an error here. The error message tells you what's wrong:

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

You try to check if color_world equals blue, but color_world is a multidimensional list, while blue is a list of integers, so basically Python does now know what to. I suppose the line should be

if color_world[i][j] == blue

Also, remove this part:

 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))

out of your main loop.

Run it once before and draw the background to a new Surface, then use that new Surface in your main loop, like this:

...
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()

so you don't have to loop over every row and column in tilesettings.tilemap multiple times per second. You'll get the idea.

That should help you improve the performance.


推荐阅读