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Dirt 4 procedural generation
Dirt 4 procedural generation










dirt 4 procedural generation
  1. Dirt 4 procedural generation generator#
  2. Dirt 4 procedural generation code#

The same can be said for improved racing parts, which play a vital role once you start throwing your helmet into larger 12-stage events. The better the engineers on staff, the more durable repairs during an event will become, but at a cost. Place=('sound\\place.Career mode leaves you responsible for buying cars, hiring engineers and co-drivers, and upgrading your facilities, giving you a reason to keep playing even if it’s to finish an event to afford better talent. Move = namedtuple('Move', )Ĭurs = (texdir+"\\cursor.png").convert() Size = literal_eval(options('ScreenSize'))īack_color = literal_eval(options('Backcolor'))

Dirt 4 procedural generation code#

There's a lot more what could be improved, but we've already eliminated two performance bottlenecks (reloading images from disk every time a new block is created, text rendering), and I'm running out of space and time, so here's the complete code so far: #Init stuff b is declared in the list comprehension above and should not be used outside of it. If any((b.rect) for b in blocklist if b is not block): Text rendering in pygame is quite slow, so you should cache the text surfaces and reuse them. You render the text surface once each frame. Notice how you repeat the filenames to each different block type all over again? Let's fix that by creating a factory method that uses our new block_lookup dictionary: # this lookup could also be directly in the Block classīlocklist.append(block_factory(across, blklvl, 'grass'))īlocklist.append(block_factory(across, blklvl, 'stone')) Select = max(min(select, num_of_types), 0) Key_map = dict(zip(, types))Īlso, this will allow to remove a lot of code duplication.Ĭan be simplified to num_of_types = len(types) # don't know if we need the information 'block or slab'īlockType('woodslab', 'slab', y_offset=16)]īlock_lookup =

dirt 4 procedural generation

Return _rect(top=y+self.y_offset, left=x) Here, you have three (maybe four if you count the key) values that are connectet to each other, so you should create a type that represents this: class BlockType(object):ĭef _init_(self, name, type, image_path=None, y_offset=0): # assuming 'line' is a string representing a tuple, like (120, 120, 200)īack_color = literal_eval(line) # now, back_color is a tuple Let be point to ast.literal_eval, which allows you to savely read a string and convert it into a python structure: line = f.read() Well, that's a whole lot of code to read a simple tuple. Better use os.path.join to create a path so it will work on different operating systems,

dirt 4 procedural generation

Sometimes you use // in a path, sometimes \\. To select a random element from as list, you can just use random.choice. It will make your code more readable and more easily to follow. Here you read some settings/configurations. I'll try to read your code and comment it step by step. The code depends on a lot of external files, like images and textfiles, and to run your code, you basically have to trial'n'error your way while creating a bunch of placeholder images. Move = Move(key, key, key)īlocklist.append(Block(across,blklvl,texdir+"\\grass.png",'block'))īlocklist.append(Block(across,blklvl,texdir+"\\stone.png",'block'))ĭrawgen=font.render('GENERATION:'+str(per)+'%%', True, (255,255,255))įirst of all, a lot of people who would answer this question will not do so because you can't just copy/paste the code and run it. If not any((mse) for block in blocklist):īlocklist.append(Block(x,y,blocksel,btype)) # horizontal and vertical collision, so if yvel != 0, xvel is 0)ĭisplay_box(screen, question + ": " + string.join(current_string,"")) # we know we hit the ground (remember, we seperated checking for If xvel 0, we are falling, so if a collision happpens # if xvel is > 0, we know our right side bumped # move vertically, and check for vertical collisionsįor block in for i in (blocks)]: # move horizontal, and check for horizontal collisions

dirt 4 procedural generation

# if no left/right movement, x speed is 0, of course If b.rect.right max_gravity: self.yvel = max_gravity I have implemented this code: for b in blocklist:

Dirt 4 procedural generation generator#

In my game, there is a terrain generator subsequently resulting in many instances.












Dirt 4 procedural generation