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Art9681/Pymunk-Simple-Terrain-Demo
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Requires Python, Pyglet, Cocos2D and noise libraries. Run main.py to launch demo. Controls: - Move with A, D - Jump with SPACE - V disables tile layer and enables open gl drawing of pymunk physics objects. (SLOW!!) Notes: - Zooming out bugs out the physics. - It takes a split second to generate the level! This is because it is all loaded into memory. - Also lags a bit on quit. Recent changes: - Improved terrain gen at horizon. Hills now generated with 1D perlin noise. Good stuff! - Solid blocks can be clicked on to remove. This behavior changes the solid block to an air block and regenerates the segment colliders on the fly. (AWESOME SAUCE!!) - Added Pymunk 2D physics. - Added algorithm to generate pymunk segment colliders around solid terrain blocks. TODO: - Add multiple passes to the terrain gen. One pass generates all the solid tiles, second pass generates cave system. - Load/Unload tiles during runtime so that the world can potentially be infinite in size. - Add developer menu. - Limit zoom to prevent crash. - Highlight tile on mouse hover. - LEFT mouse click changes tile. RIGHT mouse click deletes tile. - Add menu to select tiles or other items. - Load level in chunks. Older changes: - Added back ground color layer. - Map is now divided between ground and sky. - Mouse scroll zooms in or out. Careful! Scrolling while you zoom out too much it will crash. - Mouse click removes tile and triggers map redraw. (Pretty fast for the map size!) - Moar caves! - Added scrolling background layer. - Added input. W, A, S, D keys scroll level. Removed: - Created function that interpolates column height to create rolling hills horizon. (Replaced by new noise function). -Added basic collision model. Map blocks only have collision enabled on top segment for now. You can walk through the blocks but not fall through them. - Mouse move returns position in world coordinates. - Mouse click returns Cell texture id.
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Procedural tile map generation with 2D physics.
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