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 Game Start Page This presents the idea for the game, and starts the process of discussing the code of the random level generator.
 Rooms Data File - dgnRooms.py - stores the room configurations.
 Level Creation File - dgnLevel.py - creates a faux matrix, (it is really just a list), creates tunnels with random places designated as rooms, inserts the  rooms, then places the matrix into the dungeon.
 Tile Creation File - dgnTiles.py - This file creates the panels used as walls, ceilings, floors.  Both ceilings and floors are just one big piece, which optomizes performance.  This file works with dgnDungeon.py to create the dungeon.
 Dungeon Creation File - dgnDungeon.py -  Creates the dungeon using the dgnTiles.py file, each wall is created based on its orientation, which speeds up the building of the dungeon.
 Player Creation File - dgnPlayer.py - Creates the collision box, camera and spotlight.  The camera and spotlight are parented to the collision box.  The player is placed at a random position in the dungeon.
 Player Logic File - dgnLogic.py - Creates the controls for the movement of the character within the dungeon.  These are logic bricks, but are created via python code.
 The Main File - Archeus.py - This is the main file that runs all the other modules; this page also contains the file downloads.
 Geo - This is just a general purpose file I created, it is required, but I consider it to be an all-around utility file rather than part of the game, but you will find some usefull functions here.
 This code Copyright 2014 by Shawn Irwin. Anyone may use this code for any purpose as long as you give the author credit for his work.

Tile Creation File - dgnTiles.py - This file creates the panels used as walls, ceilings, floors.  Both ceilings and floors are just one big piece, which optomizes performance.  This file works with dgnDungeon.py to create the dungeon.  This code Copyright 2014 by Shawn Irwin. Anyone may use this code for any purpose as long as you give the author credit for his work.

This file is strictly for creating the geometry . . . . the walls, ceilings and floors. The walls are necessarily built using small individual squares, while the floors and ceilings are all one big piece, which optomizes the code.  Another optomization is the wall tiles are all made based on their location, so rotation or translation is not necessary.  Making rotation and translation unnecessary optomizes the performance.

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 Because most of the bottom section of this code was taken from the Blender cookbook, I will not get into explaining it much, instead I am providing a link to the relevant page where I found the code.

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Copyright © 2012-2017 by TachuFind Color Master