FLOOR = ' '
ENTRY = 'E'
EXIT = 'X'
+GATE = 'G'
+BUTTON = 'B'
class Level(object):
def __init__(self, levelfile):
- self.data = []
+ self._data = []
self.exit_pos = []
self.enter_pos = None
- self.tiles = []
+ self._tiles = []
+ self._changed = []
+ self._gates = {}
+ self._buttons = {}
# Because of how kivy's coordinate system works,
# we reverse the lines so things match up between
# the file and the display (top of file == top of display)
for line in reversed(levelfile.readlines()):
- self.data.append(list(line.strip('\n')))
+ self._data.append(list(line.strip('\n')))
def load_tiles(self):
"""Load the list of tiles for the level"""
- self.tiles = []
+ self._tiles = []
+ self._gates = {}
+ self._buttons = {}
self.exit_pos = []
+ self._changed = []
self.enter_pos = None
- for j, line in enumerate(self.data):
+ for j, line in enumerate(self._data):
tile_line = []
for i, c in enumerate(line):
- if c == FLOOR:
- tile_line.append(load_image('tiles/floor.png'))
- elif c == WALL:
- tile_line.append(self.get_wall_tile(i, j))
- elif c == ENTRY or c == EXIT:
- if c == ENTRY:
- if self.enter_pos:
- raise RuntimeError('Multiple entry points')
- self.enter_pos = (i, j)
- else:
- self.exit_pos.append((i, j))
- tile_line.append(load_image('tiles/door.png'))
- self.tiles.append(tile_line)
+ tile_image = self._get_tile_image((i, j), c)
+ tile_line.append(tile_image)
+ self._tiles.append(tile_line)
+
+ def _get_tile_image(self, pos, c):
+ if pos in self._gates:
+ del self._gates[pos]
+ if pos in self._buttons:
+ del self._buttons[pos]
+ image = None
+ if c == FLOOR:
+ image = load_image('tiles/floor.png')
+ elif c == WALL:
+ image = self._get_wall_tile(pos)
+ elif c == ENTRY:
+ self.enter_pos = pos
+ image = load_image('tiles/entry.png')
+ elif c == EXIT:
+ self.exit_pos.append(pos)
+ image = load_image('tiles/door.png')
+ elif c == GATE:
+ image = load_image('tiles/gate_down.png')
+ self._gates[pos] = -1 # down
+ elif c == BUTTON:
+ image = load_image('tiles/button.png')
+ self._buttons[pos] = 'active'
+ if image is None:
+ raise RuntimeError('Unknown tile type %s at %s' % (c, pos))
+ return image
+
+ def validate(self):
+ entry_points = 0
+ exit_points = 0
+ for line in self._data:
+ if ENTRY in line:
+ entry_points += line.count(ENTRY)
+ if EXIT in line:
+ exit_points += line.count(EXIT)
+ if entry_points == 0:
+ raise RuntimeError('No entry point')
+ if entry_points > 1:
+ raise RuntimeError('Multiple entry points')
+ if exit_points == 0:
+ raise RuntimeError('No exit')
def get_tiles(self):
- return self.tiles
+ return self._tiles
+
+ def get_single_tile(self, pos):
+ return self._tiles[pos[1]][pos[0]]
+
+ def get_tile_type(self, pos):
+ return self._data[pos[1]][pos[0]]
+
+ def set_tile_type(self, pos, new_type):
+ self._data[pos[1]][pos[0]] = new_type
+ new_tile = self._get_tile_image(pos, new_type)
+ self._tiles[pos[1]][pos[0]] = new_tile
+ self._changed.append((pos, new_tile))
+ # Also update neighbourhood for wall types, etc.
+ for new_pos in [(pos[0] - 1, pos[1]), (pos[0] + 1, pos[1]),
+ (pos[0] - 1, pos[1] - 1), (pos[0] + 1, pos[1] + 1),
+ (pos[0], pos[1] - 1), (pos[0], pos[1] + 1),
+ (pos[0] - 1, pos[1] + 1), (pos[0] + 1, pos[1] - 1)]:
+ if not self._in_limits(new_pos):
+ continue
+ tile = self._data[new_pos[1]][new_pos[0]]
+ new_tile = self._get_tile_image(new_pos, tile)
+ self._tiles[new_pos[1]][new_pos[0]] = new_tile
+ self._changed.append((new_pos, new_tile))
def get_size(self):
- return len(self.tiles[0]), len(self.tiles)
+ return len(self._tiles[0]), len(self._tiles)
def at_exit(self, pos):
return pos in self.exit_pos
- def get_wall_tile(self, x, y):
+ def get_level_data(self):
+ return '\n'.join(reversed([''.join(x) for x in self._data]))
+
+ def _get_wall_tile(self, pos):
# Is the neighbour in this direction also a wall?
+ x, y = pos
left = right = top = bottom = False
if x == 0:
left = True
- elif self.data[y][x - 1] == WALL:
+ elif self._data[y][x - 1] == WALL:
left = True
- if x == len(self.data[0]) - 1:
+ if x == len(self._data[0]) - 1:
right = True
- elif self.data[y][x + 1] == WALL:
+ elif self._data[y][x + 1] == WALL:
right = True
if y == 0:
top = True
- elif self.data[y - 1][x] == WALL:
+ elif self._data[y - 1][x] == WALL:
top = True
- if y == len(self.data) - 1:
+ if y == len(self._data) - 1:
bottom = True
- elif self.data[y + 1][x] == WALL:
+ elif self._data[y + 1][x] == WALL:
bottom = True
if top and bottom and left and right:
return load_image('tiles/cwall.png')
return load_image('tiles/end_left.png')
return load_image('tiles/pillar.png')
+ def _in_limits(self, pos):
+ if pos[0] < 0:
+ return False
+ if pos[1] < 0:
+ return False
+ try:
+ self._data[pos[1]][pos[0]]
+ except IndexError:
+ return False
+ return True
+
def blocked(self, pos):
if pos[0] < 0:
return True
if pos[1] < 0:
return True
try:
- tile = self.data[pos[1]][pos[0]]
+ tile = self._data[pos[1]][pos[0]]
except IndexError:
return True
- if tile == '.':
+ if tile == WALL or tile == ENTRY:
return True
+ if tile == GATE:
+ if self._gates[pos] != 'down':
+ return True
return False
+ def is_gate(self, pos):
+ return self._data[pos[1]][pos[0]] == GATE
+
+ def is_button(self, pos):
+ return self._data[pos[1]][pos[0]] == BUTTON
+
+ def trigger_button(self, pos):
+ if not self.is_button(pos):
+ return False
+ if not self._buttons[pos] == 'active':
+ return False
+ # Find the closest gate down gate and trigger it
+ gate_pos = pos
+
+ self._changed.append((pos, self.get_single_tile(pos)))
+ self._changed.append((gate_pos, self.get_single_tile(pos)))
+
+ def damage_gate(self, pos):
+ if not self.is_gate(pos):
+ return False
+ if self._gates[pos] == -1 or self._gates[pos] == 0:
+ return False
+ self._gates[pos] = self._gates[pos] - 1
+ self._fix_gate_tile(pos)
+ self._changed.append((pos, self.get_single_tile(pos)))
+ return True
+
+ def get_changed_tiles(self):
+ ret = self._changed[:]
+ self._changed = []
+ return ret
+
class LevelList(object):
def __init__(self):
self.levels = []
+ self.errors = []
level_list = load(self.LEVELS)
for line in level_list:
line = line.strip()
if os.path.exists(filepath(line)):
level_file = load(line)
- self.levels.append(Level(level_file))
+ level = Level(level_file)
level_file.close()
+ try:
+ level.validate()
+ self.levels.append(level)
+ except RuntimeError as err:
+ self.errors.append(
+ 'Invalid level %s in level_list: %s' % (line, err))
else:
- print 'Level list includes non-existant level %s' % line
+ self.errors.append(
+ 'Level list includes non-existant level %s' % line)
level_list.close()
self._cur_level = 0
else:
return None
+ def get_errors(self):
+ return self.errors
+
def advance_to_next_level(self):
self._cur_level += 1
return self.get_current_level()