"""Loader a level, using the pygame-zero ResourceLoader infrastructure"""
-import os
import json
-from pgzero.loaders import images, ResourceLoader
-import os
-import random
-from pygame.transform import rotate
+from pgzero.loaders import ResourceLoader
-class Tile:
- IMG = None
- TILESET = None
+from ..gamelib.tiles import Wall, Floor, Tunnel, Underground, Grate, Exit
+from ..gamelib.level import Level
+from ..gamelib.door import Door
+from ..gamelib.keypad import Keypad
+from ..gamelib.friendlyroach import get_friendly_roach
+from ..gamelib.items import get_item
+from ..gamelib.enemy_generator import EnemyGenerator
- @classmethod
- def image(cls, neighbors):
- if cls.IMG is None or cls.TILESET is None:
- raise NotImplementedError()
- return images.load(os.path.join(cls.TILESET, cls.IMG))
-
-class OrientatedTile(Tile):
- ANGLE = None
-
- @classmethod
- def image(cls, neighbors):
- if cls.IMG is None or cls.TILESET is None:
- raise NotImplementedError()
- img = images.load(os.path.join(cls.TILESET, cls.IMG))
- if cls.ANGLE:
- img = rotate(img, cls.ANGLE)
- return img
-
-
-class RandomizedTile(Tile):
- IMGDIR = None
- TILESET = None
- ROTATE = True
-
- @classmethod
- def image(cls, neighbors):
- if cls.IMGDIR is None or cls.TILESET is None:
- raise NotImplementedError()
-
- imgdir = os.path.join(os.path.dirname(__file__), '..', 'images',
- cls.TILESET, cls.IMGDIR)
- imgpath = os.path.splitext(random.choice(os.listdir(imgdir)))[0]
- img = images.load(os.path.join(cls.TILESET, cls.IMGDIR, imgpath))
-
- if cls.ROTATE:
- img = rotate(img, 90 * random.randint(0, 3))
-
- return img
-
-class Floor(RandomizedTile):
- IMGDIR = "floor"
-
-class Wall(RandomizedTile):
- IMGDIR = "wall"
-
-class Underground(RandomizedTile):
- IMGDIR = "underground"
-
-class Tunnel(OrientatedTile):
-
- @classmethod
- def image(cls, neighbors):
- connections = [True if 'walk' in x['behaviour'] else False for x in neighbors]
- conn_count = connections.count(True)
- # simple cases
- cls.ANGLE = 0
- if conn_count == 0:
- # return single point tunnel
- cls.IMG = os.path.join('tunnel', 'tunnel_none')
- elif conn_count == 4:
- # crossroads
- cls.IMG = os.path.join('tunnel', 'tunnel_crossroads')
- elif conn_count == 1:
- # 1 point connector, roatated correctly
- cls.IMG = os.path.join('tunnel', 'tunnel_1way')
- # because of the ordering of neighbors, we use this formulation
- for x, angle in zip(connections, (90, 270, 0, 180)):
- if x:
- cls.ANGLE = angle
- break
- elif conn_count == 3:
- # 3 point connector, rotated correctly
- cls.IMG = os.path.join('tunnel', 'tunnel_3way')
- # find the missing connection.
- for x, angle in zip(connections, (0, 180, 270, 90)):
- if not x:
- cls.ANGLE = angle
- break
- elif conn_count == 2:
- # Need to distinguish pass-through or corner, and
- # rotate correctly
- # neighbors is left, right then up, down
- if connections[0] == connections[1]:
- cls.IMG = os.path.join('tunnel', 'tunnel_passthrough')
- if connections[0]:
- cls.ANGLE = 90
- else:
- cls.IMG = os.path.join('tunnel', 'tunnel_corner')
- if connections[0]:
- if connections[2]:
- # left, up
- cls.ANGLE = 90
- else:
- # left, down
- cls.ANGLE = 180
- else:
- if connections[2]:
- # right, up
- cls.ANGLE = 0
- else:
- # right, down
- cls.ANGLE = 270
-
- return super(Tunnel, cls).image(neighbors)
-
TILES = {
- "cwall": Wall, # rename this everywhere
+ "cwall": Wall, # rename this everywhere
"floor": Floor,
"tunnel": Tunnel,
"underground": Underground,
}
+
class LevelLoader(ResourceLoader):
""" Level loader. """
f = open(level_path, 'r')
level_data = json.load(f)
f.close()
- self._height = len(level_data['tiles'])
- self._width = len(level_data['tiles'][0])
- self._tiles = level_data['tiles']
- self._tileset = level_data['tileset']
+ self._level = Level()
+ self._level.height = len(level_data['tiles'])
+ self._level.width = len(level_data['tiles'][0])
+ self._level.tiles = level_data['tiles']
+ self._level.tileset = level_data['tileset']
+ self._level.start_pos = level_data["starting pos"]
+ self._level.exit = level_data["exit"]
+ self._level.enemy_generators = []
+ self._level.friends = []
+ self._level.items = []
# Consistency check, so we can assume things are correct
# in the level renderer
- for row, row_data in enumerate(self._tiles):
- if len(row_data) != self._width:
+ for row, row_data in enumerate(self._level.tiles):
+ if len(row_data) != self._level.width:
raise RuntimeError("Incorrect len for row %d" % row)
for tile in TILES.values():
- tile.TILESET = self._tileset
+ tile.TILESET = self._level.tileset
self._load_tile_images()
- return level_data
+ for door_info in level_data['door_info']:
+ # Create the doors first
+ doors = []
+ for door in door_info['doors']:
+ x, y = door
+ # is this the right check
+ if self._level.can_walk(x + 1, y, 'floor') and self._level.can_walk(x - 1, y, 'floor'):
+ # vertical door
+ angle = 90
+ else:
+ angle = 0
+ new_door = Door(x, y, angle)
+ self._level.doors.append(new_door)
+ doors.append(new_door)
+ # Add the keypads
+ for keypad in door_info['keypads']:
+ new_keypad = Keypad(keypad[0], keypad[1], doors)
+ self._level.keypads.append(new_keypad)
+ for pos in level_data['friendly roaches']:
+ roach = get_friendly_roach(pos[0], pos[1])
+ self._level.friends.append(roach)
+ for item in level_data['items']:
+ self._level.items.append(get_item(item))
+ for generator in level_data['enemy generators']:
+ enemy = EnemyGenerator(generator, self._level)
+ self._level.enemy_generators.append(enemy)
+ return self._level
def _load_tile_images(self):
"""Load all the tile images"""
- height = len(self._tiles)
- width = len(self._tiles[0])
- for y, row_data in enumerate(self._tiles):
+ for y, row_data in enumerate(self._level.tiles):
for x, tile in enumerate(row_data):
- # simplist case
- # 4 -connected neighbors
- neighborhood = [self._tiles[y][x-1] if x > 0 else None,
- self._tiles[y][x+1] if x < width - 1 else None,
- self._tiles[y-1][x] if y > 0 else None,
- self._tiles[y+1][x] if y < height- 1 else None,
- ]
+ neighborhood = self._level.get_neighbors(x, y)
for layer in ['floor', 'tunnels']:
neighbors = [x[layer] if x else None for x in neighborhood]
- tile['%s image' % layer] = \
- TILES[tile[layer]['base']].image(neighbors)
+ tile['%s image' % layer] = (
+ TILES[tile[layer]['base']].image(neighbors))
+ # Hack this for now
+ if self._level.is_exit(x, y):
+ tile['floor image'] = Exit.image(neighbors)
+ elif layer == 'floor' and 'crawl' in tile[layer]['behaviour']:
+ tile['floor image'] = Grate.image(neighbors)
+ self._level.grates.append((x, y))
levels = LevelLoader('levels')