- def __init__(self, level_name):
- self._level_name = level_name
- f = open(os.path.join(LEVEL_PATH, level_name + '.json'))
- level_data = json.load(f)
- f.close()
- self._tiles = level_data['tiles']
- self._load_tile_images()
-
- def draw(self, screen):
+ def enter(self, world):
+ self._level_data = levels.load(world.level.name)
+ self._tiles = self._level_data['tiles']
+ self._surface = None
+ self._render()
+
+ def _render(self):
+ # We cache the rendered surface to avoid doing a large number
+ # of blits each frame, as that introduces a large performance
+ # overhead.
+ self._surface = Surface((len(self._tiles[0]) * TILE_SIZE,
+ len(self._tiles) * TILE_SIZE))
+ for y, row in enumerate(self._tiles):
+ for x, tile in enumerate(row):
+ pos = (x * TILE_SIZE, y * TILE_SIZE)
+ if 'image' not in tile:
+ # Skip broken tiles for now
+ continue
+ self._surface.blit(tile['image'], pos)
+
+ def draw(self, screen, viewport):