Move various bits into gamelib
[koperkapel.git] / koperkapel / gamelib / tiles.py
diff --git a/koperkapel/gamelib/tiles.py b/koperkapel/gamelib/tiles.py
new file mode 100644 (file)
index 0000000..382a2ea
--- /dev/null
@@ -0,0 +1,119 @@
+""" Definitions for the various tile types """
+
+import os
+import random
+
+from pygame.transform import rotate
+
+from pgzero.loaders import images
+
+
+class Tile:
+    IMG = None
+    TILESET = None
+
+    @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)
+