import os
import json
+import sys
ATTRIBUTE_MAP = {
' ': {'floor': {'base': 'floor',
'behaviour': ['walk', 'fly'],
},
},
- 'w': {'floor': {'base': 'floor',
+ 'w': {'floor': {'base': 'cwall',
'behaviour': [],
},
},
}
},
'-': {'tunnels': {'base': 'tunnel',
- 'behaviour': ['walk', ],
+ 'behaviour': ['crawl', ],
},
},
'f': {'floor': {'base': 'floor',
},
},
'g': {'floor': {'base': 'floor',
- 'behaviour': ['walk', 'fly'],
+ 'behaviour': ['walk', 'fly', 'crawl'],
},
},
'k': {'floor': {'base': 'floor',
level['tiles'] = []
level['starting pos'] = []
level['door_info'] = []
-
-
+ level['friendly roaches'] = []
+ level['enemy generators'] = []
for l, lu in zip(p, t):
row = []
tile.update(ATTRIBUTE_MAP[t2])
row.append(tile)
if t1 == 's':
- level['starting pos'] = [len(level) - 1, len(row) - 1]
+ level['starting pos'] = [len(row) - 1, len(level['tiles']) - 1]
# if t2 == 'd'
level['tiles'].append(row)
# Crude hack so the level is written into the levels folder
if __name__ == '__main__':
l = level_generator()
- l.convert('l2', 't2')
+ if len(sys.argv) != 3:
+ print("Usage %s <floor layer> <tunnel layer>" % sys.argv[0])
+ #l.convert('l2', 't2')
+ else:
+ l.convert(sys.argv[1], sys.argv[2])