"""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
+from ..gamelib.tiles import Wall, Floor, Tunnel, Underground, Grate
+from ..gamelib.level import Level
+from ..gamelib.door import Door
+from ..gamelib.keypad import Keypad
- @classmethod
- def image(cls):
- if cls.IMG is None:
- raise NotImplementedError()
-
- return images.load(cls.IMG)
-
-class RandomizedTile(Tile):
- IMGDIR = None
- ROTATE = True
-
- @classmethod
- def image(cls):
- if cls.IMGDIR is None:
- raise NotImplementedError()
-
- imgdir = os.path.join(os.path.dirname(__file__), '..', 'images', cls.IMGDIR)
- imgpath = os.path.splitext(random.choice(os.listdir(imgdir)))[0]
- img = images.load(os.path.join(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"
+
TILES = {
"cwall": Wall, # rename this everywhere
"floor": Floor,
+ "tunnel": Tunnel,
+ "underground": Underground,
}
class LevelLoader(ResourceLoader):
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"]
# 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._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)
+ return self._level
def _load_tile_images(self):
"""Load all the tile images"""
- for row_data in self._tiles:
- for tile in row_data:
+ for y, row_data in enumerate(self._level.tiles):
+ for x, tile in enumerate(row_data):
+ neighborhood = self._level.get_neighbors(x, y)
for layer in ['floor', 'tunnels']:
- tile['%s image' % layer] = TILES[tile[layer]['base']].image()
+ neighbors = [x[layer] if x else None for x in neighborhood]
+ tile['%s image' % layer] = \
+ TILES[tile[layer]['base']].image(neighbors)
+ # Hack this for now
+ if layer == 'floor' and 'crawl' in tile[layer]['behaviour']:
+ tile['floor image'] = Grate.image(neighbors)
+ self._level.grates.append((x, y))
levels = LevelLoader('levels')