from pgzero.loaders import ResourceLoader
-from ..gamelib.tiles import Wall, Floor, Tunnel, Underground
+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
-
TILES = {
- "cwall": Wall, # rename this everywhere
+ "cwall": Wall, # rename this everywhere
"floor": Floor,
"tunnel": Tunnel,
"underground": Underground,
}
+
class LevelLoader(ResourceLoader):
""" Level loader. """
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.enemies = []
+ 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._level.tiles):
for tile in TILES.values():
tile.TILESET = self._level.tileset
self._load_tile_images()
+ 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))
return self._level
def _load_tile_images(self):
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')