import json
-from pgzero.loaders import images, ResourceLoader
+from pgzero.loaders import ResourceLoader
+
+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
+ "floor": Floor,
+ "tunnel": Tunnel,
+ "underground": Underground,
+}
class LevelLoader(ResourceLoader):
f = open(level_path, 'r')
level_data = json.load(f)
f.close()
- self._tiles = level_data['tiles']
+ 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"]
+ 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):
+ 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)
+ 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):
"""Load all the tile images"""
- for tile in self._tiles:
- tile['image'] = images.load(tile['base'])
+ 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']:
+ 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 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')