"""Render a level"""
-import json
-import os
-
from pgzero.constants import keys
-from pgzero.loaders import images
+from pygame import Surface
+import pygame.locals as pgl
+from ..loaders.levelloader import levels
from .base import Scene, ChangeSceneEvent
-from .constants import TILE_SIZE, LEVEL_PATH
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
""" Level scene. """
- def __init__(self, level_name):
- self._level_name = level_name
- f = open(os.path.join(LEVEL_PATH, level_name + '.json'))
- level_data = json.load(f)
- f.close()
- self._tiles = level_data['tiles']
- self._load_tile_images()
-
- def draw(self, screen):
+ def enter(self, world):
+ self._level = levels.load(world.level.name)
+ self._tiles = self._level.tiles
+ self._level_layer = 'floor'
+ self._surfaces = {}
+ self._overlay = {}
+ for layer in ['floor', 'tunnels']:
+ self._surfaces[layer] = self._render(layer)
+ self._overlay = self._surfaces['floor'].copy()
+
+ def _render(self, layer):
+ # We cache the rendered surface to avoid doing a large number
+ # of blits each frame, as that introduces a large performance
+ # overhead.
+ surface = Surface((len(self._tiles[0]) * TILE_SIZE,
+ len(self._tiles) * TILE_SIZE))
+ layer_key = '%s image' % layer
+ for y, row in enumerate(self._tiles):
+ for x, tile in enumerate(row):
+ pos = (x * TILE_SIZE, y * TILE_SIZE)
+ if layer_key not in tile:
+ # Skip broken tiles for now
+ continue
+ surface.blit(tile[layer_key], pos)
+ return surface.convert_alpha()
+
+ def draw(self, screen, viewport):
screen.clear()
- #screen.draw.text("This is level {}".format(self._level_name), (200, 100))
- for tile in self._tiles:
- pos = tile['pos']
- pos = [pos[0] * TILE_SIZE, pos[1] * TILE_SIZE]
- if not 'image' in tile:
- # Skip broken tiles for now
- continue
- screen.blit(tile['image'], pos)
-
- def _load_tile_images(self):
- """Load all the tile images"""
- for tile in self._tiles:
- tile['image'] = getattr(images, tile['base'])
+ # Viewport is the position of the screen relative to the
+ # surface. We need the position of the surface relative to
+ # the screen for the blit, so this conversion
+ screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
+ area=(viewport[0], viewport[1], WIDTH, HEIGHT))
+ if self._level_layer != 'floor':
+ screen.surface.blit(self._overlay, (0, 0),
+ area=(viewport[0], viewport[1], WIDTH, HEIGHT),
+ special_flags=pgl.BLEND_MULT)
def on_key_down(self, key, mod, unicode):
if key == keys.ESCAPE:
from .menu import MenuScene
return [ChangeSceneEvent(MenuScene())]
+
+
+class GameLevelScene(BaseLevelScene):
+ pass