X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Floaders%2Flevelloader.py;h=601ea80b3609925d2ad5651ea333381be871970d;hb=31ec0ae3dc918618849b41c4df6b064d6a47c69f;hp=a4b5b6f8dcaa12d7b6d0efeccc75168dd9949df8;hpb=32560164fdaed577d985b4bc1035153435bc6241;p=koperkapel.git diff --git a/koperkapel/loaders/levelloader.py b/koperkapel/loaders/levelloader.py index a4b5b6f..601ea80 100644 --- a/koperkapel/loaders/levelloader.py +++ b/koperkapel/loaders/levelloader.py @@ -1,121 +1,15 @@ """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 - TILESET = None +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 - @classmethod - def image(cls, neighbors): - if cls.IMG is None or cls.TILESET is None: - raise NotImplementedError() - return images.load(os.path.join(cls.TILESET, cls.IMG)) - -class OrientatedTile(Tile): - ANGLE = None - - @classmethod - def image(cls, neighbors): - if cls.IMG is None or cls.TILESET is None: - raise NotImplementedError() - img = images.load(os.path.join(cls.TILESET, cls.IMG)) - if cls.ANGLE: - img = rotate(img, cls.ANGLE) - return img - - -class RandomizedTile(Tile): - IMGDIR = None - TILESET = None - ROTATE = True - - @classmethod - def image(cls, neighbors): - if cls.IMGDIR is None or cls.TILESET is None: - raise NotImplementedError() - - imgdir = os.path.join(os.path.dirname(__file__), '..', 'images', - cls.TILESET, cls.IMGDIR) - imgpath = os.path.splitext(random.choice(os.listdir(imgdir)))[0] - img = images.load(os.path.join(cls.TILESET, 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" - -class Underground(RandomizedTile): - IMGDIR = "underground" - -class Tunnel(OrientatedTile): - - @classmethod - def image(cls, neighbors): - connections = [True if 'walk' in x['behaviour'] else False for x in neighbors] - conn_count = connections.count(True) - # simple cases - cls.ANGLE = 0 - if conn_count == 0: - # return single point tunnel - cls.IMG = os.path.join('tunnel', 'tunnel_none') - elif conn_count == 4: - # crossroads - cls.IMG = os.path.join('tunnel', 'tunnel_crossroads') - elif conn_count == 1: - # 1 point connector, roatated correctly - cls.IMG = os.path.join('tunnel', 'tunnel_1way') - # because of the ordering of neighbors, we use this formulation - for x, angle in zip(connections, (90, 270, 0, 180)): - if x: - cls.ANGLE = angle - break - elif conn_count == 3: - # 3 point connector, rotated correctly - cls.IMG = os.path.join('tunnel', 'tunnel_3way') - # find the missing connection. - for x, angle in zip(connections, (0, 180, 270, 90)): - if not x: - cls.ANGLE = angle - break - elif conn_count == 2: - # Need to distinguish pass-through or corner, and - # rotate correctly - # neighbors is left, right then up, down - if connections[0] == connections[1]: - cls.IMG = os.path.join('tunnel', 'tunnel_passthrough') - if connections[0]: - cls.ANGLE = 90 - else: - cls.IMG = os.path.join('tunnel', 'tunnel_corner') - if connections[0]: - if connections[2]: - # left, up - cls.ANGLE = 90 - else: - # left, down - cls.ANGLE = 180 - else: - if connections[2]: - # right, up - cls.ANGLE = 0 - else: - # right, down - cls.ANGLE = 270 - - return super(Tunnel, cls).image(neighbors) TILES = { @@ -135,37 +29,61 @@ 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"] + self._level.exit = level_data["exit"] + self._level.enemies = [] + self._level.friends = [] # 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._tileset + 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) + return self._level def _load_tile_images(self): """Load all the tile images""" - height = len(self._tiles) - width = len(self._tiles[0]) - for y, row_data in enumerate(self._tiles): + for y, row_data in enumerate(self._level.tiles): for x, tile in enumerate(row_data): - # simplist case - # 4 -connected neighbors - neighborhood = [self._tiles[y][x-1] if x > 0 else None, - self._tiles[y][x+1] if x < width - 1 else None, - self._tiles[y-1][x] if y > 0 else None, - self._tiles[y+1][x] if y < height- 1 else None, - ] + 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')