X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Floaders%2Flevelloader.py;h=9c3b6cfc19fc57c31af97b1c4337bb016131d7f8;hb=92591cd60f6346d318735b9a1adf778b57177917;hp=544777c6aea5dfb60d001857b9769a4bf9920cb8;hpb=373de1abe4738b8fc2a3c12fb686fd6f2b1a87b0;p=koperkapel.git diff --git a/koperkapel/loaders/levelloader.py b/koperkapel/loaders/levelloader.py index 544777c..9c3b6cf 100644 --- a/koperkapel/loaders/levelloader.py +++ b/koperkapel/loaders/levelloader.py @@ -1,54 +1,26 @@ """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 +from ..gamelib.items import get_item +from ..gamelib.enemy_generator import EnemyGenerator - @classmethod - def image(cls): - if cls.IMG is None or cls.TILESET is None: - raise NotImplementedError() - return images.load(os.path.join(cls.TILESET, cls.IMG)) - -class RandomizedTile(Tile): - IMGDIR = None - TILESET = None - ROTATE = None - - @classmethod - def image(cls): - 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" TILES = { - "cwall": Wall, # rename this everywhere + "cwall": Wall, # rename this everywhere "floor": Floor, + "tunnel": Tunnel, + "underground": Underground, } + class LevelLoader(ResourceLoader): """ Level loader. """ @@ -59,26 +31,67 @@ 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.enemy_generators = [] + 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._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, keypad[2]) + 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)) + for generator in level_data['enemy generators']: + enemy = EnemyGenerator(generator, self._level) + self._level.enemy_generators.append(enemy) + 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 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')