X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=37f554012e7500db17585a88a0c27f6d13beac70;hb=192d7bf00ebe46c3984c70634ca90370ee0cbc09;hp=c29ffc0c94de4f6343c083af9c3511afc10b69d5;hpb=590f15d78138250a04cc777d645c2ca632b8984a;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index c29ffc0..37f5540 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -1,21 +1,59 @@ """Render a level""" -import json - from pgzero.constants import keys +from pygame import Surface +import pygame.locals as pgl +from ..loaders.levelloader import levels from .base import Scene, ChangeSceneEvent +from ..constants import TILE_SIZE class LevelScene(Scene): """ Level scene. """ - - def __init__(self, level_name): - self._level_name = level_name - - def draw(self, screen): + def enter(self, world): + self._level_data = levels.load(world.level.name) + self._tiles = self._level_data['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)) + # 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_pos = -viewport[0], -viewport[1] + if self._level_layer == 'floor': + screen.blit(self._surfaces[self._level_layer], screen_pos) + else: + # blit tunnels, with translucent overlay + # We need to call pygame.Surface.blit ourselves, + # since pgzero's screen blit hides the blend flags + # from us + tunnels = self._surfaces[self._level_layer].copy() + tunnels.blit(self._overlay, (0, 0), + special_flags=pgl.BLEND_MULT) + screen.blit(tunnels, screen_pos) def on_key_down(self, key, mod, unicode): if key == keys.ESCAPE: