X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=82fff6581665f43c12b4124a926ee3634db8c0b1;hb=a3a4e8d31e4e44d4f245b4c2de9d32b37a530c5c;hp=70f82c59d338133f9bf7173412a54e199be3714a;hpb=55ff545e2629cc15b03ec582ee4c1edf1244432d;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 70f82c5..82fff65 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -2,43 +2,58 @@ 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 +from ..constants import TILE_SIZE, WIDTH, HEIGHT -class LevelScene(Scene): +class BaseLevelScene(Scene): """ Level scene. """ def enter(self, world): - self._level_data = levels.load(world.level["name"]) - self._tiles = self._level_data['tiles'] - self._surface = None - self._render() + 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): + 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. - self._surface = Surface((len(self._tiles[0]) * TILE_SIZE, - len(self._tiles) * TILE_SIZE)) + 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 'image' not in tile: + if layer_key not in tile: # Skip broken tiles for now continue - self._surface.blit(tile['image'], pos) + surface.blit(tile[layer_key], pos) + return surface.convert_alpha() def draw(self, screen, viewport): screen.clear() # 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] - screen.blit(self._surface, screen_pos) + 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