X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=82fff6581665f43c12b4124a926ee3634db8c0b1;hb=a3a4e8d31e4e44d4f245b4c2de9d32b37a530c5c;hp=c29ffc0c94de4f6343c083af9c3511afc10b69d5;hpb=590f15d78138250a04cc777d645c2ca632b8984a;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index c29ffc0..82fff65 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -1,23 +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, WIDTH, HEIGHT -class LevelScene(Scene): +class BaseLevelScene(Scene): """ Level scene. """ - - def __init__(self, level_name): - self._level_name = level_name - - 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)) + # 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