X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=9a8fdc36957459a8fcc80465912c1330f5ec46ec;hb=d8e680f0570eaee2debe5109532c23a6457035f0;hp=71373c06a08a80c86f1d9368074d94ba53f9a6f9;hpb=bc78ad7ce0a69ad00b10cf29a86d7596c1f90139;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 71373c0..9a8fdc3 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -1,32 +1,59 @@ """Render a level""" 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_data = levels.load(level_name) + 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 draw(self, screen, viewport=(0, 0)): - screen.clear() + 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 - viewport[0], - y * TILE_SIZE - viewport[1]) - if 'image' not in tile: + pos = (x * TILE_SIZE, y * TILE_SIZE) + if layer_key not in tile: # Skip broken tiles for now continue - if 0 <= pos[0] < WIDTH: - if 0 <= pos[1] < HEIGHT: - screen.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.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_ADD) def on_key_down(self, key, mod, unicode): if key == keys.ESCAPE: from .menu import MenuScene return [ChangeSceneEvent(MenuScene())] + + +class GameLevelScene(BaseLevelScene): + pass