1 """Loader a level, using the pygame-zero ResourceLoader infrastructure"""
5 from pgzero.loaders import ResourceLoader
7 from ..gamelib.tiles import Wall, Floor, Tunnel, Underground, Grate, Exit
8 from ..gamelib.level import Level
9 from ..gamelib.door import Door
10 from ..gamelib.keypad import Keypad
11 from ..gamelib.friendlyroach import get_friendly_roach
16 "cwall": Wall, # rename this everywhere
19 "underground": Underground,
22 class LevelLoader(ResourceLoader):
28 def _load(self, level_path):
29 f = open(level_path, 'r')
30 level_data = json.load(f)
33 self._level.height = len(level_data['tiles'])
34 self._level.width = len(level_data['tiles'][0])
35 self._level.tiles = level_data['tiles']
36 self._level.tileset = level_data['tileset']
37 self._level.start_pos = level_data["starting pos"]
38 self._level.exit = level_data["exit"]
39 self._level.enemies = []
40 self._level.friends = []
41 # Consistency check, so we can assume things are correct
42 # in the level renderer
43 for row, row_data in enumerate(self._level.tiles):
44 if len(row_data) != self._level.width:
45 raise RuntimeError("Incorrect len for row %d" % row)
46 for tile in TILES.values():
47 tile.TILESET = self._level.tileset
48 self._load_tile_images()
49 for door_info in level_data['door_info']:
50 # Create the doors first
52 for door in door_info['doors']:
54 # is this the right check
55 if self._level.can_walk(x + 1, y, 'floor') and self._level.can_walk(x - 1, y, 'floor'):
60 new_door = Door(x, y, angle)
61 self._level.doors.append(new_door)
62 doors.append(new_door)
64 for keypad in door_info['keypads']:
65 new_keypad = Keypad(keypad[0], keypad[1], doors)
66 self._level.keypads.append(new_keypad)
67 for pos in level_data['friendly roaches']:
68 roach = get_friendly_roach(pos[0], pos[1])
69 self._level.friends.append(roach)
72 def _load_tile_images(self):
73 """Load all the tile images"""
74 for y, row_data in enumerate(self._level.tiles):
75 for x, tile in enumerate(row_data):
76 neighborhood = self._level.get_neighbors(x, y)
77 for layer in ['floor', 'tunnels']:
78 neighbors = [x[layer] if x else None for x in neighborhood]
79 tile['%s image' % layer] = \
80 TILES[tile[layer]['base']].image(neighbors)
82 if self._level.is_exit(x, y):
83 tile['floor image'] = Exit.image(neighbors)
84 elif layer == 'floor' and 'crawl' in tile[layer]['behaviour']:
85 tile['floor image'] = Grate.image(neighbors)
86 self._level.grates.append((x, y))
89 levels = LevelLoader('levels')