The endless pointlessness of level progression
[koperkapel.git] / koperkapel / loaders / levelloader.py
1 """Loader a level, using the pygame-zero ResourceLoader infrastructure"""
2
3 import json
4
5 from pgzero.loaders import ResourceLoader
6
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
12
13         
14
15 TILES = {
16     "cwall": Wall, # rename this everywhere
17     "floor": Floor,
18     "tunnel": Tunnel,
19     "underground": Underground,
20 }
21
22 class LevelLoader(ResourceLoader):
23     """ Level loader. """
24
25     EXTNS = ['json']
26     TYPE = 'level'
27
28     def _load(self, level_path):
29         f = open(level_path, 'r')
30         level_data = json.load(f)
31         f.close()
32         self._level = Level()
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
51             doors = []
52             for door in door_info['doors']:
53                 x, y = door
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'):
56                     # vertical door
57                     angle = 90
58                 else:
59                     angle = 0
60                 new_door = Door(x, y, angle)
61                 self._level.doors.append(new_door)
62                 doors.append(new_door)
63             # Add the keypads
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)
70         return self._level
71
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)
81                     # Hack this for now
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))
87
88
89 levels = LevelLoader('levels')