Add starting position to level, and show it on view level screen
[koperkapel.git] / koperkapel / loaders / levelloader.py
index 4fa6ecd9331360220ea1460f8e7bbd3f3d9af3f1..4bc24db683502361317ff4c0b697f6ad603af6f1 100644 (file)
@@ -2,8 +2,19 @@
 
 import json
 
-from pgzero.loaders import images, ResourceLoader
+from pgzero.loaders import ResourceLoader
 
+from ..gamelib.tiles import Wall, Floor, Tunnel, Underground
+from ..gamelib.level import Level
+
+        
+
+TILES = {
+    "cwall": Wall, # rename this everywhere
+    "floor": Floor,
+    "tunnel": Tunnel,
+    "underground": Underground,
+}
 
 class LevelLoader(ResourceLoader):
     """ Level loader. """
@@ -15,14 +26,31 @@ class LevelLoader(ResourceLoader):
         f = open(level_path, 'r')
         level_data = json.load(f)
         f.close()
-        self._tiles = level_data['tiles']
+        self._level = Level()
+        self._level.height = len(level_data['tiles'])
+        self._level.width = len(level_data['tiles'][0])
+        self._level.tiles = level_data['tiles']
+        self._level.tileset = level_data['tileset']
+        self._level.start_pos = level_data["starting pos"]
+        # Consistency check, so we can assume things are correct
+        # in the level renderer
+        for row, row_data in enumerate(self._level.tiles):
+            if len(row_data) != self._level.width:
+                raise RuntimeError("Incorrect len for row %d" % row)
+        for tile in TILES.values():
+            tile.TILESET = self._level.tileset
         self._load_tile_images()
-        return level_data
+        return self._level
 
     def _load_tile_images(self):
         """Load all the tile images"""
-        for tile in self._tiles:
-            tile['image'] = images.load(tile['base'])
+        for y, row_data in enumerate(self._level.tiles):
+            for x, tile in enumerate(row_data):
+                neighborhood = self._level.get_neighbors(x, y)
+                for layer in ['floor', 'tunnels']:
+                    neighbors = [x[layer] if x else None for x in neighborhood]
+                    tile['%s image' % layer] = \
+                            TILES[tile[layer]['base']].image(neighbors)
 
 
 levels = LevelLoader('levels')