Load tunnel tiles
[koperkapel.git] / koperkapel / loaders / levelloader.py
index 4fa6ecd9331360220ea1460f8e7bbd3f3d9af3f1..8e47b5c150a31e6a7a8221fe7c2187436deb8325 100644 (file)
@@ -1,9 +1,131 @@
 """Loader a level, using the pygame-zero ResourceLoader infrastructure"""
 
+import os
 import json
 
 from pgzero.loaders import images, ResourceLoader
+import os
+import random
+from pygame.transform import rotate
 
+class Tile:
+    IMG = None
+    TILESET = None
+
+    @classmethod
+    def image(cls, neighbors):
+        if cls.IMG is None or cls.TILESET is None:
+            raise NotImplementedError()
+        return images.load(os.path.join(cls.TILESET, cls.IMG))
+
+class OrientatedTile:
+    IMG = None
+    TILESET = None
+    ANGLE = None
+
+    @classmethod
+    def image(cls, neighbors):
+        if cls.IMG is None or cls.TILESET is None:
+            raise NotImplementedError()
+        img = images.load(os.path.join(cls.TILESET, cls.IMG))
+        if cls.ANGLE:
+            img = rotate(img, cls.ANGLE)
+        return img
+
+
+class RandomizedTile(Tile):
+    IMGDIR = None
+    TILESET = None
+    ROTATE = None
+
+    @classmethod
+    def image(cls, neighbors):
+        if cls.IMGDIR is None or cls.TILESET is None:
+            raise NotImplementedError()
+
+        imgdir = os.path.join(os.path.dirname(__file__), '..', 'images',
+                cls.TILESET, cls.IMGDIR)
+        imgpath = os.path.splitext(random.choice(os.listdir(imgdir)))[0]
+        img = images.load(os.path.join(cls.TILESET, cls.IMGDIR, imgpath))
+
+        if cls.ROTATE:
+            img = rotate(img, 90 * random.randint(0, 3))
+
+        return img
+
+class Floor(RandomizedTile):
+    IMGDIR = "floor"
+
+class Wall(RandomizedTile):
+    IMGDIR = "wall"
+
+class Underground(RandomizedTile):
+    IMGDIR = "underground"
+
+class Tunnel(OrientatedTile):
+
+    @classmethod
+    def image(cls, neighbors):
+        connections = [True if 'walk' in x['behaviour'] else False for x in neighbors]
+        conn_count = connections.count(True)
+        # simple cases
+        cls.ANGLE = 0
+        if conn_count == 0:
+            # return single point tunnel
+            cls.IMG = os.path.join('tunnel', 'tunnel_none')
+        elif conn_count == 4:
+            # crossroads
+            cls.IMG = os.path.join('tunnel', 'tunnel_crossroads')
+        elif conn_count == 1:
+            # 1 point connector, roatated correctly
+            cls.IMG = os.path.join('tunnel', 'tunnel_1way')
+            # because of the ordering of neighbors, we use this formulation
+            for x, angle in zip(connections, (90, 270, 0, 180)):
+                if x:
+                    cls.ANGLE = angle
+                    break
+        elif conn_count == 3:
+            # 3 point connector, rotated correctly
+            cls.IMG = os.path.join('tunnel', 'tunnel_3way')
+            # find the missing connection.
+            for x, angle in zip(connections, (0, 180, 270, 90)):
+                if not x:
+                    cls.ANGLE = angle
+                    break
+        elif conn_count == 2:
+            # Need to distinguish pass-through or corner, and
+            # rotate correctly
+            # neighbors is left, right then up, down
+            if connections[0] == connections[1]:
+                cls.IMG = os.path.join('tunnel', 'tunnel_passthrough')
+                if connections[0]:
+                    cls.ANGLE = 90
+            else:
+                cls.IMG = os.path.join('tunnel', 'tunnel_corner')
+                if connections[0]:
+                    if connections[2]:
+                        # left, up
+                        cls.ANGLE = 90
+                    else:
+                        # left, down
+                        cls.ANGLE = 180
+                else:
+                    if connections[2]:
+                        # right, up
+                        cls.ANGLE = 0
+                    else:
+                        # right, down
+                        cls.ANGLE = 270
+
+        return super(Tunnel, cls).image(neighbors)
+        
+
+TILES = {
+    "cwall": Wall, # rename this everywhere
+    "floor": Floor,
+    "tunnel": Tunnel,
+    "underground": Underground,
+}
 
 class LevelLoader(ResourceLoader):
     """ Level loader. """
@@ -15,14 +137,37 @@ class LevelLoader(ResourceLoader):
         f = open(level_path, 'r')
         level_data = json.load(f)
         f.close()
+        self._height = len(level_data['tiles'])
+        self._width = len(level_data['tiles'][0])
         self._tiles = level_data['tiles']
+        self._tileset = level_data['tileset']
+        # Consistency check, so we can assume things are correct
+        # in the level renderer
+        for row, row_data in enumerate(self._tiles):
+            if len(row_data) != self._width:
+                raise RuntimeError("Incorrect len for row %d" % row)
+        for tile in TILES.values():
+            tile.TILESET = self._tileset
         self._load_tile_images()
         return level_data
 
     def _load_tile_images(self):
         """Load all the tile images"""
-        for tile in self._tiles:
-            tile['image'] = images.load(tile['base'])
+        height = len(self._tiles)
+        width = len(self._tiles[0])
+        for y, row_data in enumerate(self._tiles):
+            for x, tile in enumerate(row_data):
+                # simplist case
+                # 4 -connected neighbors
+                neighborhood = [self._tiles[y][x-1] if x > 0 else None,
+                                self._tiles[y][x+1] if x < width - 1 else None,
+                                self._tiles[y-1][x] if y > 0 else None,
+                                self._tiles[y+1][x] if y < height- 1 else None,
+                               ]
+                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')