"""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):
- if cls.IMG is None:
+ 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
- return images.load(cls.IMG)
class RandomizedTile(Tile):
IMGDIR = None
+ TILESET = None
+ ROTATE = None
@classmethod
- def image(cls):
- if cls.IMGDIR is None:
+ 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.IMGDIR)
- img = os.path.splitext(random.choice(os.listdir(imgdir)))[0]
+ 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))
- return images.load(os.path.join(cls.IMGDIR, img))
+ 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):
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 row_data in self._tiles:
- for tile in row_data:
- tile['image'] = TILES[tile['base']].image()
+ 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')