The first steps towards enemy generators
[koperkapel.git] / koperkapel / loaders / levelloader.py
index 4fa6ecd9331360220ea1460f8e7bbd3f3d9af3f1..a775838dc54b1b02c18734ab69709d4a34c16230 100644 (file)
@@ -2,7 +2,23 @@
 
 import json
 
-from pgzero.loaders import images, ResourceLoader
+from pgzero.loaders import ResourceLoader
+
+from ..gamelib.tiles import Wall, Floor, Tunnel, Underground, Grate, Exit
+from ..gamelib.level import Level
+from ..gamelib.door import Door
+from ..gamelib.keypad import Keypad
+from ..gamelib.friendlyroach import get_friendly_roach
+from ..gamelib.items import get_item
+from ..gamelib.enemy_generator import EnemyGenerator
+
+
+TILES = {
+    "cwall": Wall,  # rename this everywhere
+    "floor": Floor,
+    "tunnel": Tunnel,
+    "underground": Underground,
+}
 
 
 class LevelLoader(ResourceLoader):
@@ -15,14 +31,67 @@ 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"]
+        self._level.exit = level_data["exit"]
+        self._level.enemy_generators = []
+        self._level.friends = []
+        self._level.items = []
+        # 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
+        for door_info in level_data['door_info']:
+            # Create the doors first
+            doors = []
+            for door in door_info['doors']:
+                x, y = door
+                # is this the right check
+                if self._level.can_walk(x + 1, y, 'floor') and self._level.can_walk(x - 1, y, 'floor'):
+                    # vertical door
+                    angle = 90
+                else:
+                    angle = 0
+                new_door = Door(x, y, angle)
+                self._level.doors.append(new_door)
+                doors.append(new_door)
+            # Add the keypads
+            for keypad in door_info['keypads']:
+                new_keypad = Keypad(keypad[0], keypad[1], doors)
+                self._level.keypads.append(new_keypad)
+        for pos in level_data['friendly roaches']:
+            roach = get_friendly_roach(pos[0], pos[1])
+            self._level.friends.append(roach)
+        for item in level_data['items']:
+            self._level.items.append(get_item(item))
+        for generator in level_data['enemy generators']:
+            enemy = EnemyGenerator(generator)
+            self._level.enemy_generators.append(enemy)
+        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))
+                    # Hack this for now
+                    if self._level.is_exit(x, y):
+                        tile['floor image'] = Exit.image(neighbors)
+                    elif layer == 'floor' and 'crawl' in tile[layer]['behaviour']:
+                        tile['floor image'] = Grate.image(neighbors)
+                        self._level.grates.append((x, y))
 
 
 levels = LevelLoader('levels')