--- /dev/null
+""" Class holding the level info """
+
+
+class Level(object):
+
+ def __init__(self):
+ self.width = self.height = 0
+ self.tiles = []
+ self.tileset = None
+
+ def get_neighbors(self, x, y):
+ # 4 -connected neighbors
+ return [self.tiles[y][x-1] if x > 0 else None,
+ self.tiles[y][x+1] if x < self.width - 1 else None,
+ self.tiles[y-1][x] if y > 0 else None,
+ self.tiles[y+1][x] if y < self.height- 1 else None,
+ ]
+
+ def can_walk(self, x, y, layer):
+ return 'walk' in self.tiles[y][x][layer]['behaviour']
+
+ def can_fly(self, x, y, layer):
+ return 'fly' in self.tiles[y][x][layer]['behaviour']
--- /dev/null
+""" Definitions for the various tile types """
+
+import os
+import random
+
+from pygame.transform import rotate
+
+from pgzero.loaders import images
+
+
+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(Tile):
+ 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 = True
+
+ @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)
+
"""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
+from pgzero.loaders import ResourceLoader
-class Tile:
- IMG = None
- TILESET = None
+from ..gamelib.tiles import Wall, Floor, Tunnel, Underground
+from ..gamelib.level import Level
- @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(Tile):
- 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 = True
-
- @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 = {
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']
+ 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']
# 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:
+ 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._tileset
+ 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"""
- height = len(self._tiles)
- width = len(self._tiles[0])
- for y, row_data in enumerate(self._tiles):
+ for y, row_data in enumerate(self._level.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,
- ]
+ 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] = \
import pygame.locals as pgl
from ..loaders.levelloader import levels
from .base import Scene, ChangeSceneEvent
-from ..constants import TILE_SIZE
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
""" Level scene. """
def enter(self, world):
- self._level_data = levels.load(world.level.name)
- self._tiles = self._level_data['tiles']
+ self._level = levels.load(world.level.name)
+ self._tiles = self._level.tiles
self._level_layer = 'floor'
self._surfaces = {}
self._overlay = {}
# Viewport is the position of the screen relative to the
# surface. We need the position of the surface relative to
# the screen for the blit, so this conversion
- screen_pos = -viewport[0], -viewport[1]
- if self._level_layer == 'floor':
- screen.blit(self._surfaces[self._level_layer], screen_pos)
- else:
- # blit tunnels, with translucent overlay
- # We need to call pygame.Surface.blit ourselves,
- # since pgzero's screen blit hides the blend flags
- # from us
- tunnels = self._surfaces[self._level_layer].copy()
- tunnels.blit(self._overlay, (0, 0),
+ screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
+ area=(viewport[0], viewport[1], WIDTH, HEIGHT))
+ if self._level_layer != 'floor':
+ screen.surface.blit(self._overlay, (0, 0),
+ area=(viewport[0], viewport[1], WIDTH, HEIGHT),
special_flags=pgl.BLEND_MULT)
- screen.blit(tunnels, screen_pos)
def on_key_down(self, key, mod, unicode):
if key == keys.ESCAPE:
from .menu import MenuScene
return [ChangeSceneEvent(MenuScene())]
+
+
+class GameLevelScene(BaseLevelScene):
+ pass
self._nav.current.select()
def change_to_level(self):
- from .level import LevelScene
- return [ChangeSceneEvent(LevelScene())]
+ from .level import GameLevelScene
+ return [ChangeSceneEvent(GameLevelScene())]
def change_to_viewer(self):
from .viewlevel import ViewLevelScene
"""Render a level and allow moving the scene"""
from pgzero.constants import keys
-from .level import LevelScene
+from .level import BaseLevelScene
from .base import MoveViewportEvent
from ..constants import TILE_SIZE
-class ViewLevelScene(LevelScene):
+class ViewLevelScene(BaseLevelScene):
""" Level scene. """
def on_key_down(self, key, mod, unicode):