source: nagslang/level.py@ 138:366b334a7018

Last change on this file since 138:366b334a7018 was 122:02423600d958, checked in by Neil Muller <drnlmuller@…>, 8 years ago

Use dialogs to report save results

File size: 6.3 KB
Line 
1import pygame
2import pygame.locals as pgl
3
4from nagslang.resources import resources
5
6POLY_COLORS = {
7 1: pygame.color.THECOLORS['red'],
8 2: pygame.color.THECOLORS['green'],
9 3: pygame.color.THECOLORS['yellow'],
10 4: pygame.color.THECOLORS['blue'],
11 5: pygame.color.THECOLORS['lightblue'],
12 6: pygame.color.THECOLORS['magenta'],
13}
14
15
16class Level(object):
17
18 def __init__(self, name):
19 self.name = name
20 # defaults
21 self.x = 800
22 self.y = 600
23 self.polygons = {}
24 self.basetile = 'tiles/floor.png'
25 self._tile_image = None
26 self._surface = None
27 self._exterior = False
28
29 def load(self):
30
31 def add_polygon(polygon, index, num_points):
32 self.polygons[index] = polygon
33 if len(polygon) != num_points:
34 print 'Error - incorrect polygon size'
35 print 'Expected: %d, got %d' % (num_points, len(polygon))
36
37 inpoly = False
38 polygon = []
39 index = 0
40 num_points = 0
41 with resources.get_file('levels', self.name) as f:
42 for line in f:
43 if inpoly:
44 if not line.startswith('Point:'):
45 add_polygon(polygon, index, num_points)
46 polygon = []
47 inpoly = False
48 index = 0
49 else:
50 point = line.split(':', 1)[1]
51 x, y = [int(i) for i in point.split()]
52 polygon.append((x, y))
53 if line.startswith('X-Size:'):
54 self.x = int(line.split(':', 1)[1])
55 elif line.startswith('Y-Size:'):
56 self.y = int(line.split(':', 1)[1])
57 elif line.startswith('Base tile:'):
58 self.basetile = line.split(':', 1)[1].strip()
59 elif line.startswith('Polygon'):
60 rest = line.split(' ', 1)[1]
61 index, num_points = [int(x) for x in rest.split(':', 1)]
62 inpoly = True
63 if index:
64 add_polygon(polygon, index, num_points)
65
66 def all_closed(self):
67 """Check if all the polygons are closed"""
68 closed = True
69 messages = []
70 for index, poly in self.polygons.items():
71 if len(poly) == 0:
72 # We ignore empty polygons
73 continue
74 elif len(poly) == 1:
75 closed = False
76 messages.append("Error: polygon %s too small" % index)
77 elif poly[-1] != poly[0]:
78 closed = False
79 messages.append("Error: polygon %s not closed" % index)
80 return closed, messages
81
82 def save(self):
83 closed, _ = self.all_closed()
84 if not closed:
85 return False
86 with resources.get_file('levels', self.name, mode='w') as f:
87 f.write('X-Size: %s\n' % self.x)
88 f.write('Y-Size: %s\n' % self.y)
89 f.write('Base tile: %s\n' % self.basetile)
90 for i, poly in self.polygons.items():
91 if len(poly) == 0:
92 continue
93 f.write('Polygon %d : %d\n' % (i, len(poly)))
94 for point in poly:
95 f.write('Point: %d %d\n' % point)
96 return True
97
98 def get_size(self):
99 return self.x, self.y
100
101 def set_base_tile(self, new_tile):
102 self.basetile = new_tile
103 self._tile_image = None
104
105 def point_to_pygame(self, pos):
106 # Convert a point from pymunk (which is what we store)
107 # to pygame for drawing
108 return (pos[0], self.y - pos[1])
109
110 def get_walls(self):
111 return self.polygons.values()
112
113 def _draw_walls(self):
114 for index, polygon in self.polygons.items():
115 color = POLY_COLORS[index]
116 if len(polygon) > 1:
117 pointlist = [self.point_to_pygame(p) for p in polygon]
118 pygame.draw.lines(self._surface, color, False, pointlist, 2)
119
120 def get_background(self):
121 self._draw_background()
122 self._draw_exterior()
123 # Draw polygons
124 self._draw_walls()
125 return self._surface
126
127 def _draw_exterior(self, force=False):
128 """Fill the exterior of the level with black"""
129 if self._exterior and not force:
130 return
131 white = pygame.color.THECOLORS['white']
132 black = pygame.color.THECOLORS['black']
133 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
134 surface.fill(black)
135 for index, polygon in self.polygons.items():
136 if len(polygon) > 1:
137 pointlist = [self.point_to_pygame(p) for p in polygon]
138 # filled polygons
139 color = white
140 # If a polygon overlaps on of the existing polygons,
141 # it is treated as negative
142 # This is not a complete inversion, since any overlap
143 # triggers this (inversion is easy enough, but the
144 # behaviour doesn't seem useful)
145 # We also only check the vertexes - not breaking this
146 # assumption is left to the level designers
147 surface.lock()
148 for p in pointlist:
149 if surface.get_at(p) == white:
150 color = black
151 surface.unlock()
152 pygame.draw.polygon(surface, color, pointlist, 0)
153 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
154 self._exterior = True
155
156 def _draw_background(self, force=False):
157 if self._tile_image is None:
158 self._tile_image = resources.get_image(self.basetile)
159 if self._surface is not None and not force:
160 # We assume we don't change
161 return self._surface
162 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
163 self._surface.fill(pygame.color.THECOLORS['black'])
164 x_step = self._tile_image.get_rect().width
165 y_step = self._tile_image.get_rect().height
166 x_count = self.x // x_step + 1
167 y_count = self.y / y_step + 1
168 for x in range(x_count):
169 for y in range(y_count):
170 tile_rect = pygame.rect.Rect(x * x_step, y * y_step,
171 x_step, y_step)
172 self._surface.blit(self._tile_image, tile_rect)
173 return self._surface
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