refactor load_file to load and create sprites copying render method

This commit is contained in:
Xevion
2020-04-20 04:05:23 -05:00
parent e5c53fa7a0
commit 02812902ae

View File

@@ -35,13 +35,17 @@ class Dungeon(object):
level_size = 10 * Config.TILE_SCALING * Config.TILE_WIDTH
# get center level
center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
room_floor.move(level_size, 0)
room_wall.move(level_size, 0)
side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
room_floor.move(level_size, 0)
room_wall.move(level_size, 0)
center = Level()
center.load_file('resources/levels/map1/center.json')
center.render()
center_floor, center_wall = center.floor_list, center.wall_list
self.floor_list.extend(center_floor)
self.wall_list.extend(center_wall)
center.load_file('resources/levels/map1.center.json')
self.floor_list.extend(center.floor_list)
self.wall_list.extend(center.wall_list)
# get a side room
room = Level()
@@ -49,8 +53,7 @@ class Dungeon(object):
room.rotate_level(2)
room.render()
room_floor, room_wall = room.floor_list, room.wall_list
room_floor.move(level_size, 0)
room_wall.move(level_size, 0)
self.floor_list.extend(room_floor)
self.wall_list.extend(room_wall)
@@ -92,7 +95,10 @@ class Level:
self.x, self.y = level_x, level_y
self.sprites = []
self.level = []
self.structure = []
self.floorSprites = arcade.SpriteList()
self.wallSprites = arcade.SpriteList()
# Tuples containing the Node positions of where walls, floor and entrances are.
# All positions are generated based on the level's X and Y position, so that all points within
@@ -101,20 +107,43 @@ class Level:
self.wall_list = []
# self.entrances = []
def load_file(self, path: str):
@staticmethod
def load_file(level_x: int, level_y:int, path: str) -> Level:
"""
Builds a Level from a given file path.
:param path: Path to the Level file.
:return: The new generated Level file.
"""
self.floor_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
level = Level(level_x, level_y)
with open(path) as file:
level = json.load(file)
self.sprites = level['elements']
self.level = level['structure']
data = json.load(file)
# Loads elements and structure data from level file
level.sprites = data['elements']
level.structure = data['structure']
level_scale = 10 * Config.TILE_SCALING * Config.TILE_WIDTH
tile_scale = Config.TILE_WIDTH * Config.TILE_SCALING
# Places all of the tiles & sprites
for x in range(0, 10):
for y in range(0, 11):
tilePath = level.sprites[level.structure[x][y]]
sprite = arcade.Sprite(tilePath, Config.TILE_SCALING)
sprite.center_x, sprite.center_y = x * tile_scale, y * tile_scale
if 'floor' in tilePath:
level.floorSprites.append(sprite)
elif 'wall' in tilePath:
level.wallSprites.append(sprite)
else:
print(f'Could not handle Tile: {tilePath}')
# Move everything into correct positions
level.floorSprites.move(level_scale * level_x, level_scale * level_y)
level.wallSprites.move(level_scale * level_x, level_scale * level_y)
return level
def render(self) -> None:
"""