add level/dungeon rendering methods, start planning out how positions are placed

This commit is contained in:
Xevion
2020-04-18 02:58:55 -05:00
parent 0e05870d9b
commit a28dac4a46

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@@ -6,6 +6,8 @@ Pathfinding will also depend on objects here, and is thus integral to it's funct
from __future__ import annotations from __future__ import annotations
import arcade
class Dungeon(object): class Dungeon(object):
""" """
@@ -23,6 +25,16 @@ class Dungeon(object):
self.level_count, self.size = level_count, size self.level_count, self.size = level_count, size
self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access
def render(self) -> None:
"""
Calls render on all level
"""
for column in self.levels:
for level in column:
if level is not None:
level.render()
class Level(object): class Level(object):
""" """
@@ -31,8 +43,23 @@ class Level(object):
""" """
def __init__(self,) -> None: def __init__(self, level_x: int, level_y: int) -> None:
self.wallGrid = [] """
Initializes the level class. Defaults with no sprites, and no background.
:param level_x: The level's X position within the Dungeon level matrix.
:param level_y: The level's Y position within the Dungeon level matrix.
"""
self.x, self.y = level_x, level_y
self.sprites = arcade.SpriteList()
# Tuples containing the Node positions of where walls, air and entrances are.
# All positions are generated based on the level's X and Y position, so that all points within
# the dungeon can be mapped by a proper pathfinding system.
self.walls = []
self.air = []
self.entrances = []
@staticmethod @staticmethod
def load_file(path: str) -> Level: def load_file(path: str) -> Level:
@@ -43,3 +70,9 @@ class Level(object):
:return: The new generated Level file. :return: The new generated Level file.
""" """
pass pass
def render(self) -> None:
"""
Calls render on all sprites.
"""
pass