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78 lines
2.3 KiB
Python
78 lines
2.3 KiB
Python
"""
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map.py
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Manages everything related to how walls, backgrounds, levels and the entire dungeon is generated.
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Pathfinding will also depend on objects here, and is thus integral to it's functionality.
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"""
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from __future__ import annotations
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import arcade
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class Dungeon(object):
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"""
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Organizes Level objects into an easy to render and path through object.
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"""
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def __init__(self, level_count: int = 3, size: int = 3) -> None:
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"""
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Initializes the Dungeon object.
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:param level_count: The number of Active Levels that should be stored within the Dungeon.
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:param size: The diameter of the dungeon. Allows for a total of size^2 slots for levels.
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"""
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self.level_count, self.size = level_count, size
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self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access
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def render(self) -> None:
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"""
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Calls render on all level
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"""
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for column in self.levels:
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for level in column:
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if level is not None:
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level.render()
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class Level(object):
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"""
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A 10x10 space holding wall and background sprites, enemies, items and so forth.
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Should be loaded from
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"""
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def __init__(self, level_x: int, level_y: int) -> None:
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"""
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Initializes the level class. Defaults with no sprites, and no background.
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:param level_x: The level's X position within the Dungeon level matrix.
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:param level_y: The level's Y position within the Dungeon level matrix.
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"""
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self.x, self.y = level_x, level_y
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self.sprites = arcade.SpriteList()
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# Tuples containing the Node positions of where walls, air and entrances are.
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# All positions are generated based on the level's X and Y position, so that all points within
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# the dungeon can be mapped by a proper pathfinding system.
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self.walls = []
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self.air = []
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self.entrances = []
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@staticmethod
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def load_file(path: str) -> Level:
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"""
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Builds a Level from a given file path.
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:param path: Path to the Level file.
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:return: The new generated Level file.
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"""
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pass
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def render(self) -> None:
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"""
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Calls render on all sprites.
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"""
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pass |