def create_level(self, size): """ Creates level object and adds it to the level dict :param size: int """ _level = Level(size) print("added level", _level.id) self.levels[_level.get_id()] = _level
def loadLevelsFromDir(self): files = [f for f in listdir(self.lvldir) if isfile(self.lvldir + f)] self.nlevels = len(files) print(self.nlevels) for i in range(self.nlevels): tmp = Level(i) # This generates a random file anyway tmp.loadTilemapFromFile( self.lvldir + files[i]) # Now we ignore it and just load from a file self.levels.append(tmp)
for i in range(0,imw,64): surfbuff = pg.Surface((64,64)) surfbuff.blit(texim,(0,0),pg.Rect(i,0,64,64)) tex_dict[n] = load_image(surfbuff.copy(),True) n += 1 n = 0 for i in range(0,spriteim.get_width(),64): surfbuff = pg.Surface((64,64)) surfbuff.blit(spriteim,(0,0),pg.Rect(i,0,64,64)) sprite_dict[n] = load_image(surfbuff.copy(),False) n += 1 collsprites = [0,1] sprites = [(2,17,2),(16,1,1),(21,1,1),(2,1,1),(12,17,2),(1,1,0)] for i in sprites: if i[2] in collsprites: levelmap[i[1]][i[0]] = -1 level = Level(levelmap,tex_dict,sprite_dict,sprites,64) level.pack_tex() f = open("res/level/block.level",'wb') pickle.dump(level,f) f.close()
def generateLevels(self): for i in range(self.nlevels): self.levels.append(Level(i))