countinued working on level loading

main
Stephan Halder 2023-03-26 17:33:01 +02:00
parent 34f3203c7a
commit ef9b2d179f
1 changed files with 2 additions and 5 deletions

View File

@ -6,6 +6,7 @@ from level.elements.BlockElement import BlockElement
from level.elements.GateElement import GateElement from level.elements.GateElement import GateElement
from level.elements.GoalDoorElement import GoalDoorElement from level.elements.GoalDoorElement import GoalDoorElement
from level.elements.InteractableElement import InteractableElement from level.elements.InteractableElement import InteractableElement
from level.elements.StaticLevelElement import StaticLevelElement
from physics.SpriteManager import SpriteManager, DrawLayers from physics.SpriteManager import SpriteManager, DrawLayers
from sprite.SpritesheetManager import SpritesheetManager from sprite.SpritesheetManager import SpritesheetManager
@ -19,8 +20,7 @@ class LoadedLevel:
self.blocks = [] self.blocks = []
def load_level(self, level: Level): def load_level(self, level: Level):
requires_dict = { requires_dict: dict[str, list[StaticLevelElement]] = {}
}
for row_number, row in enumerate(level.tiles): for row_number, row in enumerate(level.tiles):
for tile_number, tile in enumerate(row): for tile_number, tile in enumerate(row):
position = (tile_number * BLOCK_SIZE[0], row_number * BLOCK_SIZE[1]) position = (tile_number * BLOCK_SIZE[0], row_number * BLOCK_SIZE[1])
@ -57,7 +57,6 @@ class LoadedLevel:
sprite.set_animation_state('on') sprite.set_animation_state('on')
sprite.position_scale.position = position sprite.position_scale.position = position
# tile['id'], tile['requirements'] # tile['id'], tile['requirements']
if sprite is not None: if sprite is not None:
@ -69,8 +68,6 @@ class LoadedLevel:
for requirement in requires_dict: for requirement in requires_dict:
block.connect_element(requirement) block.connect_element(requirement)
def destroy_level(self): def destroy_level(self):
for block in self.blocks: for block in self.blocks:
self.sprite_manager.remove_ui_element(block) self.sprite_manager.remove_ui_element(block)