1 # Boyd, the friendly, misunderstood turnip loving, light hating space mould
6 import pymunk.pygame_util
11 import pygame.locals as pgl
13 from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY
14 from .loader import loader
16 MOULD_FILTER = pymunk.ShapeFilter(
17 mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
18 categories=MOULD_CATEGORY)
21 class Mould(pymunk.Body):
22 """A segment of Boyd"""
24 def __init__(self, gamestate, space, pos):
25 super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
27 self._shape = pymunk.Circle(self, 16)
28 space.add(self, self._shape)
29 self._shape.filter = MOULD_FILTER
30 self._resistances = {}
35 def pygame_pos(self, surface):
36 """Convert to pygame coordinates and offset position so
37 our position is the centre of the image."""
38 # The odd sign combination is because of the pymunk / pygame
39 # transform, but we do it this way to exploit Vec2d math magic
40 return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface)
45 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
46 size = "16" if self._age < 10 else "32" if self._age < 20 else "64"
47 self._img = loader.load_image(size, name)
50 def tick(self, gamestate, space, moulds):
51 """Grow and / or Die"""
55 # we regain a health every tick, so we heal in the dark
56 if self._health < 100:
61 if (self._age % 15) == 0 and len(moulds) < 1000:
62 # Spawn a new child, if we can
64 choice = random.randint(0, 4)
66 pos = self.position + (0, 24)
68 pos = self.position + (24, 0)
70 pos = self.position + (-24, 0)
72 pos = self.position + (0, -24)
74 if pos[0] < 0 or pos[0] >= SCREEN_SIZE[0]:
76 if pos[1] < 0 or pos[1] >= SCREEN_SIZE[1]:
78 # Check for free space
79 # We allow some overlap, hence not checking full radius
80 query = space.point_query(pos, 8, MOULD_FILTER)
83 # if not isinstance(x.shape.body, Mould):
84 # print x.shape, x.shape.body
87 child = Mould(gamestate, space, pos)
88 child._health = self._health
92 if self._age in (10, 20):
93 # Segment grows in size
95 self._img = None # invalidate cached image
99 space.remove(self, self._shape)
104 def damage(self, light_color, intensity, space, moulds):
105 """Take damage for light, adjusted for resistances."""
107 if self._health <= 0 and self._age <= 120:
109 space.remove(self, self._shape)
117 def __init__(self, gamestate, space):
118 seed = Mould(gamestate, space, (350, 370))
119 self._moulds = [seed]
120 self._image = pygame.surface.Surface(SCREEN_SIZE)
121 self._image.convert_alpha(pygame.display.get_surface())
124 def _draw_moulds(self):
125 self._image.fill((0, 0, 0, 0))
126 for m in self._moulds:
127 self._image.blit(m.get_image(),
128 m.pygame_pos(self._image), None,
131 def tick(self, gamestate, space, lights):
133 # Handle spawn events
134 for mould in self._moulds[:]:
136 if mould.tick(gamestate, space, self._moulds):
139 lit_by = lights.light_query(mould._shape)
141 # Todo: extract colour and intensity from light
142 if mould.damage(None, None, space, self._moulds):
144 break # we only die once
148 def render(self, surface):
150 surface.blit(self._image, (0, 0), None, pgl.BLEND_RGBA_ADD)