3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
7 from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..roaches import build_roach
10 from ..vehicles.base import Vehicle
13 class BaseLevelScene(Scene):
20 def enter(self, world):
21 self._level = levels.load(world.level.name)
22 self._tiles = self._level.tiles
23 self._level_layer = 'floor'
26 for layer in ['floor', 'tunnels']:
27 self._surfaces[layer] = self._render(layer)
28 self._overlay = self._surfaces['floor'].copy()
29 self._doors = self.actors.add_layer("doors", level=9)
30 self._keypads = self.actors.add_layer("keypads", level=8)
31 # These are already Actors
32 for door in self._level.doors:
34 for keypad in self._level.keypads:
35 self._keypads.add(keypad)
37 def _render(self, layer):
38 # We cache the rendered surface to avoid doing a large number
39 # of blits each frame, as that introduces a large performance
41 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
42 len(self._tiles) * TILE_SIZE))
43 layer_key = '%s image' % layer
44 for y, row in enumerate(self._tiles):
45 for x, tile in enumerate(row):
46 pos = (x * TILE_SIZE, y * TILE_SIZE)
47 if layer_key not in tile:
48 # Skip broken tiles for now
50 surface.blit(tile[layer_key], pos)
51 return surface.convert_alpha()
53 def update(self, world, engine, dt):
54 """Fix the door and keypad positions"""
55 super().update(world, engine, dt)
56 for door in self._doors:
57 door.pos = self.calc_offset(
58 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
59 for keypad in self._keypads:
60 keypad.pos = self.calc_offset(
61 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
63 def draw(self, screen):
65 # Viewport is the position of the screen relative to the
66 # surface. We need the position of the surface relative to
67 # the screen for the blit, so this conversion
68 viewport = self.viewport
69 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
70 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
71 if self._level_layer != 'floor':
73 self._overlay, (0, 0),
74 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
75 special_flags=pgl.BLEND_MULT)
76 self.actors.draw(screen)
78 def on_key_down(self, key, mod, unicode):
79 if key == keys.ESCAPE:
80 from .menu import MenuScene
81 return [ChangeSceneEvent(MenuScene())]
84 class GameLevelScene(BaseLevelScene):
86 def enter(self, world):
87 print('enter', world['level']['name'], self._level)
88 if self._level is not None:
91 self._roaches = self.actors.add_layer("roaches", level=10)
92 self._friends = self.actors.add_layer("friendly roaches", level=9)
93 self._items = self.actors.add_layer("items", level=9)
94 self._vehicle = Vehicle.current(world)
98 self._init_friendly_roaches()
99 return self._init_roaches(world)
101 def _init_items(self):
102 for item in self._level.items:
103 self._items.add(item)
105 def _init_friendly_roaches(self):
106 for friend in self._level.friends:
107 self._friends.add(friend)
109 def _init_roaches(self, world):
110 x, y = self._level.start_pos
111 self._level_layer = 'floor'
112 self._avatar = self._vehicle.get_avatar(world)
114 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
115 self._roaches.add(self._avatar)
116 # Fix viewport offset
119 x * TILE_SIZE - WIDTH // 2,
120 y * TILE_SIZE - HEIGHT // 2))]
122 def _set_pos(self, x, y):
123 self._player_pos = (x, y)
124 # print('At ', (x, y))
126 def _can_move(self, x, y):
127 if self._mode == 'walk':
128 return self._level.can_walk(x, y, self._level_layer)
129 elif self._mode == 'fly':
130 return self._level.can_fly(x, y, self._level_layer)
131 elif self._mode == 'crawl':
132 return self._level.can_crawl(x, y, self._level_layer)
134 def _set_angle(self, angle):
136 self._avatar.angle = angle
139 def _vehicle_changed(self, world):
140 self._roaches.remove(self._avatar)
141 self._vehicle = Vehicle.current(world)
142 self._avatar = self._vehicle.get_avatar(world)
143 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
144 self._roaches.add(self._avatar)
145 self._set_angle(self._angle)
148 def _add_roach(self, world):
149 world.roaches.append(build_roach(world))
150 self._vehicle_changed()
153 def _change_vehicle(self, world):
154 vehicle = Vehicle.random()
155 world.vehicles.current = vehicle
156 self._vehicle_changed()
158 def update(self, world, engine, dt):
159 super().update(world, engine, dt)
160 events = world.pop_events()
161 for friend in self._friends:
162 friend.pos = self.calc_offset(
163 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
164 for item in self._items:
165 item.pos = self.calc_offset(
166 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
169 def _movement_key(self, key):
170 x, y = self._player_pos
171 for k, dp, angle in (
172 (keys.DOWN, (0, 1), 180),
173 (keys.UP, (0, -1), 0),
174 (keys.LEFT, (-1, 0), 90),
175 (keys.RIGHT, (1, 0), -90),
178 nx, ny = x + dp[0], y + dp[1]
179 if self._can_move(nx, ny):
180 self._set_pos(nx, ny)
181 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
182 self._set_angle(angle)
183 return [MoveViewportEvent(offset)]
185 def _activate_key(self):
186 x, y = self._player_pos
187 if self._level.is_grate(x, y):
188 if (self._level_layer == 'floor' and
189 self._level.can_crawl(x, y, 'floor')):
190 if self._level.can_crawl(x, y, 'tunnels'):
191 self._level_layer = 'tunnels'
193 elif self._level.can_crawl(x, y, 'floor'):
194 # Must be in the tunnels already
195 self._level_layer = 'floor'
197 elif self._level.is_keypad(x, y):
198 self._level.press_keypad(x, y, self._roaches)
199 elif self._level.is_on_friend(x, y):
200 friend = self._level.remove_friend(x, y)
201 self._friends.remove(friend)
203 elif self._level.is_exit(x, y):
204 next_level = self._level.get_exit_level()
205 return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())]
210 def _vehicle_management_key(self):
211 from .roach_management import RoachesScene
212 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
214 def on_key_down(self, key, mod, unicode):
215 x, y = self._player_pos
216 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
217 return self._movement_key(key)
219 return self._activate_key()
221 return self._fire_key()
223 return self._change_vehicle()
225 return self._vehicle_management_key()
226 return super(GameLevelScene, self).on_key_down(key, mod, unicode)