3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
8 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
9 from ..constants import TILE_SIZE, WIDTH, HEIGHT
10 from ..gamelib.items import clone_old_item
11 from ..roaches import build_roach
12 from ..vehicles.base import Vehicle
15 class BaseLevelScene(Scene):
22 def enter(self, world):
23 self._level = levels.load(world.level.name)
24 self._tiles = self._level.tiles
25 self._level_layer = 'floor'
28 for layer in ['floor', 'tunnels']:
29 self._surfaces[layer] = self._render(layer)
30 self._overlay = self._surfaces['floor'].copy()
31 self._doors = self.actors.add_layer("doors", level=9)
32 self._keypads = self.actors.add_layer("keypads", level=8)
33 # These are already Actors
34 for door in self._level.doors:
36 for keypad in self._level.keypads:
37 self._keypads.add(keypad)
39 def _render(self, layer):
40 # We cache the rendered surface to avoid doing a large number
41 # of blits each frame, as that introduces a large performance
43 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
44 len(self._tiles) * TILE_SIZE))
45 layer_key = '%s image' % layer
46 for y, row in enumerate(self._tiles):
47 for x, tile in enumerate(row):
48 pos = (x * TILE_SIZE, y * TILE_SIZE)
49 if layer_key not in tile:
50 # Skip broken tiles for now
52 surface.blit(tile[layer_key], pos)
53 return surface.convert_alpha()
55 def update(self, world, engine, dt):
56 """Fix the door and keypad positions"""
57 super().update(world, engine, dt)
58 for door in self._doors:
59 door.pos = self.calc_offset(
60 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
61 for keypad in self._keypads:
62 keypad.pos = self.calc_offset(
63 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
65 def draw(self, screen):
67 # Viewport is the position of the screen relative to the
68 # surface. We need the position of the surface relative to
69 # the screen for the blit, so this conversion
70 viewport = self.viewport
71 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
72 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
73 if self._level_layer != 'floor':
75 self._overlay, (0, 0),
76 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
77 special_flags=pgl.BLEND_MULT)
78 self.actors.draw(screen)
80 def on_key_down(self, key, mod, unicode):
81 if key == keys.ESCAPE:
82 from .menu import MenuScene
83 return [ChangeSceneEvent(MenuScene())]
86 class GameLevelScene(BaseLevelScene):
88 def enter(self, world):
89 self._held_keys = set()
90 if self._level is not None:
91 for generator in self._generators:
95 self._roaches = self.actors.add_layer("roaches", level=10)
96 self._friends = self.actors.add_layer("friendly roaches", level=9)
97 self._items = self.actors.add_layer("items", level=9)
98 self._generators = self.actors.add_layer("enemy generators", level=8)
99 self._enemies = self.actors.add_layer("enemies", level=7)
100 self._vehicle = Vehicle.current(world)
104 self._init_friendly_roaches()
105 self._init_generators()
107 self._last_key_down = 0
108 return self._init_roaches(world)
110 def _init_items(self):
111 for item in self._level.items:
112 self._items.add(item)
114 def _init_friendly_roaches(self):
115 for friend in self._level.friends:
116 self._friends.add(friend)
118 def exit(self, world):
119 for generator in self._generators:
120 # We don't want these running while we're on other levels, but we
121 # don't want to delete them here either (because of the vehicle
125 def _init_generators(self):
126 for generator in self._level.enemy_generators:
127 self._generators.add(generator)
130 def _init_roaches(self, world):
131 x, y = self._level.start_pos
132 self._level_layer = 'floor'
133 self._avatar = self._vehicle.get_avatar(world)
135 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
136 self._roaches.add(self._avatar)
137 # Fix viewport offset
140 x * TILE_SIZE - WIDTH // 2,
141 y * TILE_SIZE - HEIGHT // 2))]
143 def _set_pos(self, x, y):
144 self._player_pos = (x, y)
145 # print('At ', (x, y))
147 def _can_move(self, x, y):
148 if self._mode == 'walk':
149 return self._level.can_walk(x, y, self._level_layer)
150 elif self._mode == 'fly':
151 return self._level.can_fly(x, y, self._level_layer)
152 elif self._mode == 'crawl':
153 return self._level.can_crawl(x, y, self._level_layer)
155 def _set_angle(self, angle):
157 self._avatar.angle = angle
160 def _vehicle_changed(self, world):
161 self._roaches.remove(self._avatar)
162 self._vehicle = Vehicle.current(world)
163 self._avatar = self._vehicle.get_avatar(world)
164 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
165 self._roaches.add(self._avatar)
166 self._set_angle(self._angle)
169 def _add_roach(self, world):
170 world.roaches.append(build_roach(world))
171 self._vehicle_changed()
174 def _gain_item(self, world, item):
175 if item.item_type == "serum":
176 world.serums.append(item.item_data["serum"])
177 elif item.item_type == "weapon":
178 old_weapon = world.weapons.current
179 world.weapons.current = item.item_data["weapon"]
180 if old_weapon != "spit":
181 clone = clone_old_item(item, weapon=old_weapon)
182 self._level.items.append(clone)
183 self._items.add(clone)
184 self._vehicle_changed()
187 def _change_vehicle(self, world):
188 vehicle = Vehicle.random()
189 world.vehicles.current = vehicle
190 self._vehicle_changed()
192 def update(self, world, engine, dt):
193 super().update(world, engine, dt)
194 events = world.pop_events()
195 for friend in self._friends:
196 friend.pos = self.calc_offset(
197 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
198 for item in self._items:
199 item.pos = self.calc_offset(
200 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
201 more = self._check_held_keys(dt)
206 def _check_held_keys(self, dt):
207 for key in self._held_keys:
208 self._last_key_down += dt
209 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
210 return self._movement_key(key, dt)
212 return self._fire_key(dt)
214 def _movement_key(self, key, dt):
215 x, y = self._player_pos
216 for k, dp, angle in (
217 (keys.DOWN, (0, 1), 180),
218 (keys.UP, (0, -1), 0),
219 (keys.LEFT, (-1, 0), 90),
220 (keys.RIGHT, (1, 0), -90),
223 if (self._angle == angle and
224 self._last_key_down > self._key_rate):
225 nx, ny = x + dp[0], y + dp[1]
226 if self._can_move(nx, ny):
227 self._set_pos(nx, ny)
228 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
229 self._set_angle(angle)
230 self._last_key_down = 0
231 return [MoveViewportEvent(offset)]
234 self._set_angle(angle)
236 def _activate_key(self):
237 x, y = self._player_pos
238 if self._level.is_grate(x, y):
239 if (self._level_layer == 'floor' and
240 self._level.can_crawl(x, y, 'floor')):
241 if self._level.can_crawl(x, y, 'tunnels'):
242 self._level_layer = 'tunnels'
244 elif self._level.can_crawl(x, y, 'floor'):
245 # Must be in the tunnels already
246 self._level_layer = 'floor'
248 elif self._level.is_keypad(x, y):
249 self._level.press_keypad(x, y, self._roaches)
250 elif self._level.friend_at(x, y):
251 friend = self._level.friend_at(x, y)
252 self._level.remove_friend(friend)
253 self._friends.remove(friend)
255 elif self._level.item_at(x, y):
256 item = self._level.item_at(x, y)
257 self._level.remove_item(item)
258 self._items.remove(item)
259 self._gain_item(item)
260 elif self._level.is_exit(x, y):
261 next_level = self._level.get_exit_level()
263 WorldEvent('set', {'level.name': next_level}),
264 ChangeSceneEvent(GameLevelScene())]
266 def _fire_key(self, dt):
267 if self._last_key_down > self._key_rate:
268 self._last_key_down = 0
271 def _vehicle_management_key(self):
272 from .roach_management import RoachesScene
273 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
275 def on_key_down(self, key, mod, unicode):
276 x, y = self._player_pos
277 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
278 self._held_keys.clear()
279 self._held_keys.add(key)
280 # We do this so pressing the key has an instant effect, and can
282 self._last_key_down = self._key_rate + 0.01
283 return self._movement_key(key, 0.01)
285 return self._activate_key()
287 self._held_keys.clear()
288 self._held_keys.add(key)
289 self._last_key_down = self._key_rate + 0.01
290 return self._fire_key(0.01)
292 return self._change_vehicle()
294 return self._vehicle_management_key()
295 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
297 def on_key_up(self, key, mode):
298 self._held_keys.discard(key)
299 self._last_key_down = 0