4 from pgzero.constants import keys
5 from pygame import Surface
6 import pygame.locals as pgl
7 from ..loaders.levelloader import levels
9 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
10 from ..constants import TILE_SIZE, WIDTH, HEIGHT
11 from ..gamelib.items import clone_old_item, create_new_item
12 from ..roaches import build_roach
13 from ..vehicles.base import Vehicle
14 from ..weapons import weapon_by_name
18 def __init__(self, world):
19 roaches = world.roaches
20 self.health = sum(r.health for r in roaches)
21 self.smart = self._count_attr("smart", roaches)
22 self.fast = self._count_attr("fast", roaches)
23 self.strong = self._count_attr("strong", roaches)
26 return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
27 self.health, self.smart, self.fast, self.strong)
29 def _count_attr(self, attr, roaches):
30 attrs = [r[attr] for r in roaches]
31 attrs = [a for a in attrs if a]
35 class BaseLevelScene(Scene):
43 def enter(self, world):
44 self._level = levels.load(world.level.name)
45 self._tiles = self._level.tiles
46 self._level_layer = 'floor'
49 for layer in ['floor', 'tunnels']:
50 self._surfaces[layer] = self._render(layer)
51 self._overlay = self._surfaces['floor'].copy()
52 self._doors = self.actors.add_layer("doors", level=9)
53 self._keypads = self.actors.add_layer("keypads", level=8)
54 self._bullets = self.actors.add_layer("bullets", level=10)
55 # These are already Actors
56 for door in self._level.doors:
58 for keypad in self._level.keypads:
59 self._keypads.add(keypad)
61 def _render(self, layer):
62 # We cache the rendered surface to avoid doing a large number
63 # of blits each frame, as that introduces a large performance
65 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
66 len(self._tiles) * TILE_SIZE))
67 layer_key = '%s image' % layer
68 for y, row in enumerate(self._tiles):
69 for x, tile in enumerate(row):
70 pos = (x * TILE_SIZE, y * TILE_SIZE)
71 if layer_key not in tile:
72 # Skip broken tiles for now
74 surface.blit(tile[layer_key], pos)
75 return surface.convert_alpha()
77 def update(self, world, engine, dt):
78 """Fix the door and keypad positions"""
79 super().update(world, engine, dt)
80 for door in self._doors:
81 door.pos = self.calc_offset(
82 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
83 for keypad in self._keypads:
84 keypad.pos = self.calc_offset(
85 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
87 def draw(self, screen):
89 # Viewport is the position of the screen relative to the
90 # surface. We need the position of the surface relative to
91 # the screen for the blit, so this conversion
92 viewport = self.viewport
93 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
94 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
95 if self._level_layer != 'floor':
97 self._overlay, (0, 0),
98 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
99 special_flags=pgl.BLEND_MULT)
100 self.actors.draw(screen)
102 def on_key_down(self, key, mod, unicode):
103 if key == keys.ESCAPE:
104 from .menu import MenuScene
105 return [ChangeSceneEvent(MenuScene())]
108 class GameLevelScene(BaseLevelScene):
110 def enter(self, world):
111 self._held_keys = set()
112 if self._level is not None:
113 for generator in self._generators:
116 self._update_player_stats(world)
118 self._roaches = self.actors.add_layer("roaches", level=10)
119 self._friends = self.actors.add_layer("friendly roaches", level=9)
120 self._items = self.actors.add_layer("items", level=9)
121 self._generators = self.actors.add_layer("enemy generators", level=8)
122 self._enemies = self.actors.add_layer("enemies", level=11)
123 self._vehicle = Vehicle.current(world)
126 self._angle_dp = (0, -1) # up
128 self._init_friendly_roaches()
129 self._init_generators()
131 self._last_key_down = 0
133 return self._init_roaches(world)
135 def _init_items(self):
136 for item in self._level.items:
137 self._items.add(item)
139 def _init_friendly_roaches(self):
140 for friend in self._level.friends:
141 self._friends.add(friend)
143 def exit(self, world):
144 for generator in self._generators:
145 # We don't want these running while we're on other levels, but we
146 # don't want to delete them here either (because of the vehicle
150 def _init_generators(self):
151 for generator in self._level.enemy_generators:
152 self._generators.add(generator)
155 def _init_roaches(self, world):
156 x, y = self._level.start_pos
157 self._level_layer = 'floor'
158 self._avatar = self._vehicle.get_avatar(world)
160 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
161 self._roaches.add(self._avatar)
162 # Fix viewport offset
165 x * TILE_SIZE - WIDTH // 2,
166 y * TILE_SIZE - HEIGHT // 2))]
168 def _set_pos(self, x, y):
169 self._player_pos = (x, y)
170 # print('At ', (x, y))
172 def _can_move(self, x, y):
173 if self._mode == 'walk':
174 if not self._level.enemy_at(x, y):
175 return self._level.can_walk(x, y, self._level_layer)
177 elif self._mode == 'fly':
178 return self._level.can_fly(x, y, self._level_layer)
179 elif self._mode == 'crawl':
180 return self._level.can_crawl(x, y, self._level_layer)
182 def _set_angle(self, angle, dp):
185 self._avatar.angle = angle
188 def _vehicle_changed(self, world):
189 self._roaches.remove(self._avatar)
190 self._vehicle = Vehicle.current(world)
191 self._avatar = self._vehicle.get_avatar(world)
192 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
193 self._roaches.add(self._avatar)
194 self._set_angle(self._angle, self._angle_dp)
197 def _add_roach(self, world):
198 world.roaches.append(build_roach(world))
199 self._vehicle_changed()
202 def _damage_player(self, world):
203 if not world.roaches:
204 # Skip out if we're already dead
206 roach = random.choice(world.roaches)
207 roach.health -= self._last_dmg
210 index = [x.name for x in world.roaches].index(roach.name)
211 world.roaches.pop(index)
212 # We can't check for empty, because updates will be processed later
213 if len(world.roaches) > 1:
214 self._vehicle_changed()
217 def _gain_item(self, world, item):
218 if item.item_type == "serum":
219 world.serums.append(item.item_data["serum"])
220 elif item.item_type == "weapon":
221 old_weapon = world.weapons.current
222 world.weapons.current = item.item_data["weapon"]
223 if old_weapon != "spit":
224 clone = clone_old_item(item, weapon=old_weapon)
225 self._level.items.append(clone)
226 self._items.add(clone)
227 self._vehicle_changed()
229 def _hit_enemy(self, enemy, weapon):
230 enemy.health -= weapon.damage
231 if enemy.health <= 0:
232 self._level.remove_enemy(enemy)
233 self._enemies.remove(enemy)
235 def _fire_bullet(self, bullet, pos, dp, angle):
236 if len(self._bullets) >= 10:
238 bullet.game_pos = pos
241 bullet.level_layer = self._level_layer
243 self._bullets.add(bullet)
245 def _check_for_bullet_hits(self):
246 for bullet in list(self._bullets):
247 for enemy in list(self._enemies):
248 if enemy.collidepoint(bullet.pos):
249 self._hit_enemy(enemy, bullet.weapon)
250 self._bullets.remove(bullet)
252 def _update_bullet(self, bullet, dt):
256 bullet.game_pos = pos = (
257 bullet.game_pos[0] + bullet.game_dp[0],
258 bullet.game_pos[1] + bullet.game_dp[1])
259 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
260 self._bullets.remove(bullet)
263 def _fire_weapon(self, world):
264 weapon = weapon_by_name(world.weapons.current)
266 if weapon.bullet_range > 0:
268 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
272 pos, dp = self._player_pos, self._angle_dp
273 pos = (pos[0] + dp[0], pos[1] + dp[1])
274 enemy = self._level.get_enemy(pos[0], pos[1])
276 self._hit_enemy(enemy, weapon)
279 def _change_vehicle(self, world):
280 x, y = self._player_pos
282 old_vehicle = world.vehicles.current
284 item = self._level.item_at(x, y)
286 if item and item.item_type == "vehicle":
287 world.vehicles.current = item.item_data["vehicle"]
288 self._level.remove_item(item)
289 self._items.remove(item)
291 world.vehicles.current = "walking"
293 if old_vehicle != "walking":
294 dropped_vehicle = create_new_item(
295 "vehicle", (x, y), vehicle=old_vehicle)
296 self._level.items.append(dropped_vehicle)
297 self._items.add(dropped_vehicle)
299 self._vehicle_changed()
301 def update(self, world, engine, dt):
302 if not world.roaches:
304 from .menu import MenuScene
305 return [ChangeSceneEvent(MenuScene())]
306 super().update(world, engine, dt)
307 events = world.pop_events()
308 for friend in self._friends:
309 friend.pos = self.calc_offset(
310 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
311 for item in self._items:
312 item.pos = self.calc_offset(
313 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
314 self._check_enemies(dt)
315 for enemy in self._enemies:
316 enemy.pos = self.calc_offset(
317 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
318 for bullet in list(self._bullets):
319 self._update_bullet(bullet, dt)
320 bullet.pos = self.calc_offset(
321 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
322 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
323 self._check_for_bullet_hits()
324 self._update_player_stats(world)
325 more = self._check_held_keys(dt)
330 def _update_player_stats(self, world):
331 self._stats = PlayerStats(world)
333 def _check_enemies(self, dt):
334 if len(self._level.enemies) != len(self._enemies):
335 # New nemy has spawned
336 for enemy in self._level.enemies:
337 if enemy not in self._enemies:
338 self._enemies.add(enemy)
339 for enemy in self._enemies:
340 dmg = enemy.attack(self._player_pos, self._level_layer, dt)
342 self._last_dmg += dmg
344 self._damage_player()
346 def _check_held_keys(self, dt):
347 for key in self._held_keys:
348 self._last_key_down += dt
349 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
350 return self._movement_key(key, dt)
352 return self._fire_key(dt)
354 def _movement_key(self, key, dt):
355 x, y = self._player_pos
356 for k, dp, angle in (
357 (keys.DOWN, (0, 1), 180),
358 (keys.UP, (0, -1), 0),
359 (keys.LEFT, (-1, 0), 90),
360 (keys.RIGHT, (1, 0), -90),
363 if (self._angle == angle and
364 self._last_key_down > self._key_rate):
365 nx, ny = x + dp[0], y + dp[1]
366 if self._can_move(nx, ny):
367 self._set_pos(nx, ny)
368 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
369 self._set_angle(angle, dp)
370 self._last_key_down = 0
371 return [MoveViewportEvent(offset)]
374 self._set_angle(angle, dp)
376 def _activate_key(self):
377 x, y = self._player_pos
378 if self._level.is_grate(x, y):
379 if (self._level_layer == 'floor' and
380 self._level.can_crawl(x, y, 'floor')):
381 if self._level.can_crawl(x, y, 'tunnels'):
382 self._level_layer = 'tunnels'
384 elif self._level.can_crawl(x, y, 'floor'):
385 # Must be in the tunnels already
386 self._level_layer = 'floor'
388 elif self._level.is_keypad(x, y):
389 self._level.press_keypad(x, y, self._stats.smart)
390 elif self._level.friend_at(x, y):
391 friend = self._level.friend_at(x, y)
392 self._level.remove_friend(friend)
393 self._friends.remove(friend)
395 elif self._level.item_at(x, y):
396 item = self._level.item_at(x, y)
397 if item.item_type != "vehicle":
398 self._level.remove_item(item)
399 self._items.remove(item)
400 self._gain_item(item)
401 elif self._level.is_exit(x, y):
402 next_level = self._level.get_exit_level()
404 WorldEvent('set', {'level.name': next_level}),
405 ChangeSceneEvent(GameLevelScene())]
407 def _fire_key(self, dt):
408 if self._last_key_down > self._key_rate:
409 self._last_key_down = 0
412 def _vehicle_management_key(self):
413 from .roach_management import RoachesScene
414 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
416 def on_key_down(self, key, mod, unicode):
417 x, y = self._player_pos
418 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
419 firing = (keys.X in self._held_keys)
420 self._held_keys.clear()
421 self._held_keys.add(key)
423 self._held_keys.add(keys.X)
424 # We do this so pressing the key has an instant effect, and can
426 self._last_key_down = self._key_rate + 0.01
427 return self._movement_key(key, 0.01)
429 return self._activate_key()
431 self._held_keys.clear()
432 self._held_keys.add(key)
433 self._last_key_down = self._key_rate + 0.01
434 return self._fire_key(0.01)
436 return self._change_vehicle()
438 return self._vehicle_management_key()
439 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
441 def on_key_up(self, key, mode):
442 self._held_keys.discard(key)
443 self._last_key_down = 0