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, create_new_item
11 from ..hud import HudActor
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 __eq__(self, other):
30 if not isinstance(other, PlayerStats):
33 (self.health == other.health, self.smart == other.smart,
34 self.fast == other.fast, self.strong == other.strong))
36 def _count_attr(self, attr, roaches):
37 attrs = [r[attr] for r in roaches]
38 attrs = [a for a in attrs if a]
42 class BaseLevelScene(Scene):
50 def enter(self, world):
51 self._level = levels.load(world.level.name)
52 self._tiles = self._level.tiles
53 self._level_layer = 'floor'
56 for layer in ['floor', 'tunnels']:
57 self._surfaces[layer] = self._render(layer)
58 self._overlay = self._surfaces['floor'].copy()
59 self._doors = self.actors.add_layer("doors", level=9)
60 self._keypads = self.actors.add_layer("keypads", level=8)
61 self._bullets = self.actors.add_layer("bullets", level=10)
62 # These are already Actors
63 for door in self._level.doors:
65 for keypad in self._level.keypads:
66 self._keypads.add(keypad)
68 def _render(self, layer):
69 # We cache the rendered surface to avoid doing a large number
70 # of blits each frame, as that introduces a large performance
72 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
73 len(self._tiles) * TILE_SIZE))
74 layer_key = '%s image' % layer
75 for y, row in enumerate(self._tiles):
76 for x, tile in enumerate(row):
77 pos = (x * TILE_SIZE, y * TILE_SIZE)
78 if layer_key not in tile:
79 # Skip broken tiles for now
81 surface.blit(tile[layer_key], pos)
82 return surface.convert_alpha()
84 def update(self, world, engine, dt):
85 """Fix the door and keypad positions"""
86 super().update(world, engine, dt)
87 for door in self._doors:
88 door.pos = self.calc_offset(
89 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
90 for keypad in self._keypads:
91 keypad.pos = self.calc_offset(
92 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
94 def draw(self, screen):
96 # Viewport is the position of the screen relative to the
97 # surface. We need the position of the surface relative to
98 # the screen for the blit, so this conversion
99 viewport = self.viewport
100 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
101 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
102 if self._level_layer != 'floor':
104 self._overlay, (0, 0),
105 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
106 special_flags=pgl.BLEND_MULT)
107 self.actors.draw(screen)
109 def on_key_down(self, key, mod, unicode):
110 if key == keys.ESCAPE:
111 from .menu import MenuScene
112 return [ChangeSceneEvent(MenuScene())]
115 class GameLevelScene(BaseLevelScene):
117 def enter(self, world):
118 self._held_keys = set()
119 if self._level is not None:
120 for generator in self._generators:
123 self._update_player_stats(world)
125 self._roaches = self.actors.add_layer("roaches", level=10)
126 self._friends = self.actors.add_layer("friendly roaches", level=9)
127 self._items = self.actors.add_layer("items", level=9)
128 self._generators = self.actors.add_layer("enemy generators", level=8)
129 self._enemies = self.actors.add_layer("enemies", level=11)
130 self._hud = self.actors.add_layer("hud", level=12)
131 self._hud.add(HudActor(
132 self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
133 self._vehicle = Vehicle.current(world)
136 self._angle_dp = (0, -1) # up
138 self._init_friendly_roaches()
139 self._init_generators()
141 self._last_key_down = 0
142 return self._init_roaches(world)
144 def _init_items(self):
145 for item in self._level.items:
146 self._items.add(item)
148 def _init_friendly_roaches(self):
149 for friend in self._level.friends:
150 self._friends.add(friend)
152 def exit(self, world):
153 for generator in self._generators:
154 # We don't want these running while we're on other levels, but we
155 # don't want to delete them here either (because of the vehicle
159 def _init_generators(self):
160 for generator in self._level.enemy_generators:
161 self._generators.add(generator)
164 def _init_roaches(self, world):
165 x, y = self._level.start_pos
166 self._level_layer = 'floor'
167 self._avatar = self._vehicle.get_avatar(world)
169 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
170 self._roaches.add(self._avatar)
171 # Fix viewport offset
174 x * TILE_SIZE - WIDTH // 2,
175 y * TILE_SIZE - HEIGHT // 2))]
177 def _set_pos(self, x, y):
178 self._player_pos = (x, y)
179 # print('At ', (x, y))
181 def _can_move(self, x, y):
182 if self._mode == 'walk':
183 if not self._level.enemy_at(x, y):
184 return self._level.can_walk(x, y, self._level_layer)
186 elif self._mode == 'fly':
187 return self._level.can_fly(x, y, self._level_layer)
188 elif self._mode == 'crawl':
189 return self._level.can_crawl(x, y, self._level_layer)
191 def _set_angle(self, angle, dp):
194 self._avatar.angle = angle
197 def _vehicle_changed(self, world):
198 self._roaches.remove(self._avatar)
199 self._vehicle = Vehicle.current(world)
200 self._avatar = self._vehicle.get_avatar(world)
201 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
202 self._roaches.add(self._avatar)
203 self._set_angle(self._angle, self._angle_dp)
206 def _add_roach(self, world):
207 world.roaches.append(build_roach(world))
208 self._vehicle_changed()
211 def _gain_item(self, world, item):
212 if item.item_type == "serum":
213 world.serums.append(item.item_data["serum"])
214 elif item.item_type == "weapon":
215 old_weapon = world.weapons.current
216 world.weapons.current = item.item_data["weapon"]
217 if old_weapon != "spit":
218 clone = clone_old_item(item, weapon=old_weapon)
219 self._level.items.append(clone)
220 self._items.add(clone)
221 self._vehicle_changed()
223 def _hit_enemy(self, enemy, weapon):
224 enemy.health -= weapon.damage
225 if enemy.health <= 0:
226 self._level.remove_enemy(enemy)
227 self._enemies.remove(enemy)
229 def _fire_bullet(self, bullet, pos, dp, angle):
230 if len(self._bullets) >= 10:
232 bullet.game_pos = pos
235 bullet.level_layer = self._level_layer
237 self._bullets.add(bullet)
239 def _check_for_bullet_hits(self):
240 for bullet in list(self._bullets):
241 for enemy in list(self._enemies):
242 if enemy.collidepoint(bullet.pos):
243 self._hit_enemy(enemy, bullet.weapon)
244 self._bullets.remove(bullet)
246 def _update_bullet(self, bullet, dt):
250 bullet.game_pos = pos = (
251 bullet.game_pos[0] + bullet.game_dp[0],
252 bullet.game_pos[1] + bullet.game_dp[1])
253 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
254 self._bullets.remove(bullet)
257 def _fire_weapon(self, world):
258 weapon = weapon_by_name(world.weapons.current)
260 if weapon.bullet_range > 0:
262 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
266 pos, dp = self._player_pos, self._angle_dp
267 pos = (pos[0] + dp[0], pos[1] + dp[1])
268 enemy = self._level.get_enemy(pos[0], pos[1])
270 self._hit_enemy(enemy, weapon)
273 def _change_vehicle(self, world):
274 x, y = self._player_pos
276 old_vehicle = world.vehicles.current
278 item = self._level.item_at(x, y)
280 if item and item.item_type == "vehicle":
281 world.vehicles.current = item.item_data["vehicle"]
282 self._level.remove_item(item)
283 self._items.remove(item)
285 world.vehicles.current = "walking"
287 if old_vehicle != "walking":
288 dropped_vehicle = create_new_item(
289 "vehicle", (x, y), vehicle=old_vehicle)
290 self._level.items.append(dropped_vehicle)
291 self._items.add(dropped_vehicle)
293 self._vehicle_changed()
295 def update(self, world, engine, dt):
296 super().update(world, engine, dt)
297 events = world.pop_events()
298 for friend in self._friends:
299 friend.pos = self.calc_offset(
300 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
301 for item in self._items:
302 item.pos = self.calc_offset(
303 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
304 self._check_enemies()
305 for enemy in self._enemies:
306 enemy.pos = self.calc_offset(
307 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
308 for bullet in list(self._bullets):
309 self._update_bullet(bullet, dt)
310 bullet.pos = self.calc_offset(
311 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
312 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
313 self._check_for_bullet_hits()
314 self._update_player_stats(world)
315 self._hud[0].stats = self._stats
316 more = self._check_held_keys(dt)
321 def _update_player_stats(self, world):
322 self._stats = PlayerStats(world)
324 def _check_enemies(self):
325 if len(self._level.enemies) != len(self._enemies):
326 # New nemy has spawned
327 for enemy in self._level.enemies:
328 if enemy not in self._enemies:
329 self._enemies.add(enemy)
331 def _check_held_keys(self, dt):
332 for key in self._held_keys:
333 self._last_key_down += dt
334 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
335 return self._movement_key(key, dt)
337 return self._fire_key(dt)
339 def _movement_key(self, key, dt):
340 x, y = self._player_pos
341 for k, dp, angle in (
342 (keys.DOWN, (0, 1), 180),
343 (keys.UP, (0, -1), 0),
344 (keys.LEFT, (-1, 0), 90),
345 (keys.RIGHT, (1, 0), -90),
348 if (self._angle == angle and
349 self._last_key_down > self._key_rate):
350 nx, ny = x + dp[0], y + dp[1]
351 if self._can_move(nx, ny):
352 self._set_pos(nx, ny)
353 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
354 self._set_angle(angle, dp)
355 self._last_key_down = 0
356 return [MoveViewportEvent(offset)]
359 self._set_angle(angle, dp)
361 def _activate_key(self):
362 x, y = self._player_pos
363 if self._level.is_grate(x, y):
364 if (self._level_layer == 'floor' and
365 self._level.can_crawl(x, y, 'floor')):
366 if self._level.can_crawl(x, y, 'tunnels'):
367 self._level_layer = 'tunnels'
369 elif self._level.can_crawl(x, y, 'floor'):
370 # Must be in the tunnels already
371 self._level_layer = 'floor'
373 elif self._level.is_keypad(x, y):
374 self._level.press_keypad(x, y, self._roaches)
375 elif self._level.friend_at(x, y):
376 friend = self._level.friend_at(x, y)
377 self._level.remove_friend(friend)
378 self._friends.remove(friend)
380 elif self._level.item_at(x, y):
381 item = self._level.item_at(x, y)
382 if item.item_type != "vehicle":
383 self._level.remove_item(item)
384 self._items.remove(item)
385 self._gain_item(item)
386 elif self._level.is_exit(x, y):
387 next_level = self._level.get_exit_level()
389 WorldEvent('set', {'level.name': next_level}),
390 ChangeSceneEvent(GameLevelScene())]
392 def _fire_key(self, dt):
393 if self._last_key_down > self._key_rate:
394 self._last_key_down = 0
397 def _vehicle_management_key(self):
398 from .roach_management import RoachesScene
399 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
401 def on_key_down(self, key, mod, unicode):
402 x, y = self._player_pos
403 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
404 firing = (keys.X in self._held_keys)
405 self._held_keys.clear()
406 self._held_keys.add(key)
408 self._held_keys.add(keys.X)
409 # We do this so pressing the key has an instant effect, and can
411 self._last_key_down = self._key_rate + 0.01
412 return self._movement_key(key, 0.01)
414 return self._activate_key()
416 self._held_keys.clear()
417 self._held_keys.add(key)
418 self._last_key_down = self._key_rate + 0.01
419 return self._fire_key(0.01)
421 return self._change_vehicle()
423 return self._vehicle_management_key()
424 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
426 def on_key_up(self, key, mode):
427 self._held_keys.discard(key)
428 self._last_key_down = 0