4 from pgzero.constants import keys
5 from pgzero.loaders import sounds
6 from pygame import Surface
7 import pygame.locals as pgl
8 from ..loaders.levelloader import levels
10 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
11 from ..constants import TILE_SIZE, WIDTH, HEIGHT
12 from ..gamelib.items import clone_old_item, create_new_item
13 from ..roaches import build_roach
14 from ..vehicles.base import Vehicle
15 from ..weapons import weapon_by_name
19 def __init__(self, world):
20 roaches = world.roaches
21 self.health = sum(r.health for r in roaches)
22 self.smart = self._count_attr("smart", roaches)
23 self.fast = self._count_attr("fast", roaches)
24 self.strong = self._count_attr("strong", roaches)
27 return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
28 self.health, self.smart, self.fast, self.strong)
30 def _count_attr(self, attr, roaches):
31 attrs = [r[attr] for r in roaches]
32 attrs = [a for a in attrs if a]
36 class BaseLevelScene(Scene):
44 def enter(self, world):
45 self._level = levels.load(world.level.name)
46 self._tiles = self._level.tiles
47 self._level_layer = 'floor'
50 for layer in ['floor', 'tunnels']:
51 self._surfaces[layer] = self._render(layer)
52 self._overlay = self._surfaces['floor'].copy()
53 self._doors = self.actors.add_layer("doors", level=9)
54 self._keypads = self.actors.add_layer("keypads", level=8)
55 self._bullets = self.actors.add_layer("bullets", level=10)
56 # These are already Actors
57 for door in self._level.doors:
59 for keypad in self._level.keypads:
60 self._keypads.add(keypad)
62 def _render(self, layer):
63 # We cache the rendered surface to avoid doing a large number
64 # of blits each frame, as that introduces a large performance
66 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
67 len(self._tiles) * TILE_SIZE))
68 layer_key = '%s image' % layer
69 for y, row in enumerate(self._tiles):
70 for x, tile in enumerate(row):
71 pos = (x * TILE_SIZE, y * TILE_SIZE)
72 if layer_key not in tile:
73 # Skip broken tiles for now
75 surface.blit(tile[layer_key], pos)
76 return surface.convert_alpha()
78 def update(self, world, engine, dt):
79 """Fix the door and keypad positions"""
80 super().update(world, engine, dt)
81 for door in self._doors:
82 door.pos = self.calc_offset(
83 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
84 for keypad in self._keypads:
85 keypad.pos = self.calc_offset(
86 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
88 def draw(self, screen):
90 # Viewport is the position of the screen relative to the
91 # surface. We need the position of the surface relative to
92 # the screen for the blit, so this conversion
93 viewport = self.viewport
94 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
95 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
96 if self._level_layer != 'floor':
98 self._overlay, (0, 0),
99 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
100 special_flags=pgl.BLEND_MULT)
101 self.actors.draw(screen)
103 def on_key_down(self, key, mod, unicode):
104 if key == keys.ESCAPE:
105 from .menu import MenuScene
106 return [ChangeSceneEvent(MenuScene())]
109 class GameLevelScene(BaseLevelScene):
111 def enter(self, world):
112 self._held_keys = set()
113 if self._level is not None:
114 for generator in self._generators:
117 self._update_player_stats(world)
119 self._roaches = self.actors.add_layer("roaches", level=10)
120 self._friends = self.actors.add_layer("friendly roaches", level=9)
121 self._items = self.actors.add_layer("items", level=9)
122 self._generators = self.actors.add_layer("enemy generators", level=8)
123 self._enemies = self.actors.add_layer("enemies", level=11)
124 self._vehicle = Vehicle.current(world)
127 self._angle_dp = (0, -1) # up
129 self._init_friendly_roaches()
130 self._init_generators()
132 self._last_key_down = 0
134 self._screech = sounds.load("screech")
135 return self._init_roaches(world)
137 def _init_items(self):
138 for item in self._level.items:
139 self._items.add(item)
141 def _init_friendly_roaches(self):
142 for friend in self._level.friends:
143 self._friends.add(friend)
145 def exit(self, world):
146 for generator in self._generators:
147 # We don't want these running while we're on other levels, but we
148 # don't want to delete them here either (because of the vehicle
152 def _init_generators(self):
153 for generator in self._level.enemy_generators:
154 self._generators.add(generator)
157 def _init_roaches(self, world):
158 x, y = self._level.start_pos
159 self._level_layer = 'floor'
160 self._avatar = self._vehicle.get_avatar(world)
162 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
163 self._roaches.add(self._avatar)
164 # Fix viewport offset
167 x * TILE_SIZE - WIDTH // 2,
168 y * TILE_SIZE - HEIGHT // 2))]
170 def _set_pos(self, x, y):
171 self._player_pos = (x, y)
172 # print('At ', (x, y))
174 def _can_move(self, x, y):
175 if self._mode == 'walk':
176 if not self._level.enemy_at(x, y):
177 return self._level.can_walk(x, y, self._level_layer)
179 elif self._mode == 'fly':
180 return self._level.can_fly(x, y, self._level_layer)
181 elif self._mode == 'crawl':
182 return self._level.can_crawl(x, y, self._level_layer)
184 def _set_angle(self, angle, dp):
187 self._avatar.angle = angle
190 def _vehicle_changed(self, world):
191 self._roaches.remove(self._avatar)
192 self._vehicle = Vehicle.current(world)
193 self._avatar = self._vehicle.get_avatar(world)
194 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
195 self._roaches.add(self._avatar)
196 self._set_angle(self._angle, self._angle_dp)
199 def _add_roach(self, world):
200 world.roaches.append(build_roach(world))
201 self._vehicle_changed()
204 def _damage_player(self, world):
205 if not world.roaches:
206 # Skip out if we're already dead
208 roach = random.choice(world.roaches)
209 roach.health -= self._last_dmg
213 index = [x.name for x in world.roaches].index(roach.name)
214 world.roaches.pop(index)
215 # We can't check for empty, because updates will be processed later
216 if len(world.roaches) > 1:
217 self._vehicle_changed()
220 def _gain_item(self, world, item):
221 if item.item_type == "serum":
222 world.serums.append(item.item_data["serum"])
223 elif item.item_type == "weapon":
224 old_weapon = world.weapons.current
225 world.weapons.current = item.item_data["weapon"]
226 if old_weapon != "spit":
227 clone = clone_old_item(item, weapon=old_weapon)
228 self._level.items.append(clone)
229 self._items.add(clone)
230 self._vehicle_changed()
232 def _hit_enemy(self, enemy, weapon):
233 enemy.health -= weapon.damage
234 if enemy.health <= 0:
235 self._level.remove_enemy(enemy)
236 self._enemies.remove(enemy)
238 def _fire_bullet(self, bullet, pos, dp, angle):
239 if len(self._bullets) >= 10:
241 bullet.game_pos = pos
244 bullet.level_layer = self._level_layer
246 self._bullets.add(bullet)
248 def _check_for_bullet_hits(self):
249 for bullet in list(self._bullets):
250 for enemy in list(self._enemies):
251 if enemy.collidepoint(bullet.pos):
252 self._hit_enemy(enemy, bullet.weapon)
253 self._bullets.remove(bullet)
255 def _update_bullet(self, bullet, dt):
259 bullet.game_pos = pos = (
260 bullet.game_pos[0] + bullet.game_dp[0],
261 bullet.game_pos[1] + bullet.game_dp[1])
262 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
263 self._bullets.remove(bullet)
266 def _fire_weapon(self, world):
267 weapon = weapon_by_name(world.weapons.current)
269 if weapon.bullet_range > 0:
271 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
275 pos, dp = self._player_pos, self._angle_dp
276 pos = (pos[0] + dp[0], pos[1] + dp[1])
277 enemy = self._level.get_enemy(pos[0], pos[1])
279 self._hit_enemy(enemy, weapon)
282 def _change_vehicle(self, world):
283 x, y = self._player_pos
285 old_vehicle = world.vehicles.current
287 item = self._level.item_at(x, y)
289 if item and item.item_type == "vehicle":
290 world.vehicles.current = item.item_data["vehicle"]
291 self._level.remove_item(item)
292 self._items.remove(item)
294 world.vehicles.current = "walking"
296 if old_vehicle != "walking":
297 dropped_vehicle = create_new_item(
298 "vehicle", (x, y), vehicle=old_vehicle)
299 self._level.items.append(dropped_vehicle)
300 self._items.add(dropped_vehicle)
302 self._vehicle_changed()
304 def update(self, world, engine, dt):
305 if not world.roaches:
307 from .menu import MenuScene
308 return [ChangeSceneEvent(MenuScene())]
309 super().update(world, engine, dt)
310 events = world.pop_events()
311 for friend in self._friends:
312 friend.pos = self.calc_offset(
313 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
314 for item in self._items:
315 item.pos = self.calc_offset(
316 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
317 self._check_enemies(dt)
318 for enemy in self._enemies:
319 enemy.pos = self.calc_offset(
320 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
321 for bullet in list(self._bullets):
322 self._update_bullet(bullet, dt)
323 bullet.pos = self.calc_offset(
324 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
325 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
326 self._check_for_bullet_hits()
327 self._update_player_stats(world)
328 more = self._check_held_keys(dt)
333 def _update_player_stats(self, world):
334 self._stats = PlayerStats(world)
336 def _check_enemies(self, dt):
337 if len(self._level.enemies) != len(self._enemies):
338 # New nemy has spawned
339 for enemy in self._level.enemies:
340 if enemy not in self._enemies:
341 self._enemies.add(enemy)
342 for enemy in self._enemies:
343 dmg = enemy.attack(self._player_pos, self._level_layer, dt)
345 self._last_dmg += dmg
347 self._damage_player()
349 def _check_held_keys(self, dt):
350 for key in self._held_keys:
351 self._last_key_down += dt
352 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
353 return self._movement_key(key, dt)
355 return self._fire_key(dt)
357 def _movement_key(self, key, dt):
358 x, y = self._player_pos
359 for k, dp, angle in (
360 (keys.DOWN, (0, 1), 180),
361 (keys.UP, (0, -1), 0),
362 (keys.LEFT, (-1, 0), 90),
363 (keys.RIGHT, (1, 0), -90),
366 if (self._angle == angle and
367 self._last_key_down > self._key_rate):
368 nx, ny = x + dp[0], y + dp[1]
369 if self._can_move(nx, ny):
370 self._set_pos(nx, ny)
371 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
372 self._set_angle(angle, dp)
373 self._last_key_down = 0
374 return [MoveViewportEvent(offset)]
377 self._set_angle(angle, dp)
379 def _activate_key(self):
380 x, y = self._player_pos
381 if self._level.is_grate(x, y):
382 if (self._level_layer == 'floor' and
383 self._level.can_crawl(x, y, 'floor')):
384 if self._level.can_crawl(x, y, 'tunnels'):
385 self._level_layer = 'tunnels'
387 elif self._level.can_crawl(x, y, 'floor'):
388 # Must be in the tunnels already
389 self._level_layer = 'floor'
391 elif self._level.is_keypad(x, y):
392 self._level.press_keypad(x, y, self._stats.smart)
393 elif self._level.friend_at(x, y):
394 friend = self._level.friend_at(x, y)
395 self._level.remove_friend(friend)
396 self._friends.remove(friend)
398 elif self._level.item_at(x, y):
399 item = self._level.item_at(x, y)
400 if item.item_type != "vehicle":
401 self._level.remove_item(item)
402 self._items.remove(item)
403 self._gain_item(item)
404 elif self._level.is_exit(x, y):
405 next_level = self._level.get_exit_level()
407 WorldEvent('set', {'level.name': next_level}),
408 ChangeSceneEvent(GameLevelScene())]
410 def _fire_key(self, dt):
411 if self._last_key_down > self._key_rate:
412 self._last_key_down = 0
415 def _vehicle_management_key(self):
416 from .roach_management import RoachesScene
417 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
419 def on_key_down(self, key, mod, unicode):
420 x, y = self._player_pos
421 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
422 firing = (keys.X in self._held_keys)
423 self._held_keys.clear()
424 self._held_keys.add(key)
426 self._held_keys.add(keys.X)
427 # We do this so pressing the key has an instant effect, and can
429 self._last_key_down = self._key_rate + 0.01
430 return self._movement_key(key, 0.01)
432 return self._activate_key()
434 self._held_keys.clear()
435 self._held_keys.add(key)
436 self._last_key_down = self._key_rate + 0.01
437 return self._fire_key(0.01)
439 return self._change_vehicle()
441 return self._vehicle_management_key()
442 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
444 def on_key_up(self, key, mode):
445 self._held_keys.discard(key)
446 self._last_key_down = 0