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 ..roaches import build_roach
12 from ..vehicles.base import Vehicle
13 from ..weapons import weapon_by_name
16 class BaseLevelScene(Scene):
23 def enter(self, world):
24 self._level = levels.load(world.level.name)
25 self._tiles = self._level.tiles
26 self._level_layer = 'floor'
29 for layer in ['floor', 'tunnels']:
30 self._surfaces[layer] = self._render(layer)
31 self._overlay = self._surfaces['floor'].copy()
32 self._doors = self.actors.add_layer("doors", level=9)
33 self._keypads = self.actors.add_layer("keypads", level=8)
34 self._bullets = self.actors.add_layer("bullets", level=10)
35 # These are already Actors
36 for door in self._level.doors:
38 for keypad in self._level.keypads:
39 self._keypads.add(keypad)
41 def _render(self, layer):
42 # We cache the rendered surface to avoid doing a large number
43 # of blits each frame, as that introduces a large performance
45 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
46 len(self._tiles) * TILE_SIZE))
47 layer_key = '%s image' % layer
48 for y, row in enumerate(self._tiles):
49 for x, tile in enumerate(row):
50 pos = (x * TILE_SIZE, y * TILE_SIZE)
51 if layer_key not in tile:
52 # Skip broken tiles for now
54 surface.blit(tile[layer_key], pos)
55 return surface.convert_alpha()
57 def update(self, world, engine, dt):
58 """Fix the door and keypad positions"""
59 super().update(world, engine, dt)
60 for door in self._doors:
61 door.pos = self.calc_offset(
62 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
63 for keypad in self._keypads:
64 keypad.pos = self.calc_offset(
65 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
67 def draw(self, screen):
69 # Viewport is the position of the screen relative to the
70 # surface. We need the position of the surface relative to
71 # the screen for the blit, so this conversion
72 viewport = self.viewport
73 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
74 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
75 if self._level_layer != 'floor':
77 self._overlay, (0, 0),
78 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
79 special_flags=pgl.BLEND_MULT)
80 self.actors.draw(screen)
82 def on_key_down(self, key, mod, unicode):
83 if key == keys.ESCAPE:
84 from .menu import MenuScene
85 return [ChangeSceneEvent(MenuScene())]
88 class GameLevelScene(BaseLevelScene):
90 def enter(self, world):
91 self._held_keys = set()
92 if self._level is not None:
93 for generator in self._generators:
97 self._roaches = self.actors.add_layer("roaches", level=10)
98 self._friends = self.actors.add_layer("friendly roaches", level=9)
99 self._items = self.actors.add_layer("items", level=9)
100 self._generators = self.actors.add_layer("enemy generators", level=8)
101 self._enemies = self.actors.add_layer("enemies", level=11)
102 self._vehicle = Vehicle.current(world)
105 self._angle_dp = (0, -1) # up
107 self._init_friendly_roaches()
108 self._init_generators()
110 self._last_key_down = 0
111 return self._init_roaches(world)
113 def _init_items(self):
114 for item in self._level.items:
115 self._items.add(item)
117 def _init_friendly_roaches(self):
118 for friend in self._level.friends:
119 self._friends.add(friend)
121 def exit(self, world):
122 for generator in self._generators:
123 # We don't want these running while we're on other levels, but we
124 # don't want to delete them here either (because of the vehicle
128 def _init_generators(self):
129 for generator in self._level.enemy_generators:
130 self._generators.add(generator)
133 def _init_roaches(self, world):
134 x, y = self._level.start_pos
135 self._level_layer = 'floor'
136 self._avatar = self._vehicle.get_avatar(world)
138 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
139 self._roaches.add(self._avatar)
140 # Fix viewport offset
143 x * TILE_SIZE - WIDTH // 2,
144 y * TILE_SIZE - HEIGHT // 2))]
146 def _set_pos(self, x, y):
147 self._player_pos = (x, y)
148 # print('At ', (x, y))
150 def _can_move(self, x, y):
151 if self._mode == 'walk':
152 if not self._level.enemy_at(x, y):
153 return self._level.can_walk(x, y, self._level_layer)
155 elif self._mode == 'fly':
156 return self._level.can_fly(x, y, self._level_layer)
157 elif self._mode == 'crawl':
158 return self._level.can_crawl(x, y, self._level_layer)
160 def _set_angle(self, angle, dp):
163 self._avatar.angle = angle
166 def _vehicle_changed(self, world):
167 self._roaches.remove(self._avatar)
168 self._vehicle = Vehicle.current(world)
169 self._avatar = self._vehicle.get_avatar(world)
170 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
171 self._roaches.add(self._avatar)
172 self._set_angle(self._angle, self._angle_dp)
175 def _add_roach(self, world):
176 world.roaches.append(build_roach(world))
177 self._vehicle_changed()
180 def _gain_item(self, world, item):
181 if item.item_type == "serum":
182 world.serums.append(item.item_data["serum"])
183 elif item.item_type == "weapon":
184 old_weapon = world.weapons.current
185 world.weapons.current = item.item_data["weapon"]
186 if old_weapon != "spit":
187 clone = clone_old_item(item, weapon=old_weapon)
188 self._level.items.append(clone)
189 self._items.add(clone)
190 self._vehicle_changed()
192 def _hit_enemy(self, enemy, weapon):
193 enemy.health -= weapon.damage
194 if enemy.health <= 0:
195 self._level.remove_enemy(enemy)
196 self._enemies.remove(enemy)
198 def _fire_bullet(self, bullet, pos, dp):
199 if len(self._bullets) >= 10:
201 bullet.game_pos = pos
204 bullet.level_layer = self._level_layer
205 self._bullets.add(bullet)
207 def _check_for_bullet_hits(self):
208 for bullet in list(self._bullets):
209 for enemy in list(self._enemies):
210 if enemy.collidepoint(bullet.pos):
211 self._hit_enemy(enemy, bullet.weapon)
212 self._bullets.remove(bullet)
214 def _update_bullet(self, bullet, dt):
218 bullet.game_pos = pos = (
219 bullet.game_pos[0] + bullet.game_dp[0],
220 bullet.game_pos[1] + bullet.game_dp[1])
221 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
222 self._bullets.remove(bullet)
225 def _fire_weapon(self, world):
226 weapon = weapon_by_name(world.weapons.current)
228 if weapon.bullet_range > 0:
230 weapon.assemble_bullet(), self._player_pos, self._angle_dp)
233 pos, dp = self._player_pos, self._angle_dp
234 pos = (pos[0] + dp[0], pos[1] + dp[1])
235 enemy = self._level.get_enemy(pos[0], pos[1])
237 self._hit_enemy(enemy, weapon)
240 def _change_vehicle(self, world):
241 x, y = self._player_pos
243 old_vehicle = world.vehicles.current
245 item = self._level.item_at(x, y)
247 if item and item.item_type == "vehicle":
248 world.vehicles.current = item.item_data["vehicle"]
249 self._level.remove_item(item)
250 self._items.remove(item)
252 world.vehicles.current = "walking"
254 if old_vehicle != "walking":
255 dropped_vehicle = create_new_item(
256 "vehicle", (x, y), vehicle=old_vehicle)
257 self._level.items.append(dropped_vehicle)
258 self._items.add(dropped_vehicle)
260 self._vehicle_changed()
262 def update(self, world, engine, dt):
263 super().update(world, engine, dt)
264 events = world.pop_events()
265 for friend in self._friends:
266 friend.pos = self.calc_offset(
267 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
268 for item in self._items:
269 item.pos = self.calc_offset(
270 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
271 self._check_enemies()
272 for enemy in self._enemies:
273 enemy.pos = self.calc_offset(
274 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
275 for bullet in list(self._bullets):
276 self._update_bullet(bullet, dt)
277 bullet.pos = self.calc_offset(
278 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
279 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
280 self._check_for_bullet_hits()
281 more = self._check_held_keys(dt)
286 def _check_enemies(self):
287 if len(self._level.enemies) != len(self._enemies):
288 # New nemy has spawned
289 for enemy in self._level.enemies:
290 if enemy not in self._enemies:
291 self._enemies.add(enemy)
293 def _check_held_keys(self, dt):
294 for key in self._held_keys:
295 self._last_key_down += dt
296 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
297 return self._movement_key(key, dt)
299 return self._fire_key(dt)
301 def _movement_key(self, key, dt):
302 x, y = self._player_pos
303 for k, dp, angle in (
304 (keys.DOWN, (0, 1), 180),
305 (keys.UP, (0, -1), 0),
306 (keys.LEFT, (-1, 0), 90),
307 (keys.RIGHT, (1, 0), -90),
310 if (self._angle == angle and
311 self._last_key_down > self._key_rate):
312 nx, ny = x + dp[0], y + dp[1]
313 if self._can_move(nx, ny):
314 self._set_pos(nx, ny)
315 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
316 self._set_angle(angle, dp)
317 self._last_key_down = 0
318 return [MoveViewportEvent(offset)]
321 self._set_angle(angle, dp)
323 def _activate_key(self):
324 x, y = self._player_pos
325 if self._level.is_grate(x, y):
326 if (self._level_layer == 'floor' and
327 self._level.can_crawl(x, y, 'floor')):
328 if self._level.can_crawl(x, y, 'tunnels'):
329 self._level_layer = 'tunnels'
331 elif self._level.can_crawl(x, y, 'floor'):
332 # Must be in the tunnels already
333 self._level_layer = 'floor'
335 elif self._level.is_keypad(x, y):
336 self._level.press_keypad(x, y, self._roaches)
337 elif self._level.friend_at(x, y):
338 friend = self._level.friend_at(x, y)
339 self._level.remove_friend(friend)
340 self._friends.remove(friend)
342 elif self._level.item_at(x, y):
343 item = self._level.item_at(x, y)
344 if item.item_type != "vehicle":
345 self._level.remove_item(item)
346 self._items.remove(item)
347 self._gain_item(item)
348 elif self._level.is_exit(x, y):
349 next_level = self._level.get_exit_level()
351 WorldEvent('set', {'level.name': next_level}),
352 ChangeSceneEvent(GameLevelScene())]
354 def _fire_key(self, dt):
355 if self._last_key_down > self._key_rate:
356 self._last_key_down = 0
359 def _vehicle_management_key(self):
360 from .roach_management import RoachesScene
361 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
363 def on_key_down(self, key, mod, unicode):
364 x, y = self._player_pos
365 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
366 firing = (keys.X in self._held_keys)
367 self._held_keys.clear()
368 self._held_keys.add(key)
370 self._held_keys.add(keys.X)
371 # We do this so pressing the key has an instant effect, and can
373 self._last_key_down = self._key_rate + 0.01
374 return self._movement_key(key, 0.01)
376 return self._activate_key()
378 self._held_keys.clear()
379 self._held_keys.add(key)
380 self._last_key_down = self._key_rate + 0.01
381 return self._fire_key(0.01)
383 return self._change_vehicle()
385 return self._vehicle_management_key()
386 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
388 def on_key_up(self, key, mode):
389 self._held_keys.discard(key)
390 self._last_key_down = 0