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 if not self._level.enemy_at(x, y):
150 return self._level.can_walk(x, y, self._level_layer)
152 elif self._mode == 'fly':
153 return self._level.can_fly(x, y, self._level_layer)
154 elif self._mode == 'crawl':
155 return self._level.can_crawl(x, y, self._level_layer)
157 def _set_angle(self, angle):
159 self._avatar.angle = angle
162 def _vehicle_changed(self, world):
163 self._roaches.remove(self._avatar)
164 self._vehicle = Vehicle.current(world)
165 self._avatar = self._vehicle.get_avatar(world)
166 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
167 self._roaches.add(self._avatar)
168 self._set_angle(self._angle)
171 def _add_roach(self, world):
172 world.roaches.append(build_roach(world))
173 self._vehicle_changed()
176 def _gain_item(self, world, item):
177 if item.item_type == "serum":
178 world.serums.append(item.item_data["serum"])
179 elif item.item_type == "weapon":
180 old_weapon = world.weapons.current
181 world.weapons.current = item.item_data["weapon"]
182 if old_weapon != "spit":
183 clone = clone_old_item(item, weapon=old_weapon)
184 self._level.items.append(clone)
185 self._items.add(clone)
186 self._vehicle_changed()
189 def _change_vehicle(self, world):
190 vehicle = Vehicle.random()
191 world.vehicles.current = vehicle
192 self._vehicle_changed()
194 def update(self, world, engine, dt):
195 super().update(world, engine, dt)
196 events = world.pop_events()
197 for friend in self._friends:
198 friend.pos = self.calc_offset(
199 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
200 for item in self._items:
201 item.pos = self.calc_offset(
202 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
203 self._check_enemies()
204 for enemy in self._enemies:
205 enemy.pos = self.calc_offset(
206 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
207 more = self._check_held_keys(dt)
212 def _check_enemies(self):
213 if len(self._level.enemies) != len(self._enemies):
214 # New nemy has spawned
215 for enemy in self._level.enemies:
216 if enemy not in self._enemies:
217 self._enemies.add(enemy)
219 def _check_held_keys(self, dt):
220 for key in self._held_keys:
221 self._last_key_down += dt
222 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
223 return self._movement_key(key, dt)
225 return self._fire_key(dt)
227 def _movement_key(self, key, dt):
228 x, y = self._player_pos
229 for k, dp, angle in (
230 (keys.DOWN, (0, 1), 180),
231 (keys.UP, (0, -1), 0),
232 (keys.LEFT, (-1, 0), 90),
233 (keys.RIGHT, (1, 0), -90),
236 if (self._angle == angle and
237 self._last_key_down > self._key_rate):
238 nx, ny = x + dp[0], y + dp[1]
239 if self._can_move(nx, ny):
240 self._set_pos(nx, ny)
241 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
242 self._set_angle(angle)
243 self._last_key_down = 0
244 return [MoveViewportEvent(offset)]
247 self._set_angle(angle)
249 def _activate_key(self):
250 x, y = self._player_pos
251 if self._level.is_grate(x, y):
252 if (self._level_layer == 'floor' and
253 self._level.can_crawl(x, y, 'floor')):
254 if self._level.can_crawl(x, y, 'tunnels'):
255 self._level_layer = 'tunnels'
257 elif self._level.can_crawl(x, y, 'floor'):
258 # Must be in the tunnels already
259 self._level_layer = 'floor'
261 elif self._level.is_keypad(x, y):
262 self._level.press_keypad(x, y, self._roaches)
263 elif self._level.friend_at(x, y):
264 friend = self._level.friend_at(x, y)
265 self._level.remove_friend(friend)
266 self._friends.remove(friend)
268 elif self._level.item_at(x, y):
269 item = self._level.item_at(x, y)
270 self._level.remove_item(item)
271 self._items.remove(item)
272 self._gain_item(item)
273 elif self._level.is_exit(x, y):
274 next_level = self._level.get_exit_level()
276 WorldEvent('set', {'level.name': next_level}),
277 ChangeSceneEvent(GameLevelScene())]
279 def _fire_key(self, dt):
280 if self._last_key_down > self._key_rate:
281 self._last_key_down = 0
284 def _vehicle_management_key(self):
285 from .roach_management import RoachesScene
286 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
288 def on_key_down(self, key, mod, unicode):
289 x, y = self._player_pos
290 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
291 self._held_keys.clear()
292 self._held_keys.add(key)
293 # We do this so pressing the key has an instant effect, and can
295 self._last_key_down = self._key_rate + 0.01
296 return self._movement_key(key, 0.01)
298 return self._activate_key()
300 self._held_keys.clear()
301 self._held_keys.add(key)
302 self._last_key_down = self._key_rate + 0.01
303 return self._fire_key(0.01)
305 return self._change_vehicle()
307 return self._vehicle_management_key()
308 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
310 def on_key_up(self, key, mode):
311 self._held_keys.discard(key)
312 self._last_key_down = 0