3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
7 from .base import Scene, ChangeSceneEvent, MoveViewportEvent
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..roaches import default_roaches
12 class BaseLevelScene(Scene):
15 def enter(self, world):
16 self._level = levels.load(world.level.name)
17 self._tiles = self._level.tiles
18 self._level_layer = 'floor'
21 for layer in ['floor', 'tunnels']:
22 self._surfaces[layer] = self._render(layer)
23 self._overlay = self._surfaces['floor'].copy()
25 def _render(self, layer):
26 # We cache the rendered surface to avoid doing a large number
27 # of blits each frame, as that introduces a large performance
29 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
30 len(self._tiles) * TILE_SIZE))
31 layer_key = '%s image' % layer
32 for y, row in enumerate(self._tiles):
33 for x, tile in enumerate(row):
34 pos = (x * TILE_SIZE, y * TILE_SIZE)
35 if layer_key not in tile:
36 # Skip broken tiles for now
38 surface.blit(tile[layer_key], pos)
39 return surface.convert_alpha()
41 def draw(self, screen, viewport):
43 # Viewport is the position of the screen relative to the
44 # surface. We need the position of the surface relative to
45 # the screen for the blit, so this conversion
46 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
47 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
48 if self._level_layer != 'floor':
49 screen.surface.blit(self._overlay, (0, 0),
50 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
51 special_flags=pgl.BLEND_MULT)
52 self.actors.draw(screen)
54 def on_key_down(self, key, mod, unicode):
55 if key == keys.ESCAPE:
56 from .menu import MenuScene
57 return [ChangeSceneEvent(MenuScene())]
60 class GameLevelScene(BaseLevelScene):
62 def enter(self, world):
64 self._roaches = self.actors.add_layer("roaches", level=10)
66 return self._init_roaches(world.roaches)
68 def _init_roaches(self, roaches):
70 roach_actor = self._roaches.add(default_roaches.assemble(roach))
71 roach_actor.anchor = (0, 0)
72 roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
73 x, y = self._level.start_pos
75 self._level_layer = 'floor'
77 return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
79 def _set_pos(self, x, y):
80 self._player_pos = (x, y)
82 def _can_move(self, x, y):
83 if self._mode == 'walk':
84 return self._level.can_walk(x, y, self._level_layer)
85 elif self._mode == 'fly':
86 return self._level.can_fly(x, y, self._level_layer)
87 elif self._mode == 'crawl':
88 return self._level.can_crawl(x, y, self._level_layer)
90 def _set_angle(self, angle):
91 for roach in self._roaches:
94 def on_key_down(self, key, mod, unicode):
96 x, y = self._player_pos
98 if self._can_move(x, y + 1):
99 self._set_pos(x, y + 1)
100 offset = (0, TILE_SIZE)
103 if self._can_move(x, y - 1):
104 self._set_pos(x, y - 1)
105 offset = (0, -TILE_SIZE)
107 elif key == keys.LEFT:
108 if self._can_move(x - 1, y):
109 self._set_pos(x - 1, y)
110 offset = (-TILE_SIZE, 0)
112 elif key == keys.RIGHT:
113 if self._can_move(x + 1, y):
114 self._set_pos(x + 1, y)
115 offset = (TILE_SIZE, 0)
118 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
119 # We're probably on a grate
120 if self._level.can_crawl(x, y, 'tunnels'):
121 self._level_layer = 'tunnels'
123 elif self._level.can_crawl(x, y, 'floor'):
124 # Must be in the tunnels already
125 self._level_layer = 'floor'
129 return [MoveViewportEvent(offset)]
130 return super(GameLevelScene, self).on_key_down(key, mod, unicode)