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 ..hud import HudActor
14 from ..roaches import build_roach
15 from ..vehicles.base import Vehicle
16 from ..weapons import weapon_by_name
20 def __init__(self, world):
21 roaches = world.roaches
22 self.health = sum(r.health for r in roaches)
23 self.smart = self._count_attr("smart", roaches)
24 self.fast = self._count_attr("fast", roaches)
25 self.strong = self._count_attr("strong", roaches)
28 return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
29 self.health, self.smart, self.fast, self.strong)
31 def __eq__(self, other):
32 if not isinstance(other, PlayerStats):
35 (self.health == other.health, self.smart == other.smart,
36 self.fast == other.fast, self.strong == other.strong))
38 def _count_attr(self, attr, roaches):
39 attrs = [r[attr] for r in roaches]
40 attrs = [a for a in attrs if a]
44 class BaseLevelScene(Scene):
52 def enter(self, world):
53 self._level = levels.load(world.level.name)
54 self._tiles = self._level.tiles
55 self._level_layer = 'floor'
58 for layer in ['floor', 'tunnels']:
59 self._surfaces[layer] = self._render(layer)
60 self._overlay = self._surfaces['floor'].copy()
61 self._doors = self.actors.add_layer("doors", level=9)
62 self._keypads = self.actors.add_layer("keypads", level=8)
63 self._bullets = self.actors.add_layer("bullets", level=10)
64 # These are already Actors
65 for door in self._level.doors:
67 for keypad in self._level.keypads:
68 self._keypads.add(keypad)
70 def _render(self, layer):
71 # We cache the rendered surface to avoid doing a large number
72 # of blits each frame, as that introduces a large performance
74 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
75 len(self._tiles) * TILE_SIZE))
76 layer_key = '%s image' % layer
77 for y, row in enumerate(self._tiles):
78 for x, tile in enumerate(row):
79 pos = (x * TILE_SIZE, y * TILE_SIZE)
80 if layer_key not in tile:
81 # Skip broken tiles for now
83 surface.blit(tile[layer_key], pos)
84 return surface.convert_alpha()
86 def update(self, world, engine, dt):
87 """Fix the door and keypad positions"""
88 super().update(world, engine, dt)
89 for door in self._doors:
90 door.pos = self.calc_offset(
91 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
92 for keypad in self._keypads:
93 keypad.pos = self.calc_offset(
94 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
96 def draw(self, screen):
98 # Viewport is the position of the screen relative to the
99 # surface. We need the position of the surface relative to
100 # the screen for the blit, so this conversion
101 viewport = self.viewport
102 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
103 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
104 if self._level_layer != 'floor':
106 self._overlay, (0, 0),
107 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
108 special_flags=pgl.BLEND_MULT)
109 self.actors.draw(screen)
111 def on_key_down(self, key, mod, unicode):
112 if key == keys.ESCAPE:
113 from .menu import MenuScene
114 return [ChangeSceneEvent(MenuScene())]
117 class GameLevelScene(BaseLevelScene):
119 def enter(self, world):
120 self._held_keys = set()
121 if self._level is not None:
122 for generator in self._generators:
125 self._update_player_stats(world)
127 self._roaches = self.actors.add_layer("roaches", level=10)
128 self._friends = self.actors.add_layer("friendly roaches", level=9)
129 self._items = self.actors.add_layer("items", level=9)
130 self._generators = self.actors.add_layer("enemy generators", level=8)
131 self._enemies = self.actors.add_layer("enemies", level=11)
132 self._hud = self.actors.add_layer("hud", level=12)
133 self._hud.add(HudActor(
134 self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
135 self._vehicle = Vehicle.current(world)
138 self._angle_dp = (0, -1) # up
140 self._init_friendly_roaches()
141 self._init_generators()
143 self._last_key_down = 0
145 self._screech = sounds.load("screech")
146 return self._init_roaches(world)
148 def _init_items(self):
149 for item in self._level.items:
150 self._items.add(item)
152 def _init_friendly_roaches(self):
153 for friend in self._level.friends:
154 self._friends.add(friend)
156 def exit(self, world):
157 for generator in self._generators:
158 # We don't want these running while we're on other levels, but we
159 # don't want to delete them here either (because of the vehicle
163 def _init_generators(self):
164 for generator in self._level.enemy_generators:
165 self._generators.add(generator)
168 def _init_roaches(self, world):
169 x, y = self._level.start_pos
170 self._level_layer = 'floor'
171 self._avatar = self._vehicle.get_avatar(world)
173 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
174 self._roaches.add(self._avatar)
175 # Fix viewport offset
178 x * TILE_SIZE - WIDTH // 2,
179 y * TILE_SIZE - HEIGHT // 2))]
181 def _set_pos(self, x, y):
182 self._player_pos = (x, y)
183 # print('At ', (x, y))
185 def _can_move(self, x, y):
186 if self._mode == 'walk':
187 if not self._level.enemy_at(x, y):
188 return self._level.can_walk(x, y, self._level_layer)
190 elif self._mode == 'fly':
191 return self._level.can_fly(x, y, self._level_layer)
192 elif self._mode == 'crawl':
193 return self._level.can_crawl(x, y, self._level_layer)
195 def _set_angle(self, angle, dp):
198 self._avatar.angle = angle
201 def _vehicle_changed(self, world):
202 self._roaches.remove(self._avatar)
203 self._vehicle = Vehicle.current(world)
204 self._avatar = self._vehicle.get_avatar(world)
205 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
206 self._roaches.add(self._avatar)
207 self._set_angle(self._angle, self._angle_dp)
210 def _add_roach(self, world):
211 world.roaches.append(build_roach(world))
212 self._vehicle_changed()
215 def _damage_player(self, world):
216 if not world.roaches:
217 # Skip out if we're already dead
219 roach = random.choice(world.roaches)
220 roach.health -= self._last_dmg
224 index = [x.name for x in world.roaches].index(roach.name)
225 world.roaches.pop(index)
226 # We can't check for empty, because updates will be processed later
227 if len(world.roaches) > 1:
228 self._vehicle_changed()
231 def _gain_item(self, world, item):
232 if item.item_type == "serum":
233 world.serums.append(item.item_data["serum"])
234 elif item.item_type == "weapon":
235 old_weapon = world.weapons.current
236 world.weapons.current = item.item_data["weapon"]
237 if old_weapon != "spit":
238 clone = clone_old_item(item, weapon=old_weapon)
239 self._level.items.append(clone)
240 self._items.add(clone)
241 self._vehicle_changed()
243 def _hit_enemy(self, enemy, weapon):
244 enemy.health -= weapon.damage
245 enemy.hit_sound.play()
246 if enemy.health <= 0:
247 self._level.remove_enemy(enemy)
248 self._enemies.remove(enemy)
250 def _fire_bullet(self, bullet, pos, dp, angle):
251 if len(self._bullets) >= 10:
253 bullet.game_pos = pos
256 bullet.level_layer = self._level_layer
258 self._bullets.add(bullet)
260 def _check_for_bullet_hits(self):
261 for bullet in list(self._bullets):
262 for enemy in list(self._enemies):
263 if enemy.collidepoint(bullet.pos) and bullet.level_layer == enemy.level_layer:
264 self._hit_enemy(enemy, bullet.weapon)
265 self._bullets.remove(bullet)
267 def _update_bullet(self, bullet, dt):
271 bullet.game_pos = pos = (
272 bullet.game_pos[0] + bullet.game_dp[0],
273 bullet.game_pos[1] + bullet.game_dp[1])
274 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
275 self._bullets.remove(bullet)
278 def _fire_weapon(self, world):
279 weapon = weapon_by_name(world.weapons.current)
281 if weapon.bullet_range > 0:
283 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
287 pos, dp = self._player_pos, self._angle_dp
288 pos = (pos[0] + dp[0], pos[1] + dp[1])
289 enemy = self._level.get_enemy(pos[0], pos[1])
291 self._hit_enemy(enemy, weapon)
294 def _change_vehicle(self, world):
295 x, y = self._player_pos
297 old_vehicle = world.vehicles.current
299 item = self._level.item_at(x, y)
301 if item and item.item_type == "vehicle":
302 world.vehicles.current = item.item_data["vehicle"]
303 self._level.remove_item(item)
304 self._items.remove(item)
306 world.vehicles.current = "walking"
308 if old_vehicle != "walking":
309 dropped_vehicle = create_new_item(
310 "vehicle", (x, y), vehicle=old_vehicle)
311 self._level.items.append(dropped_vehicle)
312 self._items.add(dropped_vehicle)
314 self._vehicle_changed()
316 def update(self, world, engine, dt):
317 if not world.roaches:
319 from .menu import MenuScene
320 return [ChangeSceneEvent(MenuScene())]
321 super().update(world, engine, dt)
322 events = world.pop_events()
323 for friend in self._friends:
324 friend.pos = self.calc_offset(
325 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
326 for item in self._items:
327 item.pos = self.calc_offset(
328 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
329 self._check_enemies(dt)
330 for enemy in self._enemies:
331 enemy.pos = self.calc_offset(
332 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
333 for bullet in list(self._bullets):
334 self._update_bullet(bullet, dt)
335 bullet.pos = self.calc_offset(
336 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
337 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
338 self._check_for_bullet_hits()
339 self._update_player_stats(world)
340 self._hud[0].stats = self._stats
341 more = self._check_held_keys(dt)
346 def _update_player_stats(self, world):
347 self._stats = PlayerStats(world)
349 def _check_enemies(self, dt):
350 if len(self._level.enemies) != len(self._enemies):
351 # New nemy has spawned
352 for enemy in self._level.enemies:
353 if enemy not in self._enemies:
354 self._enemies.add(enemy)
355 for enemy in self._enemies:
356 dmg = enemy.attack(self._player_pos, self._level_layer, dt)
358 self._last_dmg += dmg
360 self._damage_player()
362 def _check_held_keys(self, dt):
363 for key in self._held_keys:
364 self._last_key_down += dt
365 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
366 return self._movement_key(key, dt)
368 return self._fire_key(dt)
370 def _movement_key(self, key, dt):
371 x, y = self._player_pos
372 for k, dp, angle in (
373 (keys.DOWN, (0, 1), 180),
374 (keys.UP, (0, -1), 0),
375 (keys.LEFT, (-1, 0), 90),
376 (keys.RIGHT, (1, 0), -90),
379 if (self._angle == angle and
380 self._last_key_down > self._key_rate):
381 nx, ny = x + dp[0], y + dp[1]
382 if self._can_move(nx, ny):
383 self._set_pos(nx, ny)
384 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
385 self._set_angle(angle, dp)
386 self._last_key_down = 0
387 return [MoveViewportEvent(offset)]
390 self._set_angle(angle, dp)
392 def _activate_key(self):
393 x, y = self._player_pos
394 if self._level.is_grate(x, y):
395 if (self._level_layer == 'floor' and
396 self._level.can_crawl(x, y, 'floor')):
397 if self._level.can_crawl(x, y, 'tunnels'):
398 self._level_layer = 'tunnels'
400 elif self._level.can_crawl(x, y, 'floor'):
401 # Must be in the tunnels already
402 self._level_layer = 'floor'
404 elif self._level.is_keypad(x, y):
405 self._level.press_keypad(x, y, self._stats.smart)
406 elif self._level.friend_at(x, y):
407 friend = self._level.friend_at(x, y)
408 self._level.remove_friend(friend)
409 self._friends.remove(friend)
411 elif self._level.item_at(x, y):
412 item = self._level.item_at(x, y)
413 if item.item_type != "vehicle":
414 self._level.remove_item(item)
415 self._items.remove(item)
416 self._gain_item(item)
417 elif self._level.is_exit(x, y):
418 next_level = self._level.get_exit_level()
420 WorldEvent('set', {'level.name': next_level}),
421 ChangeSceneEvent(GameLevelScene())]
423 def _fire_key(self, dt):
424 if self._last_key_down > self._key_rate:
425 self._last_key_down = 0
428 def _vehicle_management_key(self):
429 from .roach_management import RoachesScene
430 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
432 def on_key_down(self, key, mod, unicode):
433 x, y = self._player_pos
434 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
435 firing = (keys.X in self._held_keys)
436 self._held_keys.clear()
437 self._held_keys.add(key)
439 self._held_keys.add(keys.X)
440 # We do this so pressing the key has an instant effect, and can
442 self._last_key_down = self._key_rate + 0.01
443 return self._movement_key(key, 0.01)
445 return self._activate_key()
447 self._held_keys.clear()
448 self._held_keys.add(key)
449 self._last_key_down = self._key_rate + 0.01
450 return self._fire_key(0.01)
452 return self._change_vehicle()
454 return self._vehicle_management_key()
455 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
457 def on_key_up(self, key, mode):
458 self._held_keys.discard(key)
459 self._last_key_down = 0