1 # Boyd, the friendly, misunderstood turnip loving, light hating space mould
6 import pymunk.pygame_util
11 from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY,
12 TURNIP_CATEGORY, COLOURS)
13 from .loader import loader
14 from .sound import sound
15 from .transforms import Multiply
16 from .utils import debug_timer
18 MOULD_FILTER = pymunk.ShapeFilter(
19 mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
20 categories=MOULD_CATEGORY)
22 EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
31 # Increase in health per day
36 MOULD_STAGES = [7, 13]
41 def calc_colour_transform(resistances):
43 for colour, value in resistances.items():
45 new_value = 63 + 64 * value
46 r, g, b = COLOURS[colour]
53 # Scale if we've exceeded 255
54 # Should only be required when we have lights that aren't soley red,
56 max_value = max(fr, fg, fb)
58 fr = int(255 * fr / float(max_value))
59 fg = int(255 * fg / float(max_value))
60 fb = int(255 * fb / float(max_value))
61 return Multiply(colour=(fr, fg, fb))
64 class Mould(pymunk.Body):
65 """A segment of Boyd"""
67 def __init__(self, gamestate, space, pos, resistances, transform):
68 super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
70 self._shape = pymunk.Circle(self, MOULD_RADIUS)
71 space.add(self, self._shape)
72 self._shape.filter = MOULD_FILTER
76 self.has_eyeball = False
78 self._resistances = resistances
79 self._transform = transform
81 def pygame_pos(self, surface):
82 """Convert to pygame coordinates and offset position so
83 our position is the centre of the image."""
84 # The odd sign combination is because of the pymunk / pygame
85 # transform, but we do it this way to exploit Vec2d math magic
86 return pymunk.pygame_util.to_pygame(
87 self.position + (-MOULD_RADIUS, MOULD_RADIUS), surface)
92 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
94 "16" if self._age < MOULD_STAGES[0] else
95 "32" if self._age < MOULD_STAGES[1] else "64")
96 self._img = loader.load_image(size, name,
97 transform=self._transform)
100 def get_eyeball(self):
101 if not self._eyeball:
102 name = random.choice(
103 ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
104 self._eyeball = loader.load_image("32", name)
107 def set_health(self, new_health):
108 self._health = new_health
110 def tick(self, gamestate, space, moulds):
111 """Grow and / or Die"""
115 # we regain a health every tick, so we heal in the dark
116 if self._health < MAX_HEALTH:
117 self._health += HEAL_FACTOR
121 if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS:
122 # Spawn a new child, if we can
124 choice = random.randint(0, 3)
126 pos = self.position + (0, 24)
128 pos = self.position + (24, 0)
130 pos = self.position + (-24, 0)
132 pos = self.position + (0, -24)
134 if pos[0] < 0 or pos[0] >= SCREEN_SIZE[0]:
136 if pos[1] < 0 or pos[1] >= SCREEN_SIZE[1]:
138 # Check for free space
139 # We allow some overlap, hence not checking full radius
140 query = space.point_query(pos, 8, MOULD_FILTER)
144 child = Mould(gamestate, space, pos, self._resistances,
146 child._health = self._health
149 if random.randint(0, 10) < 2:
150 sound.play_sound("mouth_pop_2a.ogg")
152 if self._age in MOULD_STAGES:
155 self._img = None # invalidate cached image
157 if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
158 # Maybe we grow an eyeball
159 self.has_eyeball = True
161 if self._age > MAX_AGE:
163 space.remove(self, self._shape)
167 # Check for turnips we can eat
168 # Note that we can only eat a tick after we spawn
169 query = space.point_query(self.position, MOULD_RADIUS,
172 query[0].shape.body.turnip.eaten = True
175 def damage(self, light, space, moulds):
176 """Take damage for light, adjusted for resistances."""
177 damage = light.base_damage()
178 colour = light.colour
179 damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
180 self._health -= damage
181 if self._health <= 0 and self._age <= MAX_AGE:
183 space.remove(self, self._shape)
191 def __init__(self, gamestate, space):
193 self._seen_colours = set()
194 self._mould_transform = calc_colour_transform(gamestate.resistances)
195 for position in gamestate.get_spawn_positions():
196 seed = Mould(gamestate, space, position,
197 gamestate.resistances, self._mould_transform)
198 seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
199 self._moulds.append(seed)
200 self._image = pygame.surface.Surface(SCREEN_SIZE)
201 self._image = self._image.convert_alpha(pygame.display.get_surface())
204 def _draw_moulds(self):
205 self._image.fill((0, 0, 0, 0))
206 for m in self._moulds:
207 self._image.blit(m.get_image(),
208 m.pygame_pos(self._image), None,
210 for m in self._moulds:
212 self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
215 @debug_timer('Boyd.tick')
216 def tick(self, gamestate, space, lights):
218 # Handle spawn events
219 for mould in self._moulds[:]:
221 if mould.tick(gamestate, space, self._moulds):
224 lit_by = lights.lit_by(mould.position, MOULD_RADIUS)
226 self._seen_colours.add(light.colour)
227 if mould.damage(light, space, self._moulds):
229 break # we only die once
233 def render(self, surface):
235 surface.blit(self._image, (0, 0), None, 0)
238 return len(self._moulds) > 0
240 def update_resistances(self, gamestate):
241 for colour in self._seen_colours:
242 cur_reistance = gamestate.resistances.get(colour, 0)
243 gamestate.resistances[colour] = cur_reistance + 2
244 for colour in gamestate.resistances:
245 gamestate.resistances[colour] -= 1
246 if gamestate.resistances[colour] > 3:
247 gamestate.resistances[colour] = 3
248 if gamestate.resistances[colour] < 0:
249 gamestate.resistances[colour] = 0