"""Render a level"""
-import json
-
+import random
from pgzero.constants import keys
-from .base import Scene, ChangeSceneEvent
+from pgzero.loaders import sounds
+from pygame import Surface
+import pygame.locals as pgl
+from ..loaders.levelloader import levels
+from .base import (
+ Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..gamelib.items import clone_old_item, create_new_item
+from ..hud import HudActor
+from ..roaches import build_roach
+from ..vehicles.base import Vehicle
+from ..weapons import weapon_by_name
+
+
+class PlayerStats:
+ def __init__(self, world):
+ roaches = world.roaches
+ self.health = sum(r.health for r in roaches)
+ self.smart = self._count_attr("smart", roaches)
+ self.fast = self._count_attr("fast", roaches)
+ self.strong = self._count_attr("strong", roaches)
+
+ def __str__(self):
+ return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
+ self.health, self.smart, self.fast, self.strong)
+
+ def __eq__(self, other):
+ if not isinstance(other, PlayerStats):
+ return NotImplemented
+ return all(
+ (self.health == other.health, self.smart == other.smart,
+ self.fast == other.fast, self.strong == other.strong))
+
+ def _count_attr(self, attr, roaches):
+ attrs = [r[attr] for r in roaches]
+ attrs = [a for a in attrs if a]
+ return len(attrs)
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
""" Level scene. """
+ def __init__(self):
+ super().__init__()
+ self._level = None
+ self._stats = None
- def __init__(self, level_name):
- self._level_name = level_name
+ def enter(self, world):
+ self._level = levels.load(world.level.name)
+ self._tiles = self._level.tiles
+ self._level_layer = 'floor'
+ self._surfaces = {}
+ self._overlay = {}
+ for layer in ['floor', 'tunnels']:
+ self._surfaces[layer] = self._render(layer)
+ self._overlay = self._surfaces['floor'].copy()
+ self._doors = self.actors.add_layer("doors", level=9)
+ self._keypads = self.actors.add_layer("keypads", level=8)
+ self._bullets = self.actors.add_layer("bullets", level=10)
+ # These are already Actors
+ for door in self._level.doors:
+ self._doors.add(door)
+ for keypad in self._level.keypads:
+ self._keypads.add(keypad)
+
+ def _render(self, layer):
+ # We cache the rendered surface to avoid doing a large number
+ # of blits each frame, as that introduces a large performance
+ # overhead.
+ surface = Surface((len(self._tiles[0]) * TILE_SIZE,
+ len(self._tiles) * TILE_SIZE))
+ layer_key = '%s image' % layer
+ for y, row in enumerate(self._tiles):
+ for x, tile in enumerate(row):
+ pos = (x * TILE_SIZE, y * TILE_SIZE)
+ if layer_key not in tile:
+ # Skip broken tiles for now
+ continue
+ surface.blit(tile[layer_key], pos)
+ return surface.convert_alpha()
+
+ def update(self, world, engine, dt):
+ """Fix the door and keypad positions"""
+ super().update(world, engine, dt)
+ for door in self._doors:
+ door.pos = self.calc_offset(
+ door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
+ for keypad in self._keypads:
+ keypad.pos = self.calc_offset(
+ keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
def draw(self, screen):
screen.clear()
- screen.draw.text("This is level {}".format(self._level_name), (200, 100))
+ # Viewport is the position of the screen relative to the
+ # surface. We need the position of the surface relative to
+ # the screen for the blit, so this conversion
+ viewport = self.viewport
+ screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
+ area=(viewport[0], viewport[1], WIDTH, HEIGHT))
+ if self._level_layer != 'floor':
+ screen.surface.blit(
+ self._overlay, (0, 0),
+ area=(viewport[0], viewport[1], WIDTH, HEIGHT),
+ special_flags=pgl.BLEND_MULT)
+ self.actors.draw(screen)
def on_key_down(self, key, mod, unicode):
if key == keys.ESCAPE:
from .menu import MenuScene
return [ChangeSceneEvent(MenuScene())]
+
+
+class GameLevelScene(BaseLevelScene):
+
+ def enter(self, world):
+ self._held_keys = set()
+ if self._level is not None:
+ for generator in self._generators:
+ generator.unpause()
+ return
+ self._update_player_stats(world)
+ super().enter(world)
+ self._roaches = self.actors.add_layer("roaches", level=10)
+ self._friends = self.actors.add_layer("friendly roaches", level=9)
+ self._items = self.actors.add_layer("items", level=9)
+ self._generators = self.actors.add_layer("enemy generators", level=8)
+ self._enemies = self.actors.add_layer("enemies", level=11)
+ self._hud = self.actors.add_layer("hud", level=12)
+ self._hud.add(HudActor(
+ self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
+ self._vehicle = Vehicle.current(world)
+ self._mode = 'walk'
+ self._angle = 0 # up
+ self._angle_dp = (0, -1) # up
+ self._init_items()
+ self._init_friendly_roaches()
+ self._init_generators()
+ self._key_rate = 0.2
+ self._last_key_down = 0
+ self._last_dmg = 0
+ self._screech = sounds.load("screech")
+ return self._init_roaches(world)
+
+ def _init_items(self):
+ for item in self._level.items:
+ self._items.add(item)
+
+ def _init_friendly_roaches(self):
+ for friend in self._level.friends:
+ self._friends.add(friend)
+
+ def exit(self, world):
+ for generator in self._generators:
+ # We don't want these running while we're on other levels, but we
+ # don't want to delete them here either (because of the vehicle
+ # management view)
+ generator.pause()
+
+ def _init_generators(self):
+ for generator in self._level.enemy_generators:
+ self._generators.add(generator)
+ generator.unpause()
+
+ def _init_roaches(self, world):
+ x, y = self._level.start_pos
+ self._level_layer = 'floor'
+ self._avatar = self._vehicle.get_avatar(world)
+ self._set_pos(x, y)
+ self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+ self._roaches.add(self._avatar)
+ # Fix viewport offset
+ return [
+ MoveViewportEvent((
+ x * TILE_SIZE - WIDTH // 2,
+ y * TILE_SIZE - HEIGHT // 2))]
+
+ def _set_pos(self, x, y):
+ self._player_pos = (x, y)
+ # print('At ', (x, y))
+
+ def _can_move(self, x, y):
+ if self._mode == 'walk':
+ if not self._level.enemy_at(x, y):
+ return self._level.can_walk(x, y, self._level_layer)
+ return False
+ elif self._mode == 'fly':
+ return self._level.can_fly(x, y, self._level_layer)
+ elif self._mode == 'crawl':
+ return self._level.can_crawl(x, y, self._level_layer)
+
+ def _set_angle(self, angle, dp):
+ self._angle = angle
+ self._angle_dp = dp
+ self._avatar.angle = angle
+
+ @defer_to_update
+ def _vehicle_changed(self, world):
+ self._roaches.remove(self._avatar)
+ self._vehicle = Vehicle.current(world)
+ self._avatar = self._vehicle.get_avatar(world)
+ self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+ self._roaches.add(self._avatar)
+ self._set_angle(self._angle, self._angle_dp)
+
+ @defer_to_update
+ def _add_roach(self, world):
+ world.roaches.append(build_roach(world))
+ self._vehicle_changed()
+
+ @defer_to_update
+ def _damage_player(self, world):
+ if not world.roaches:
+ # Skip out if we're already dead
+ return
+ roach = random.choice(world.roaches)
+ roach.health -= self._last_dmg
+ self._screech.play()
+ self._last_dmg = 0
+ if roach.health < 0:
+ index = [x.name for x in world.roaches].index(roach.name)
+ world.roaches.pop(index)
+ # We can't check for empty, because updates will be processed later
+ if len(world.roaches) > 1:
+ self._vehicle_changed()
+
+ @defer_to_update
+ def _gain_item(self, world, item):
+ if item.item_type == "serum":
+ world.serums.append(item.item_data["serum"])
+ elif item.item_type == "weapon":
+ old_weapon = world.weapons.current
+ world.weapons.current = item.item_data["weapon"]
+ if old_weapon != "spit":
+ clone = clone_old_item(item, weapon=old_weapon)
+ self._level.items.append(clone)
+ self._items.add(clone)
+ self._vehicle_changed()
+
+ def _hit_enemy(self, enemy, weapon):
+ enemy.health -= weapon.damage
+ enemy.hit_sound.play()
+ if enemy.health <= 0:
+ self._level.remove_enemy(enemy)
+ self._enemies.remove(enemy)
+
+ def _fire_bullet(self, bullet, pos, dp, angle):
+ if len(self._bullets) >= 10:
+ return
+ bullet.game_pos = pos
+ bullet.game_dp = dp
+ bullet.dt = 0
+ bullet.level_layer = self._level_layer
+ bullet.angle = angle
+ self._bullets.add(bullet)
+
+ def _check_for_bullet_hits(self):
+ for bullet in list(self._bullets):
+ for enemy in list(self._enemies):
+ if enemy.collidepoint(bullet.pos) and bullet.level_layer == enemy.level_layer:
+ self._hit_enemy(enemy, bullet.weapon)
+ self._bullets.remove(bullet)
+
+ def _update_bullet(self, bullet, dt):
+ bullet.dt += dt
+ if bullet.dt > 0.1:
+ bullet.dt = 0
+ bullet.game_pos = pos = (
+ bullet.game_pos[0] + bullet.game_dp[0],
+ bullet.game_pos[1] + bullet.game_dp[1])
+ if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
+ self._bullets.remove(bullet)
+
+ @defer_to_update
+ def _fire_weapon(self, world):
+ weapon = weapon_by_name(world.weapons.current)
+ weapon.play_sound()
+ if weapon.bullet_range > 0:
+ self._fire_bullet(
+ weapon.assemble_bullet(), self._player_pos, self._angle_dp,
+ self._angle)
+ else:
+ # melee
+ pos, dp = self._player_pos, self._angle_dp
+ pos = (pos[0] + dp[0], pos[1] + dp[1])
+ enemy = self._level.get_enemy(pos[0], pos[1])
+ if enemy:
+ self._hit_enemy(enemy, weapon)
+
+ @defer_to_update
+ def _change_vehicle(self, world):
+ x, y = self._player_pos
+
+ old_vehicle = world.vehicles.current
+
+ item = self._level.item_at(x, y)
+
+ if item and item.item_type == "vehicle":
+ world.vehicles.current = item.item_data["vehicle"]
+ self._level.remove_item(item)
+ self._items.remove(item)
+ else:
+ world.vehicles.current = "walking"
+
+ if old_vehicle != "walking":
+ dropped_vehicle = create_new_item(
+ "vehicle", (x, y), vehicle=old_vehicle)
+ self._level.items.append(dropped_vehicle)
+ self._items.add(dropped_vehicle)
+
+ self._vehicle_changed()
+
+ def update(self, world, engine, dt):
+ if not world.roaches:
+ # Catch death here
+ from .menu import MenuScene
+ return [ChangeSceneEvent(MenuScene())]
+ super().update(world, engine, dt)
+ events = world.pop_events()
+ for friend in self._friends:
+ friend.pos = self.calc_offset(
+ friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
+ for item in self._items:
+ item.pos = self.calc_offset(
+ item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
+ self._check_enemies(dt)
+ for enemy in self._enemies:
+ enemy.pos = self.calc_offset(
+ enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
+ for bullet in list(self._bullets):
+ self._update_bullet(bullet, dt)
+ bullet.pos = self.calc_offset(
+ bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
+ bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
+ self._check_for_bullet_hits()
+ self._update_player_stats(world)
+ self._hud[0].stats = self._stats
+ more = self._check_held_keys(dt)
+ if more:
+ events.extend(more)
+ return events
+
+ def _update_player_stats(self, world):
+ self._stats = PlayerStats(world)
+
+ def _check_enemies(self, dt):
+ if len(self._level.enemies) != len(self._enemies):
+ # New nemy has spawned
+ for enemy in self._level.enemies:
+ if enemy not in self._enemies:
+ self._enemies.add(enemy)
+ for enemy in self._enemies:
+ dmg = enemy.attack(self._player_pos, self._level_layer, dt)
+ if dmg is not None:
+ self._last_dmg += dmg
+ if self._last_dmg:
+ self._damage_player()
+
+ def _check_held_keys(self, dt):
+ for key in self._held_keys:
+ self._last_key_down += dt
+ if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+ return self._movement_key(key, dt)
+ elif key == keys.X:
+ return self._fire_key(dt)
+
+ def _movement_key(self, key, dt):
+ x, y = self._player_pos
+ for k, dp, angle in (
+ (keys.DOWN, (0, 1), 180),
+ (keys.UP, (0, -1), 0),
+ (keys.LEFT, (-1, 0), 90),
+ (keys.RIGHT, (1, 0), -90),
+ ):
+ if key == k:
+ if (self._angle == angle and
+ self._last_key_down > self._key_rate):
+ nx, ny = x + dp[0], y + dp[1]
+ if self._can_move(nx, ny):
+ self._set_pos(nx, ny)
+ offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
+ self._set_angle(angle, dp)
+ self._last_key_down = 0
+ return [MoveViewportEvent(offset)]
+ else:
+ # just turn
+ self._set_angle(angle, dp)
+
+ def _activate_key(self):
+ x, y = self._player_pos
+ if self._level.is_grate(x, y):
+ if (self._level_layer == 'floor' and
+ self._level.can_crawl(x, y, 'floor')):
+ if self._level.can_crawl(x, y, 'tunnels'):
+ self._level_layer = 'tunnels'
+ self._mode = 'crawl'
+ elif self._level.can_crawl(x, y, 'floor'):
+ # Must be in the tunnels already
+ self._level_layer = 'floor'
+ self._mode = 'walk'
+ elif self._level.is_keypad(x, y):
+ self._level.press_keypad(x, y, self._stats.smart)
+ elif self._level.friend_at(x, y):
+ friend = self._level.friend_at(x, y)
+ self._level.remove_friend(friend)
+ self._friends.remove(friend)
+ self._add_roach()
+ elif self._level.item_at(x, y):
+ item = self._level.item_at(x, y)
+ if item.item_type != "vehicle":
+ self._level.remove_item(item)
+ self._items.remove(item)
+ self._gain_item(item)
+ elif self._level.is_exit(x, y):
+ next_level = self._level.get_exit_level()
+ return [
+ WorldEvent('set', {'level.name': next_level}),
+ ChangeSceneEvent(GameLevelScene())]
+
+ def _fire_key(self, dt):
+ if self._last_key_down > self._key_rate:
+ self._last_key_down = 0
+ self._fire_weapon()
+
+ def _vehicle_management_key(self):
+ from .roach_management import RoachesScene
+ return [ChangeSceneEvent(RoachesScene(level_scene=self))]
+
+ def on_key_down(self, key, mod, unicode):
+ x, y = self._player_pos
+ if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+ firing = (keys.X in self._held_keys)
+ self._held_keys.clear()
+ self._held_keys.add(key)
+ if firing:
+ self._held_keys.add(keys.X)
+ # We do this so pressing the key has an instant effect, and can
+ # then be held
+ self._last_key_down = self._key_rate + 0.01
+ return self._movement_key(key, 0.01)
+ elif key == keys.C:
+ return self._activate_key()
+ elif key == keys.X:
+ self._held_keys.clear()
+ self._held_keys.add(key)
+ self._last_key_down = self._key_rate + 0.01
+ return self._fire_key(0.01)
+ elif key == keys.V:
+ return self._change_vehicle()
+ elif key == keys.Z:
+ return self._vehicle_management_key()
+ return super(GameLevelScene, self).on_key_down(key, mod, unicode)
+
+ def on_key_up(self, key, mode):
+ self._held_keys.discard(key)
+ self._last_key_down = 0