""" Base class for vehicles. """
+import math
+import random
from itertools import chain, islice, repeat
from pygame.constants import BLEND_RGBA_MULT
-from pgzero.actor import Actor
from pgzero.loaders import images
-from ..actors.orientatedsurf import OrientatedSurfActor
+from ..actors.orientatedsurf import SelectableSurfActor
+from ..actors.animsurf import AnimatedSurfActor
+from ..weapons import default_weapons
+from ..util import safepath
class Vehicle:
""" Vehicle base class. """
vehicle_type = None
+ overlay_frame_no = None
approximate_radius = 200
+ weapons_taped_on = True
selected_seat_overlay_color = (255, 0, 0, 255)
+ armour = 0
def __init__(self):
self.seats = self.init_seats()
+ self.game_pos = (0, 0)
def roach_management_overlay(self):
- return Actor("vehicles/%s/background" % (self.vehicle_type,))
+ return images.load(safepath("vehicles/walking/background"))
+
+ def roach_management_frame(self):
+ if self.overlay_frame_no is None:
+ return None
+ return images.load(safepath("vehicle_big/%s_%d") % (
+ self.vehicle_type, self.overlay_frame_no))
def init_seats(self):
raise NotImplementedError("Vehicles should specify a list of seats")
# line below records new seating on the world proxy
vehicle.seating = seating
+ def roach_at(self, world, seat_pos):
+ roach_seating = world.vehicles[self.vehicle_type].seating
+ if seat_pos >= len(roach_seating):
+ return None
+ return roach_seating[seat_pos]
+
+ def changed(self):
+ return False # TODO: remove this
+
_vehicle_types = {}
@classmethod
def register(cls, vehicle_cls):
cls._vehicle_types[vehicle_cls.__name__.lower()] = vehicle_cls
+ @classmethod
+ def random(cls):
+ return random.choice(list(cls._vehicle_types.keys()))
+
@classmethod
def register_all(cls):
from .walking import Walking
+ from .quadcopter import Quadcopter
+ from .robot import Robot
+ from .roomba import Roomba
cls.register(Walking)
+ cls.register(Quadcopter)
+ cls.register(Robot)
+ cls.register(Roomba)
+
+ def _avatar_frame(self, i, weapon, suffix="_tiles"):
+ vehicle = images.load(safepath("vehicle%s/%s_%d") % (
+ suffix, self.vehicle_type, i + 1))
+ frame = vehicle.copy()
+ if weapon:
+ frame.blit(weapon.surf, (0, 0))
+ return frame
+
+ def get_avatar(self, world=None, dead=False):
+ if not dead:
+ weapon = default_weapons.assemble(
+ world.weapons.current, tape=self.weapons_taped_on)
+ frames = [self._avatar_frame(i, weapon) for i in range(4)]
+ else:
+ frames = [self._avatar_frame(0, weapon=None)]
+ return AnimatedSurfActor(frames, anchor=(0, 0))
class Seat:
self.vehicle_pos = (pos[0] * vrad, pos[1] * vrad)
def actor(self):
- seat = images.load(
- "vehicles/%s/seat" % (self.vehicle.vehicle_type,))
+ seat = images.load(safepath("vehicles/walking/seat"))
selected_seat = seat.copy()
selected_seat.fill(
self.vehicle.selected_seat_overlay_color, None, BLEND_RGBA_MULT)
- return SeatActor(seat, selected_seat)
-
-
-class SeatActor(OrientatedSurfActor):
- def __init__(self, seat, selected_seat):
- self._selected = False
- self._seat = seat
- self._selected_seat = selected_seat
- super().__init__(surf=self._seat, angle=0)
+ return SelectableSurfActor(seat, selected_seat)
- @property
- def selected(self):
- return self._selected
- @selected.setter
- def selected(self, value):
- self._selected = value
- self.surf = self._selected_seat if value else self._seat
+def circle_of_seats(n_seats, **kw):
+ d_theta = 2 * math.pi / n_seats
+ return [
+ Seat(pos=(math.sin(i * d_theta), math.cos(i * d_theta)), **kw)
+ for i in range(n_seats)]
Vehicle.register_all()