import pygame.surface
import pygame.display
-import pygame.locals as pgl
-
-from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY
+from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY,
+ TURNIP_CATEGORY, COLOURS)
from .loader import loader
from .sound import sound
+from .transforms import Multiply, Overlay
+from .utils import debug_timer
MOULD_FILTER = pymunk.ShapeFilter(
mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
categories=MOULD_CATEGORY)
+EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
+
+
+# Boyd parameters
+SPAWN_RATE = 5
+MAX_AGE = 30
+MAX_ELEMENTS = 400
+MAX_HEALTH = 100
+
+# Increase in health per day
+DAY_HEALTH = 10
+
+HEAL_FACTOR = 1
+
+MOULD_STAGES = [7, 13]
+
+MOULD_RADIUS = 16
+
+
+def calc_colour_transform(resistances):
+ fr = fg = fb = 0
+ for colour, value in resistances.items():
+ if value:
+ new_value = 63 + 64 * value
+ r, g, b = COLOURS[colour]
+ if r:
+ fr += new_value
+ if g:
+ fg += new_value
+ if b:
+ fb += new_value
+ # Scale if we've exceeded 255
+ # Should only be required when we have lights that aren't soley red,
+ # green or blue
+ max_value = max(fr, fg, fb)
+ if max_value > 255:
+ fr = int(255 * fr / float(max_value))
+ fg = int(255 * fg / float(max_value))
+ fb = int(255 * fb / float(max_value))
+ return Multiply(colour=(fr, fg, fb))
+
class Mould(pymunk.Body):
"""A segment of Boyd"""
- def __init__(self, gamestate, space, pos):
+ def __init__(self, gamestate, space, pos, resistances, transform):
super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
self.position = pos
- self._shape = pymunk.Circle(self, 16)
+ self._shape = pymunk.Circle(self, MOULD_RADIUS)
space.add(self, self._shape)
self._shape.filter = MOULD_FILTER
- self._resistances = {}
self._age = 0
self._img = None
self._health = 500
self.has_eyeball = False
self._eyeball = None
+ self._resistances = resistances
+ self._transform = transform
def pygame_pos(self, surface):
"""Convert to pygame coordinates and offset position so
our position is the centre of the image."""
# The odd sign combination is because of the pymunk / pygame
# transform, but we do it this way to exploit Vec2d math magic
- return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface)
+ return pymunk.pygame_util.to_pygame(
+ self.position + (-MOULD_RADIUS, MOULD_RADIUS), surface)
def get_image(self):
if not self._img:
name = random.choice(
('mouldA.png', 'mouldB.png', 'mouldC.png'))
- size = "16" if self._age < 10 else "32" if self._age < 20 else "64"
- self._img = loader.load_image(size, name)
+ size = (
+ "16" if self._age < MOULD_STAGES[0] else
+ "32" if self._age < MOULD_STAGES[1] else "64")
+ self._img = loader.load_image(size, name,
+ transform=self._transform)
return self._img
def get_eyeball(self):
if not self._eyeball:
- self._eyeball = loader.load_image("32", "eyeball.png")
+ name = random.choice(
+ ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
+ self._eyeball = loader.load_image("32", name,
+ transform=Overlay(colour=self._transform.colour+(127,)))
+ eyelid = loader.load_image("32", "eyelid.png", transform=self._transform)
+ self._eyeball.blit(eyelid, (0, 0), None)
return self._eyeball
+ def set_health(self, new_health):
+ self._health = new_health
+
def tick(self, gamestate, space, moulds):
"""Grow and / or Die"""
self._age += 1
# we regain a health every tick, so we heal in the dark
- if self._health < 100:
- self._health += 1
+ if self._health < MAX_HEALTH:
+ self._health += HEAL_FACTOR
refresh = False
- if (self._age % 15) == 0 and len(moulds) < 1000:
+ if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS:
# Spawn a new child, if we can
spawn = True
- choice = random.randint(0, 4)
+ choice = random.randint(0, 3)
if choice == 0:
pos = self.position + (0, 24)
elif choice == 1:
# We allow some overlap, hence not checking full radius
query = space.point_query(pos, 8, MOULD_FILTER)
if query:
- # for x in query:
- # if not isinstance(x.shape.body, Mould):
- # print x.shape, x.shape.body
spawn = False
if spawn:
- child = Mould(gamestate, space, pos)
+ child = Mould(gamestate, space, pos, self._resistances,
+ self._transform)
child._health = self._health
moulds.append(child)
refresh = True
- if random.randint(0, 10) < 2:
- sound.play_sound("mouth_pop_2a.ogg")
+ if random.randint(0, 100) < 1:
+ sound.play_sound("rubber_toy_short%d.ogg" % random.randint(1, 5), volume=0.3)
- if self._age in (10, 20):
+ if self._age in MOULD_STAGES:
# We grow in size
refresh = True
- self._img = None # invalidate cached image
+ self._img = None # invalidate cached image
- if self._age > 20 and random.randint(0, 100) < 1:
+ if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
# Maybe we grow an eyeball
self.has_eyeball = True
+ sound.play_sound("mouth_pop_2a.ogg", volume=0.5)
- if self._age > 120:
+ if self._age > MAX_AGE:
# We die of old age
space.remove(self, self._shape)
moulds.remove(self)
refresh = True
+ else:
+ # Check for turnips we can eat
+ # Note that we can only eat a tick after we spawn
+ query = space.point_query(self.position, MOULD_RADIUS,
+ EAT_TURNIP_FILTER)
+ if query:
+ query[0].shape.body.turnip.eaten = True
+ sound.play_sound("eating_chips_%d.ogg" % random.randint(1, 3), volume=0.8)
return refresh
- def damage(self, light_color, intensity, space, moulds):
+ def damage(self, light, space, moulds):
"""Take damage for light, adjusted for resistances."""
- self._health -= 3
- if self._health <= 0 and self._age <= 120:
+ damage = light.base_damage()
+ colour = light.colour
+ damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
+ self._health -= damage
+ if self._health <= 0 and self._age <= MAX_AGE:
# We die of damage
space.remove(self, self._shape)
moulds.remove(self)
class Boyd(object):
def __init__(self, gamestate, space):
- seed = Mould(gamestate, space, (350, 370))
- self._moulds = [seed]
+ self._moulds = []
+ self._seen_colours = set()
+ self._mould_transform = calc_colour_transform(gamestate.resistances)
+ for position in gamestate.get_spawn_positions():
+ seed = Mould(gamestate, space, position,
+ gamestate.resistances, self._mould_transform)
+ seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
+ self._moulds.append(seed)
self._image = pygame.surface.Surface(SCREEN_SIZE)
- self._image.convert_alpha(pygame.display.get_surface())
+ self._image = self._image.convert_alpha(pygame.display.get_surface())
self._draw_moulds()
def _draw_moulds(self):
0)
for m in self._moulds:
if m.has_eyeball:
- self._image.blit(m.get_eyeball(), m.pygame_pos(self._image), None, 0)
+ self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
+ None, 0)
+ @debug_timer('Boyd.tick')
def tick(self, gamestate, space, lights):
redraw = False
# Handle spawn events
if mould.tick(gamestate, space, self._moulds):
redraw = True
# Check for damage
- lit_by = lights.light_query(mould._shape)
+ lit_by = lights.lit_by(mould.position, MOULD_RADIUS)
for light in lit_by:
- # Todo: extract colour and intensity from light
- if mould.damage(None, None, space, self._moulds):
+ self._seen_colours.add(light.colour)
+ if mould.damage(light, space, self._moulds):
redraw = True
break # we only die once
if redraw:
def render(self, surface):
"""Draw ourselves"""
- surface.blit(self._image, (0, 0), None, pgl.BLEND_RGBA_ADD)
+ surface.blit(self._image, (0, 0), None, 0)
+
+ def alive(self):
+ return len(self._moulds) > 0
+
+ def update_resistances(self, gamestate):
+ for colour in self._seen_colours:
+ cur_reistance = gamestate.resistances.get(colour, 0)
+ gamestate.resistances[colour] = cur_reistance + 2
+ for colour in gamestate.resistances:
+ gamestate.resistances[colour] -= 1
+ if gamestate.resistances[colour] > 3:
+ gamestate.resistances[colour] = 3
+ if gamestate.resistances[colour] < 0:
+ gamestate.resistances[colour] = 0