from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent
+from .base import (
+ Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..roaches import build_roach
+from ..vehicles.base import Vehicle
class BaseLevelScene(Scene):
""" Level scene. """
+ def __init__(self):
+ super().__init__()
+ self._level = None
+
def enter(self, world):
self._level = levels.load(world.level.name)
self._tiles = self._level.tiles
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)
+ # 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
surface.blit(tile[layer_key], pos)
return surface.convert_alpha()
- def draw(self, screen, viewport):
+ 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()
# 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)
+ 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:
class GameLevelScene(BaseLevelScene):
- pass
+
+ def enter(self, world):
+ self._held_keys = set()
+ if self._level is not None:
+ for generator in self._generators:
+ generator.unpause()
+ return
+ 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=7)
+ self._vehicle = Vehicle.current(world)
+ self._mode = 'walk'
+ self._angle = 0
+ self._init_items()
+ self._init_friendly_roaches()
+ self._init_generators()
+ self._key_rate = 0.2
+ self._last_key_down = 0
+ 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':
+ return self._level.can_walk(x, y, self._level_layer)
+ 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):
+ self._angle = angle
+ 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)
+
+ @defer_to_update
+ def _add_roach(self, world):
+ world.roaches.append(build_roach(world))
+ self._vehicle_changed()
+
+ @defer_to_update
+ def _change_vehicle(self, world):
+ vehicle = Vehicle.random()
+ world.vehicles.current = vehicle
+ self._vehicle_changed()
+
+ def update(self, world, engine, dt):
+ 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)
+ more = self._check_held_keys(dt)
+ if more:
+ events.extend(more)
+ return events
+
+ 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)
+ self._last_key_down = 0
+ return [MoveViewportEvent(offset)]
+ else:
+ # just turn
+ self._set_angle(angle)
+
+ 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._roaches)
+ 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)
+ self._level.remove_item(item)
+ self._items.remove(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
+ print('Boom')
+
+ 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):
+ self._held_keys.clear()
+ self._held_keys.add(key)
+ # 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