"""Render a level"""
+import random
from pgzero.constants import keys
+from pgzero.loaders import sounds
from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
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 BaseLevelScene(Scene):
""" Level scene. """
def __init__(self):
super().__init__()
self._level = None
+ self._stats = None
def enter(self, world):
self._level = levels.load(world.level.name)
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._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):
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":
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:
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()
+ 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)
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 _check_enemies(self):
+ 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._level_layer = 'floor'
self._mode = 'walk'
elif self._level.is_keypad(x, y):
- self._level.press_keypad(x, y, self._roaches)
+ 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)