"""Render a level"""
from pgzero.constants import keys
+from pygame import Surface
+import pygame.locals as pgl
from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent
-from .constants import TILE_SIZE
+from .base import Scene, ChangeSceneEvent, MoveViewportEvent
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..roaches import default_roaches
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
""" Level scene. """
- def __init__(self, level_name):
- self._level_data = levels.load(level_name)
- self._tiles = self._level_data['tiles']
+ 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()
- def draw(self, screen):
+ 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 draw(self, screen, viewport):
screen.clear()
- for tile in self._tiles:
- pos = tile['pos']
- pos = [pos[0] * TILE_SIZE, pos[1] * TILE_SIZE]
- if 'image' not in tile:
- # Skip broken tiles for now
- continue
- screen.blit(tile['image'], pos)
+ # 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
+ 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):
+ super().enter(world)
+ self._roaches = self.actors.add_layer("roaches", level=10)
+ return self._init_roaches(world.roaches)
+
+ def _init_roaches(self, roaches):
+ for roach in roaches:
+ roach_actor = self._roaches.add(default_roaches.assemble(roach))
+ roach_actor.anchor = (0, 0)
+ roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
+ x, y = self._level.start_pos
+ self._set_pos(x, y)
+ self._level_layer = 'floor'
+ # 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)
+
+ def on_key_down(self, key, mod, unicode):
+ offset = None
+ x, y = self._player_pos
+ if key == keys.DOWN:
+ if self._level.can_walk(x, y + 1, self._level_layer):
+ self._set_pos(x, y + 1)
+ offset = (0, TILE_SIZE)
+ elif key == keys.UP:
+ if self._level.can_walk(x, y - 1, self._level_layer):
+ self._set_pos(x, y - 1)
+ offset = (0, -TILE_SIZE)
+ elif key == keys.LEFT:
+ if self._level.can_walk(x - 1, y, self._level_layer):
+ self._set_pos(x - 1, y)
+ offset = (-TILE_SIZE, 0)
+ elif key == keys.RIGHT:
+ if self._level.can_walk(x + 1, y, self._level_layer):
+ self._set_pos(x + 1, y)
+ offset = (TILE_SIZE, 0)
+ elif key == keys.S:
+ if self._level_layer == 'floor':
+ if self._level.can_walk(x, y, 'tunnels'):
+ self._level_layer = 'tunnels'
+ elif self._level.can_walk(x, y, 'floor'):
+ # Must be in the tunnels already
+ self._level_layer = 'floor'
+ return
+ if offset:
+ return [MoveViewportEvent(offset)]
+ return super(GameLevelScene, self).on_key_down(key, mod, unicode)
+
+