Occasional sounds
[tabakrolletjie.git] / tabakrolletjie / enemies.py
index f668f1afe0f50fbf19a6655fd7a2bf3754af6816..0fe1619fc175f63b970deb882e8d1ed5a15e6e6a 100644 (file)
@@ -12,6 +12,7 @@ import pygame.locals as pgl
 
 from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY
 from .loader import loader
+from .sound import sound
 
 MOULD_FILTER = pymunk.ShapeFilter(
     mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
@@ -30,6 +31,7 @@ class Mould(pymunk.Body):
         self._resistances = {}
         self._age = 0
         self._img = None
+        self._health = 500
 
     def pygame_pos(self, surface):
         """Convert to pygame coordinates and offset position so
@@ -42,13 +44,19 @@ class Mould(pymunk.Body):
         if not self._img:
             name = random.choice(
                 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
-            self._img = loader.load_image("32", name)
+            size = "16" if self._age < 10 else "32" if self._age < 20 else "64"
+            self._img = loader.load_image(size, name)
         return self._img
 
     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
+
         refresh = False
 
         if (self._age % 15) == 0 and len(moulds) < 1000:
@@ -78,8 +86,16 @@ class Mould(pymunk.Body):
                 spawn = False
             if spawn:
                 child = Mould(gamestate, space, pos)
+                child._health = self._health
                 moulds.append(child)
                 refresh = True
+                if random.randint(0, 10) < 2:
+                    sound.play_sound("mouth_pop_2a.ogg")
+
+        if self._age in (10, 20):
+            # Segment grows in size
+            refresh = True
+            self._img = None # invalidate cached image
 
         if self._age > 120:
             # We die of old age
@@ -88,31 +104,49 @@ class Mould(pymunk.Body):
             refresh = True
         return refresh
 
-    def damage(self, light_color, intensity):
+    def damage(self, light_color, intensity, space, moulds):
         """Take damage for light, adjusted for resistances."""
+        self._health -= 3
+        if self._health <= 0 and self._age <= 120:
+            # We die of damage
+            space.remove(self, self._shape)
+            moulds.remove(self)
+            return True
+        return False
 
 
 class Boyd(object):
 
     def __init__(self, gamestate, space):
-        seed = Mould(gamestate, space, (350, 350))
+        seed = Mould(gamestate, space, (350, 370))
         self._moulds = [seed]
         self._image = pygame.surface.Surface(SCREEN_SIZE)
         self._image.convert_alpha(pygame.display.get_surface())
+        self._draw_moulds()
+
+    def _draw_moulds(self):
         self._image.fill((0, 0, 0, 0))
-        self._image.blit(seed.get_image(),
-            seed.pygame_pos(self._image), None, pgl.BLEND_RGBA_ADD)
+        for m in self._moulds:
+            self._image.blit(m.get_image(),
+                             m.pygame_pos(self._image), None,
+                             0)
 
-    def tick(self, gamestate, space):
+    def tick(self, gamestate, space, lights):
         redraw = False
+        # Handle spawn events
         for mould in self._moulds[:]:
+            # Handle updates
             if mould.tick(gamestate, space, self._moulds):
                 redraw = True
+            # Check for damage
+            lit_by = lights.light_query(mould._shape)
+            for light in lit_by:
+                # Todo: extract colour and intensity from light
+                if mould.damage(None, None, space, self._moulds):
+                    redraw = True
+                    break  # we only die once
         if redraw:
-            self._image.fill((0, 0, 0, 0))
-            for mould in self._moulds:
-                self._image.blit(mould.get_image(),
-                    mould.pygame_pos(self._image), None, pgl.BLEND_RGBA_ADD)
+            self._draw_moulds()
 
     def render(self, surface):
         """Draw ourselves"""