made mould more mouldy; probably need to fix collision detection now
[tabakrolletjie.git] / tabakrolletjie / enemies.py
index fd7a6d4c0df6d71c0f51c25da72f4ba45a16b17d..7ed6cf9f7355b63a9edb013efb9ecc19266e35e9 100644 (file)
@@ -43,11 +43,13 @@ 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
@@ -87,6 +89,11 @@ class Mould(pymunk.Body):
                 moulds.append(child)
                 refresh = True
 
+        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
             space.remove(self, self._shape)
@@ -112,9 +119,14 @@ class Boyd(object):
         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, lights):
         redraw = False
@@ -124,14 +136,14 @@ class Boyd(object):
             if mould.tick(gamestate, space, self._moulds):
                 redraw = True
             # Check for damage
-            if lights.lit_by(mould.position):
+            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"""