import pygame.surface
import pygame.display
-import pygame.locals as pgl
-
-from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY
+from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY,
+ TURNIP_CATEGORY)
from .loader import loader
+from .sound import sound
MOULD_FILTER = pymunk.ShapeFilter(
mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
categories=MOULD_CATEGORY)
+EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
+
class Mould(pymunk.Body):
"""A segment of Boyd"""
self._age = 0
self._img = None
self._health = 500
+ self.has_eyeball = False
+ self._eyeball = None
def pygame_pos(self, surface):
"""Convert to pygame coordinates and offset position so
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 get_eyeball(self):
+ if not self._eyeball:
+ name = random.choice(
+ ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
+ self._eyeball = loader.load_image("32", name)
+ return self._eyeball
+
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
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):
+ # We grow in size
+ refresh = True
+ self._img = None # invalidate cached image
+
+ if self._age > 20 and random.randint(0, 500) < 1:
+ # Maybe we grow an eyeball
+ self.has_eyeball = True
if self._age > 120:
# We die of old age
space.remove(self, self._shape)
moulds.remove(self)
refresh = True
+ else:
+ # Check for turnips we can eat
+ # Note that we can only eat a tick after we spawn
+ query = space.point_query(self.position, 16, EAT_TURNIP_FILTER)
+ if query:
+ query[0].shape.body.turnip.eaten = True
return refresh
- def damage(self, light_color, intensity, space, moulds):
+ def damage(self, light, space, moulds):
"""Take damage for light, adjusted for resistances."""
+ distance = light.position.get_distance(self.position)
+ if distance < (light.radius_limits[0] or 0.0):
+ return False
+ if distance > (light.radius_limits[1] or 50.0):
+ return False
self._health -= 3
if self._health <= 0 and self._age <= 120:
# We die of damage
class Boyd(object):
def __init__(self, gamestate, space):
- seed = Mould(gamestate, space, (350, 370))
+ seed = Mould(gamestate, space, (275, 300))
self._moulds = [seed]
self._image = pygame.surface.Surface(SCREEN_SIZE)
- self._image.convert_alpha(pygame.display.get_surface())
+ self._image = self._image.convert_alpha(pygame.display.get_surface())
self._draw_moulds()
def _draw_moulds(self):
for m in self._moulds:
self._image.blit(m.get_image(),
m.pygame_pos(self._image), None,
- pgl.BLEND_RGBA_ADD)
+ 0)
+ for m in self._moulds:
+ if m.has_eyeball:
+ self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
+ None, 0)
def tick(self, gamestate, space, lights):
redraw = False
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):
+ if mould.damage(light, space, self._moulds):
redraw = True
break # we only die once
if redraw:
def render(self, surface):
"""Draw ourselves"""
- surface.blit(self._image, (0, 0), None, pgl.BLEND_RGBA_ADD)
+ surface.blit(self._image, (0, 0), None, 0)