Simple light damage using lit_by
[tabakrolletjie.git] / tabakrolletjie / enemies.py
index 7b26fed214ebb600a5366aa4d40c85b1eb6edcee..fd7a6d4c0df6d71c0f51c25da72f4ba45a16b17d 100644 (file)
@@ -30,6 +30,14 @@ 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
+           our position is the centre of the image."""
+        # The odd sign combination is because of the pymunk / pygame
+        # transform, but we do it this way to exploit Vec2d math magic
+        return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface)
 
     def get_image(self):
         if not self._img:
@@ -42,6 +50,10 @@ class Mould(pymunk.Body):
         """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:
@@ -71,6 +83,7 @@ class Mould(pymunk.Body):
                 spawn = False
             if spawn:
                 child = Mould(gamestate, space, pos)
+                child._health = self._health
                 moulds.append(child)
                 refresh = True
 
@@ -81,30 +94,44 @@ 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, (400, 400))
+        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._image.fill((0, 0, 0, 0))
+        self._image.blit(seed.get_image(),
+            seed.pygame_pos(self._image), None, pgl.BLEND_RGBA_ADD)
 
-    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
+            if lights.lit_by(mould.position):
+                if mould.damage(None, None, space, self._moulds):
+                    redraw = True
         if redraw:
             self._image.fill((0, 0, 0, 0))
             for mould in self._moulds:
-                pos = pymunk.pygame_util.to_pygame(mould.position, self._image)
-                self._image.blit(mould.get_image(), pos, None,
-                                 pgl.BLEND_RGBA_ADD)
+                self._image.blit(mould.get_image(),
+                    mould.pygame_pos(self._image), None, pgl.BLEND_RGBA_ADD)
 
     def render(self, surface):
         """Draw ourselves"""