# Boyd, the friendly, misunderstood turnip loving, light hating space mould
+import random
+
import pymunk
import pymunk.pygame_util
import pygame.draw
import pygame.locals as pgl
from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY
+from .loader import loader
MOULD_FILTER = pymunk.ShapeFilter(
mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
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:
- img = pygame.surface.Surface((32, 32))
- img.convert_alpha(pygame.display.get_surface())
- img.fill((0, 0, 0, 0))
- pygame.draw.circle(img, (255, 255, 255, 255), (16, 16), 16)
- self._img = img
+ name = random.choice(
+ ('mouldA.png', 'mouldB.png', 'mouldC.png'))
+ self._img = loader.load_image("32", 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:
# Spawn a new child, if we can
spawn = True
- import random
choice = random.randint(0, 4)
if choice == 0:
pos = self.position + (0, 24)
spawn = False
if spawn:
child = Mould(gamestate, space, pos)
+ child._health = self._health
moulds.append(child)
refresh = True
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"""