X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=6a8e232284b14746b6b592b5b9c8239754b2ad93;hb=fa0ff98d6c1a2966313684d8b4372167f3f8a2b2;hp=2484119350570d93fdfb49b37f5d0c02106876d6;hpb=81a5f79d900e83c7371c9650a4ae7400ed2e6c8c;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 2484119..6a8e232 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,14 +4,19 @@ from pgzero.constants import keys from pygame import Surface import pygame.locals as pgl from ..loaders.levelloader import levels -from .base import Scene, ChangeSceneEvent, MoveViewportEvent +from .base import Scene, ChangeSceneEvent, MoveViewportEvent, AddRoachEvent, defer_to_update from ..constants import TILE_SIZE, WIDTH, HEIGHT -from ..roaches import default_roaches +from ..vehicles.base import Vehicle +from ..roaches import RoachFactory, WorldRoach class BaseLevelScene(Scene): """ Level scene. """ + def __init__(self): + super().__init__() + self._level = None + def enter(self, world): self._level = levels.load(world.level.name) self._tiles = self._level.tiles @@ -21,6 +26,13 @@ class BaseLevelScene(Scene): for layer in ['floor', 'tunnels']: self._surfaces[layer] = self._render(layer) self._overlay = self._surfaces['floor'].copy() + self._doors = self.actors.add_layer("doors", level=9) + self._keypads = self.actors.add_layer("keypads", level=8) + # These are already Actors + for door in self._level.doors: + self._doors.add(door) + for keypad in self._level.keypads: + self._keypads.add(keypad) def _render(self, layer): # We cache the rendered surface to avoid doing a large number @@ -38,17 +50,29 @@ class BaseLevelScene(Scene): surface.blit(tile[layer_key], pos) return surface.convert_alpha() - def draw(self, screen, viewport): + def update(self, world, engine, dt): + """Fix the door and keypad positions""" + super().update(world, engine, dt) + for door in self._doors: + door.pos = self.calc_offset( + door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE) + for keypad in self._keypads: + keypad.pos = self.calc_offset( + keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE) + + def draw(self, screen): screen.clear() # Viewport is the position of the screen relative to the # surface. We need the position of the surface relative to # the screen for the blit, so this conversion + viewport = self.viewport screen.surface.blit(self._surfaces[self._level_layer], (0, 0), area=(viewport[0], viewport[1], WIDTH, HEIGHT)) if self._level_layer != 'floor': - screen.surface.blit(self._overlay, (0, 0), - area=(viewport[0], viewport[1], WIDTH, HEIGHT), - special_flags=pgl.BLEND_MULT) + screen.surface.blit( + self._overlay, (0, 0), + area=(viewport[0], viewport[1], WIDTH, HEIGHT), + special_flags=pgl.BLEND_MULT) self.actors.draw(screen) def on_key_down(self, key, mod, unicode): @@ -60,24 +84,34 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): + if self._level is not None: + return super().enter(world) self._roaches = self.actors.add_layer("roaches", level=10) + self._friends = self.actors.add_layer("friendly roaches", level=9) + self._vehicle = Vehicle.current(world) self._mode = 'walk' - return self._init_roaches(world.roaches) + self._angle = 0 + return self._init_roaches(world) - def _init_roaches(self, roaches): - for roach in roaches: - roach_actor = self._roaches.add(default_roaches.assemble(roach)) - roach_actor.anchor = (0, 0) - roach_actor.pos = (WIDTH // 2, HEIGHT // 2) + def _init_roaches(self, world): x, y = self._level.start_pos - self._set_pos(x, y) self._level_layer = 'floor' + self._avatar = self._vehicle.get_avatar(world) + self._set_pos(x, y) + self._avatar.pos = (WIDTH // 2, HEIGHT // 2) + self._roaches.add(self._avatar) + for friend in self._level.friends: + self._friends.add(friend) # Fix viewport offset - return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))] + return [ + MoveViewportEvent(( + x * TILE_SIZE - WIDTH // 2, + y * TILE_SIZE - HEIGHT // 2))] def _set_pos(self, x, y): self._player_pos = (x, y) + #print('At ', (x, y)) def _can_move(self, x, y): if self._mode == 'walk': @@ -88,8 +122,31 @@ class GameLevelScene(BaseLevelScene): return self._level.can_crawl(x, y, self._level_layer) def _set_angle(self, angle): - for roach in self._roaches: - roach.angle = angle + self._angle = angle + self._avatar.angle = angle + + @defer_to_update + def _vehicle_changed(self, world): + self._roaches.remove(self._avatar) + self._vehicle = Vehicle.current(world) + self._avatar = self._vehicle.get_avatar(world) + self._avatar.pos = (WIDTH // 2, HEIGHT // 2) + self._roaches.add(self._avatar) + self._set_angle(self._angle) + + @defer_to_update + def _change_vehicle(self, world): + vehicle = Vehicle.random() + world.vehicles.current = vehicle + self._vehicle_changed() + + def update(self, world, engine, dt): + super().update(world, engine, dt) + events = world.pop_events() + for friend in self._friends: + friend.pos = self.calc_offset( + friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE) + return events def on_key_down(self, key, mod, unicode): offset = None @@ -114,19 +171,35 @@ class GameLevelScene(BaseLevelScene): self._set_pos(x + 1, y) offset = (TILE_SIZE, 0) self._set_angle(270) - elif key == keys.S: - if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'): - # We're probably on a grate - if self._level.can_crawl(x, y, 'tunnels'): - self._level_layer = 'tunnels' - self._mode = 'crawl' - elif self._level.can_crawl(x, y, 'floor'): - # Must be in the tunnels already - self._level_layer = 'floor' - self._mode = 'walk' + elif key == keys.C: + # Activate + if self._level.is_grate(x, y): + if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'): + if self._level.can_crawl(x, y, 'tunnels'): + self._level_layer = 'tunnels' + self._mode = 'crawl' + elif self._level.can_crawl(x, y, 'floor'): + # Must be in the tunnels already + self._level_layer = 'floor' + self._mode = 'walk' + elif self._level.is_keypad(x, y): + self._level.press_keypad(x, y, self._roaches) + elif self._level.is_on_friend(x, y): + friend = self._level.remove_friend(x, y) + self._friends.remove(friend) + self._vehicle_changed() + return [AddRoachEvent()] return + elif key == keys.X: + # Fire + print('Boom') + elif key == keys.V: + # Leave vehicle + self._change_vehicle() + elif key == keys.Z: + # Vehicle management + from .roach_management import RoachesScene + return[ChangeSceneEvent(RoachesScene(level_scene=self))] if offset: return [MoveViewportEvent(offset)] return super(GameLevelScene, self).on_key_down(key, mod, unicode) - -