X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=735ed28dadde623962fe417b45920b3b9aeba8d4;hb=5729b7d89f992ba3d5b3f779ecc1094a48a85459;hp=37f554012e7500db17585a88a0c27f6d13beac70;hpb=192d7bf00ebe46c3984c70634ca90370ee0cbc09;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 37f5540..735ed28 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,22 +4,35 @@ from pgzero.constants import keys from pygame import Surface import pygame.locals as pgl from ..loaders.levelloader import levels -from .base import Scene, ChangeSceneEvent -from ..constants import TILE_SIZE +from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update +from ..constants import TILE_SIZE, WIDTH, HEIGHT +from ..roaches import build_roach +from ..vehicles.base import Vehicle -class LevelScene(Scene): +class BaseLevelScene(Scene): """ Level scene. """ + def __init__(self): + super().__init__() + self._level = None + def enter(self, world): - self._level_data = levels.load(world.level.name) - self._tiles = self._level_data['tiles'] + self._level = levels.load(world.level.name) + self._tiles = self._level.tiles self._level_layer = 'floor' self._surfaces = {} self._overlay = {} 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 @@ -37,25 +50,199 @@ class LevelScene(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 - screen_pos = -viewport[0], -viewport[1] - if self._level_layer == 'floor': - screen.blit(self._surfaces[self._level_layer], screen_pos) - else: - # blit tunnels, with translucent overlay - # We need to call pygame.Surface.blit ourselves, - # since pgzero's screen blit hides the blend flags - # from us - tunnels = self._surfaces[self._level_layer].copy() - tunnels.blit(self._overlay, (0, 0), - special_flags=pgl.BLEND_MULT) - screen.blit(tunnels, screen_pos) + 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) + self.actors.draw(screen) def on_key_down(self, key, mod, unicode): if key == keys.ESCAPE: from .menu import MenuScene return [ChangeSceneEvent(MenuScene())] + + +class GameLevelScene(BaseLevelScene): + + def enter(self, world): + if self._level is not None: + for generator in self._generators: + generator.unpause() + return + super().enter(world) + self._roaches = self.actors.add_layer("roaches", level=10) + self._friends = self.actors.add_layer("friendly roaches", level=9) + self._items = self.actors.add_layer("items", level=9) + self._generators = self.actors.add_layer("enemy generators", level=8) + self._enemies = self.actors.add_layer("enemies", level=7) + self._vehicle = Vehicle.current(world) + self._mode = 'walk' + self._angle = 0 + self._init_items() + self._init_friendly_roaches() + self._init_generators() + return self._init_roaches(world) + + def _init_items(self): + for item in self._level.items: + self._items.add(item) + + def _init_friendly_roaches(self): + for friend in self._level.friends: + self._friends.add(friend) + + def exit(self, world): + for generator in self._generators: + # We don't want these running while we're on other levels, but we don't want to delete them + # here either (because of the vehicle management view) + generator.pause() + + def _init_generators(self): + for generator in self._level.enemy_generators: + self._generators.add(generator) + generator.unpause() + + def _init_roaches(self, world): + x, y = self._level.start_pos + 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) + # Fix viewport offset + 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': + return self._level.can_walk(x, y, self._level_layer) + elif self._mode == 'fly': + return self._level.can_fly(x, y, self._level_layer) + elif self._mode == 'crawl': + return self._level.can_crawl(x, y, self._level_layer) + + def _set_angle(self, 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 _add_roach(self, world): + world.roaches.append(build_roach(world)) + self._vehicle_changed() + + @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) + for item in self._items: + item.pos = self.calc_offset( + item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE) + return events + + def _movement_key(self, key): + x, y = self._player_pos + for k, dp, angle in ( + (keys.DOWN, (0, 1), 180), + (keys.UP, (0, -1), 0), + (keys.LEFT, (-1, 0), 90), + (keys.RIGHT, (1, 0), -90), + ): + if key == k: + nx, ny = x + dp[0], y + dp[1] + if self._can_move(nx, ny): + self._set_pos(nx, ny) + offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1]) + self._set_angle(angle) + return [MoveViewportEvent(offset)] + + def _activate_key(self): + x, y = self._player_pos + 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.friend_at(x, y): + friend = self._level.friend_at(x, y) + self._level.remove_friend(friend) + self._friends.remove(friend) + self._add_roach() + elif self._level.item_at(x, y): + item = self._level.item_at(x, y) + self._level.remove_item(item) + self._items.remove(item) + elif self._level.is_exit(x, y): + next_level = self._level.get_exit_level() + return [ + WorldEvent('set', {'level.name': next_level}), + ChangeSceneEvent(GameLevelScene())] + + def _fire_key(self): + print('Boom') + + def _vehicle_management_key(self): + from .roach_management import RoachesScene + return [ChangeSceneEvent(RoachesScene(level_scene=self))] + + def on_key_down(self, key, mod, unicode): + x, y = self._player_pos + if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT): + return self._movement_key(key) + elif key == keys.C: + return self._activate_key() + elif key == keys.X: + return self._fire_key() + elif key == keys.V: + return self._change_vehicle() + elif key == keys.Z: + return self._vehicle_management_key() + return super(GameLevelScene, self).on_key_down(key, mod, unicode)