X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=7978a73546cdcc5f2a1d2f5e66eb33d211fa15c2;hb=2b0629ee373182e858261372f8c396b010052efd;hp=60e230568575670baa72e1de4a4d3f1ffce1dab2;hpb=354b606a62a1d3a9e41b77f499d35a4c10aa1f3a;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 60e2305..7978a73 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,8 +4,10 @@ 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, WorldEvent, defer_to_update +from .base import ( + Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update) from ..constants import TILE_SIZE, WIDTH, HEIGHT +from ..gamelib.items import clone_old_item from ..roaches import build_roach from ..vehicles.base import Vehicle @@ -84,18 +86,25 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): - print('enter', world['level']['name'], self._level) + self._held_keys = set() 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() + self._key_rate = 0.2 + self._last_key_down = 0 return self._init_roaches(world) def _init_items(self): @@ -106,6 +115,18 @@ class GameLevelScene(BaseLevelScene): 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' @@ -125,7 +146,9 @@ class GameLevelScene(BaseLevelScene): def _can_move(self, x, y): if self._mode == 'walk': - return self._level.can_walk(x, y, self._level_layer) + if not self._level.enemy_at(x, y): + return self._level.can_walk(x, y, self._level_layer) + return False elif self._mode == 'fly': return self._level.can_fly(x, y, self._level_layer) elif self._mode == 'crawl': @@ -149,6 +172,19 @@ class GameLevelScene(BaseLevelScene): world.roaches.append(build_roach(world)) self._vehicle_changed() + @defer_to_update + def _gain_item(self, world, item): + if item.item_type == "serum": + world.serums.append(item.item_data["serum"]) + elif item.item_type == "weapon": + old_weapon = world.weapons.current + world.weapons.current = item.item_data["weapon"] + if old_weapon != "spit": + clone = clone_old_item(item, weapon=old_weapon) + self._level.items.append(clone) + self._items.add(clone) + self._vehicle_changed() + @defer_to_update def _change_vehicle(self, world): vehicle = Vehicle.random() @@ -164,9 +200,31 @@ class GameLevelScene(BaseLevelScene): for item in self._items: item.pos = self.calc_offset( item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE) + self._check_enemies() + for enemy in self._enemies: + enemy.pos = self.calc_offset( + enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE) + more = self._check_held_keys(dt) + if more: + events.extend(more) return events - def _movement_key(self, key): + def _check_enemies(self): + if len(self._level.enemies) != len(self._enemies): + # New nemy has spawned + for enemy in self._level.enemies: + if enemy not in self._enemies: + self._enemies.add(enemy) + + def _check_held_keys(self, dt): + for key in self._held_keys: + self._last_key_down += dt + if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT): + return self._movement_key(key, dt) + elif key == keys.X: + return self._fire_key(dt) + + def _movement_key(self, key, dt): x, y = self._player_pos for k, dp, angle in ( (keys.DOWN, (0, 1), 180), @@ -175,12 +233,18 @@ class GameLevelScene(BaseLevelScene): (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]) + if (self._angle == angle and + self._last_key_down > self._key_rate): + 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) + self._last_key_down = 0 + return [MoveViewportEvent(offset)] + else: + # just turn self._set_angle(angle) - return [MoveViewportEvent(offset)] def _activate_key(self): x, y = self._player_pos @@ -196,16 +260,26 @@ class GameLevelScene(BaseLevelScene): 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) + 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) + self._gain_item(item) elif self._level.is_exit(x, y): next_level = self._level.get_exit_level() - return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())] + return [ + WorldEvent('set', {'level.name': next_level}), + ChangeSceneEvent(GameLevelScene())] - def _fire_key(self): - print('Boom') + def _fire_key(self, dt): + if self._last_key_down > self._key_rate: + self._last_key_down = 0 + print('Boom') def _vehicle_management_key(self): from .roach_management import RoachesScene @@ -214,13 +288,25 @@ class GameLevelScene(BaseLevelScene): 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) + self._held_keys.clear() + self._held_keys.add(key) + # We do this so pressing the key has an instant effect, and can + # then be held + self._last_key_down = self._key_rate + 0.01 + return self._movement_key(key, 0.01) elif key == keys.C: return self._activate_key() elif key == keys.X: - return self._fire_key() + self._held_keys.clear() + self._held_keys.add(key) + self._last_key_down = self._key_rate + 0.01 + return self._fire_key(0.01) 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) + + def on_key_up(self, key, mode): + self._held_keys.discard(key) + self._last_key_down = 0