X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=7978a73546cdcc5f2a1d2f5e66eb33d211fa15c2;hb=2b0629ee373182e858261372f8c396b010052efd;hp=ea37e154ed643a39f166a1fcd8ada72553fd8af3;hpb=803254edba328148045841cd2cbdc0e4bd19655b;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index ea37e15..7978a73 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,14 +4,21 @@ 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, WorldEvent, defer_to_update) from ..constants import TILE_SIZE, WIDTH, HEIGHT -from ..roaches import default_roaches +from ..gamelib.items import clone_old_item +from ..roaches import build_roach +from ..vehicles.base import Vehicle 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 @@ -47,22 +54,27 @@ class BaseLevelScene(Scene): def update(self, world, engine, dt): """Fix the door and keypad positions""" + super().update(world, engine, dt) for door in self._doors: - door.pos = engine.calc_offset(door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE) + door.pos = self.calc_offset( + door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE) for keypad in self._keypads: - keypad.pos = engine.calc_offset(keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE) + keypad.pos = self.calc_offset( + keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE) - def draw(self, screen, viewport): + 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): @@ -74,84 +86,227 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): + 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' - return self._init_roaches(world.roaches) + 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): + 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 _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 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._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) # 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('Now at ', 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) + 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': 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 _add_roach(self, world): + 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() + 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) + 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 _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), + (keys.UP, (0, -1), 0), + (keys.LEFT, (-1, 0), 90), + (keys.RIGHT, (1, 0), -90), + ): + if key == k: + 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) + + 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) + 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())] + + 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 + return [ChangeSceneEvent(RoachesScene(level_scene=self))] def on_key_down(self, key, mod, unicode): - offset = None x, y = self._player_pos - if key == keys.DOWN: - if self._can_move(x, y + 1): - self._set_pos(x, y + 1) - offset = (0, TILE_SIZE) - self._set_angle(180) - elif key == keys.UP: - if self._can_move(x, y - 1): - self._set_pos(x, y - 1) - offset = (0, -TILE_SIZE) - self._set_angle(0) - elif key == keys.LEFT: - if self._can_move(x - 1, y): - self._set_pos(x - 1, y) - offset = (-TILE_SIZE, 0) - self._set_angle(90) - elif key == keys.RIGHT: - if self._can_move(x + 1, y): - self._set_pos(x + 1, y) - offset = (TILE_SIZE, 0) - self._set_angle(270) + if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT): + 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: - # 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) - return + return self._activate_key() elif key == keys.X: - # Fire - print('Boom') + 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: - # Leave vehicle - print('Vehicle key pressed') - - if offset: - return [MoveViewportEvent(offset)] + 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