X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=9dd8b61e3d7958ab67f7f25ae62b9467de770c7a;hb=68d330ed4e465c65f3c76366b0909b4a49ecf8c8;hp=9a8fdc36957459a8fcc80465912c1330f5ec46ec;hpb=d8e680f0570eaee2debe5109532c23a6457035f0;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 9a8fdc3..9dd8b61 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,16 +4,17 @@ 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 .base import Scene, ChangeSceneEvent, MoveViewportEvent from ..constants import TILE_SIZE, WIDTH, HEIGHT +from ..roaches import default_roaches class BaseLevelScene(Scene): """ Level scene. """ 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 = {} @@ -47,7 +48,8 @@ class BaseLevelScene(Scene): if self._level_layer != 'floor': screen.surface.blit(self._overlay, (0, 0), area=(viewport[0], viewport[1], WIDTH, HEIGHT), - special_flags=pgl.BLEND_ADD) + special_flags=pgl.BLEND_MULT) + self.actors.draw(screen) def on_key_down(self, key, mod, unicode): if key == keys.ESCAPE: @@ -56,4 +58,55 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): - pass + + def enter(self, world): + super().enter(world) + self._roaches = self.actors.add_layer("roaches", level=10) + return self._init_roaches(world.roaches) + + 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) + x, y = self._level.start_pos + self._set_pos(x, y) + self._level_layer = 'floor' + # 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) + + def on_key_down(self, key, mod, unicode): + offset = None + x, y = self._player_pos + if key == keys.DOWN: + if self._level.can_walk(x, y + 1, self._level_layer): + self._set_pos(x, y + 1) + offset = (0, TILE_SIZE) + elif key == keys.UP: + if self._level.can_walk(x, y - 1, self._level_layer): + self._set_pos(x, y - 1) + offset = (0, -TILE_SIZE) + elif key == keys.LEFT: + if self._level.can_walk(x - 1, y, self._level_layer): + self._set_pos(x - 1, y) + offset = (-TILE_SIZE, 0) + elif key == keys.RIGHT: + if self._level.can_walk(x + 1, y, self._level_layer): + self._set_pos(x + 1, y) + offset = (TILE_SIZE, 0) + elif key == keys.S: + if self._level_layer == 'floor': + if self._level.can_walk(x, y, 'tunnels'): + self._level_layer = 'tunnels' + elif self._level.can_walk(x, y, 'floor'): + # Must be in the tunnels already + self._level_layer = 'floor' + return + if offset: + return [MoveViewportEvent(offset)] + return super(GameLevelScene, self).on_key_down(key, mod, unicode) + +