X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=a1515997dc48d470044925e0193495cc904d4add;hb=55653b221b6c5ca3c12cdb27412a6773f87c4448;hp=856f4cec8e9ead960cc666a1866d48fdd38363b1;hpb=8ed75cacf6664d0018859c9c84e99554c08ab801;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 856f4ce..a151599 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,8 +4,9 @@ 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 build_roach from ..vehicles.base import Vehicle @@ -51,6 +52,7 @@ 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 = self.calc_offset( door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE) @@ -83,14 +85,42 @@ 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' @@ -106,6 +136,7 @@ class GameLevelScene(BaseLevelScene): 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': @@ -119,62 +150,92 @@ class GameLevelScene(BaseLevelScene): 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): - if self._vehicle.changed(): - self._roaches.remove(self._avatar) - self._avatar = self._vehicle.get_avatar(world) - self._avatar.pos = (WIDTH // 2, HEIGHT // 2) - self._roaches.add(self._avatar) - self._avatar.set_angle(self._angle) 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.is_on_friend(x, y): + friend = self._level.remove_friend(x, y) + self._friends.remove(friend) + self._add_roach() + 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): - 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): + return self._movement_key(key) 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') + return self._fire_key() elif key == keys.V: - # Leave vehicle - print('Vehicle key pressed') + return 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 self._vehicle_management_key() return super(GameLevelScene, self).on_key_down(key, mod, unicode)