X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=ca20f732a75f2d5d2f88a22e062e69d60f768ab3;hb=8f2e7a53419fd646dad02ff5f099db5bb5c4d80e;hp=e26d11dbe5e1b8858be77d3d8ef8b2f2186afdba;hpb=15f8404d39a46ec6243f2e75a0c03ba4e6294800;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index e26d11d..ca20f73 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,10 +4,13 @@ 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, create_new_item from ..roaches import build_roach from ..vehicles.base import Vehicle +from ..weapons import weapon_by_name class BaseLevelScene(Scene): @@ -28,6 +31,7 @@ class BaseLevelScene(Scene): self._overlay = self._surfaces['floor'].copy() self._doors = self.actors.add_layer("doors", level=9) self._keypads = self.actors.add_layer("keypads", level=8) + self._bullets = self.actors.add_layer("bullets", level=10) # These are already Actors for door in self._level.doors: self._doors.add(door) @@ -97,7 +101,8 @@ class GameLevelScene(BaseLevelScene): self._enemies = self.actors.add_layer("enemies", level=7) self._vehicle = Vehicle.current(world) self._mode = 'walk' - self._angle = 0 + self._angle = 0 # up + self._angle_dp = (0, -1) # up self._init_items() self._init_friendly_roaches() self._init_generators() @@ -115,8 +120,9 @@ class GameLevelScene(BaseLevelScene): 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) + # 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): @@ -143,14 +149,17 @@ 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': return self._level.can_crawl(x, y, self._level_layer) - def _set_angle(self, angle): + def _set_angle(self, angle, dp): self._angle = angle + self._angle_dp = dp self._avatar.angle = angle @defer_to_update @@ -160,17 +169,94 @@ class GameLevelScene(BaseLevelScene): self._avatar = self._vehicle.get_avatar(world) self._avatar.pos = (WIDTH // 2, HEIGHT // 2) self._roaches.add(self._avatar) - self._set_angle(self._angle) + self._set_angle(self._angle, self._angle_dp) @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() + + def _hit_enemy(self, enemy, weapon): + enemy.health -= weapon.damage + if enemy.health <= 0: + self._level.remove_enemy(enemy) + self._enemies.remove(enemy) + + def _fire_bullet(self, bullet, pos, dp): + if len(self._bullets) >= 10: + return + bullet.game_pos = pos + bullet.game_dp = dp + bullet.dt = 0 + bullet.level_layer = self._level_layer + self._bullets.add(bullet) + + def _check_for_bullet_hits(self): + for bullet in list(self._bullets): + for enemy in list(self._enemies): + if enemy.collidepoint(bullet.pos): + self._hit_enemy(enemy, bullet.weapon) + self._bullets.remove(bullet) + + def _update_bullet(self, bullet, dt): + bullet.dt += dt + if bullet.dt > 0.1: + bullet.dt = 0 + bullet.game_pos = pos = ( + bullet.game_pos[0] + bullet.game_dp[0], + bullet.game_pos[1] + bullet.game_dp[1]) + if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer): + self._bullets.remove(bullet) + + @defer_to_update + def _fire_weapon(self, world): + weapon = weapon_by_name(world.weapons.current) + weapon.play_sound() + if weapon.bullet_range > 0: + self._fire_bullet( + weapon.assemble_bullet(), self._player_pos, self._angle_dp) + else: + # melee + pos, dp = self._player_pos, self._angle_dp + pos = (pos[0] + dp[0], pos[1] + dp[1]) + enemy = self._level.get_enemy(pos[0], pos[1]) + if enemy: + self._hit_enemy(enemy, weapon) + @defer_to_update def _change_vehicle(self, world): - vehicle = Vehicle.random() - world.vehicles.current = vehicle + x, y = self._player_pos + + old_vehicle = world.vehicles.current + + item = self._level.item_at(x, y) + + if item and item.item_type == "vehicle": + world.vehicles.current = item.item_data["vehicle"] + self._level.remove_item(item) + self._items.remove(item) + else: + world.vehicles.current = "walking" + + if old_vehicle != "walking": + dropped_vehicle = create_new_item( + "vehicle", (x, y), vehicle=old_vehicle) + self._level.items.append(dropped_vehicle) + self._items.add(dropped_vehicle) + self._vehicle_changed() def update(self, world, engine, dt): @@ -182,11 +268,28 @@ 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) + for bullet in list(self._bullets): + self._update_bullet(bullet, dt) + bullet.pos = self.calc_offset( + bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2), + bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2)) + self._check_for_bullet_hits() 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 @@ -204,17 +307,18 @@ class GameLevelScene(BaseLevelScene): (keys.RIGHT, (1, 0), -90), ): if key == k: - if self._angle == angle and self._last_key_down > self._key_rate: + 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._set_angle(angle, dp) self._last_key_down = 0 return [MoveViewportEvent(offset)] else: # just turn - self._set_angle(angle) + self._set_angle(angle, dp) def _activate_key(self): x, y = self._player_pos @@ -237,8 +341,10 @@ class GameLevelScene(BaseLevelScene): 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) + if item.item_type != "vehicle": + 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 [ @@ -248,7 +354,7 @@ class GameLevelScene(BaseLevelScene): def _fire_key(self, dt): if self._last_key_down > self._key_rate: self._last_key_down = 0 - print('Boom') + self._fire_weapon() def _vehicle_management_key(self): from .roach_management import RoachesScene @@ -259,7 +365,8 @@ class GameLevelScene(BaseLevelScene): 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 + # 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: