X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=ca85884b75a2ccb0e4cbd3aec0494faf5ee4fff1;hb=92591cd60f6346d318735b9a1adf778b57177917;hp=9c96b8dfeafe44124a526f00c36f88df89598be3;hpb=6dd254908eb2a256c9d49b936a22caa4f1fcb140;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 9c96b8d..ca85884 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -1,5 +1,6 @@ """Render a level""" +import random from pgzero.constants import keys from pygame import Surface import pygame.locals as pgl @@ -13,12 +14,31 @@ from ..vehicles.base import Vehicle from ..weapons import weapon_by_name +class PlayerStats: + def __init__(self, world): + roaches = world.roaches + self.health = sum(r.health for r in roaches) + self.smart = self._count_attr("smart", roaches) + self.fast = self._count_attr("fast", roaches) + self.strong = self._count_attr("strong", roaches) + + def __str__(self): + return "" % ( + self.health, self.smart, self.fast, self.strong) + + def _count_attr(self, attr, roaches): + attrs = [r[attr] for r in roaches] + attrs = [a for a in attrs if a] + return len(attrs) + + class BaseLevelScene(Scene): """ Level scene. """ def __init__(self): super().__init__() self._level = None + self._stats = None def enter(self, world): self._level = levels.load(world.level.name) @@ -93,12 +113,13 @@ class GameLevelScene(BaseLevelScene): for generator in self._generators: generator.unpause() return + self._update_player_stats(world) 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._enemies = self.actors.add_layer("enemies", level=11) self._vehicle = Vehicle.current(world) self._mode = 'walk' self._angle = 0 # up @@ -108,6 +129,7 @@ class GameLevelScene(BaseLevelScene): self._init_generators() self._key_rate = 0.2 self._last_key_down = 0 + self._last_dmg = 0 return self._init_roaches(world) def _init_items(self): @@ -176,6 +198,21 @@ class GameLevelScene(BaseLevelScene): world.roaches.append(build_roach(world)) self._vehicle_changed() + @defer_to_update + def _damage_player(self, world): + if not world.roaches: + # Skip out if we're already dead + return + roach = random.choice(world.roaches) + roach.health -= self._last_dmg + self._last_dmg = 0 + if roach.health < 0: + index = [x.name for x in world.roaches].index(roach.name) + world.roaches.pop(index) + # We can't check for empty, because updates will be processed later + if len(world.roaches) > 1: + self._vehicle_changed() + @defer_to_update def _gain_item(self, world, item): if item.item_type == "serum": @@ -262,6 +299,10 @@ class GameLevelScene(BaseLevelScene): self._vehicle_changed() def update(self, world, engine, dt): + if not world.roaches: + # Catch death here + from .menu import MenuScene + return [ChangeSceneEvent(MenuScene())] super().update(world, engine, dt) events = world.pop_events() for friend in self._friends: @@ -270,7 +311,7 @@ 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() + self._check_enemies(dt) for enemy in self._enemies: enemy.pos = self.calc_offset( enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE) @@ -280,17 +321,27 @@ class GameLevelScene(BaseLevelScene): bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2), bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2)) self._check_for_bullet_hits() + self._update_player_stats(world) more = self._check_held_keys(dt) if more: events.extend(more) return events - def _check_enemies(self): + def _update_player_stats(self, world): + self._stats = PlayerStats(world) + + def _check_enemies(self, dt): 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) + for enemy in self._enemies: + dmg = enemy.attack(self._player_pos, self._level_layer, dt) + if dmg is not None: + self._last_dmg += dmg + if self._last_dmg: + self._damage_player() def _check_held_keys(self, dt): for key in self._held_keys: @@ -335,7 +386,7 @@ class GameLevelScene(BaseLevelScene): self._level_layer = 'floor' self._mode = 'walk' elif self._level.is_keypad(x, y): - self._level.press_keypad(x, y, self._roaches) + self._level.press_keypad(x, y, self._stats.smart) elif self._level.friend_at(x, y): friend = self._level.friend_at(x, y) self._level.remove_friend(friend) @@ -365,8 +416,11 @@ 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): + firing = (keys.X in self._held_keys) self._held_keys.clear() self._held_keys.add(key) + if firing: + self._held_keys.add(keys.X) # 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