X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=d4f3b0d12e3f8285f8c7278b185ba09f3aeb3a5f;hb=aa00efba55147a32ae9aa71b86789616e11f16dc;hp=0aaa33d487dea765feeaa6776552fc26cefdfb3e;hpb=5d865f00b2c0eac939a3cf856c0667b81eb1e4e7;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 0aaa33d..d4f3b0d 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -1,6 +1,8 @@ """Render a level""" +import random from pgzero.constants import keys +from pgzero.loaders import sounds from pygame import Surface import pygame.locals as pgl from ..loaders.levelloader import levels @@ -8,17 +10,44 @@ 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 ..hud import HudActor from ..roaches import build_roach 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 __eq__(self, other): + if not isinstance(other, PlayerStats): + return NotImplemented + return all( + (self.health == other.health, self.smart == other.smart, + self.fast == other.fast, self.strong == other.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 +122,16 @@ 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=11) + self._hud = self.actors.add_layer("hud", level=12) + self._hud.add(HudActor( + self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT))) self._vehicle = Vehicle.current(world) self._mode = 'walk' self._angle = 0 # up @@ -108,6 +141,8 @@ class GameLevelScene(BaseLevelScene): self._init_generators() self._key_rate = 0.2 self._last_key_down = 0 + self._last_dmg = 0 + self._screech = sounds.load("screech") return self._init_roaches(world) def _init_items(self): @@ -176,6 +211,22 @@ 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._screech.play() + 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": @@ -195,19 +246,20 @@ class GameLevelScene(BaseLevelScene): self._level.remove_enemy(enemy) self._enemies.remove(enemy) - def _fire_bullet(self, bullet, pos, dp): + def _fire_bullet(self, bullet, pos, dp, angle): if len(self._bullets) >= 10: return bullet.game_pos = pos bullet.game_dp = dp bullet.dt = 0 bullet.level_layer = self._level_layer + bullet.angle = angle 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): + if enemy.collidepoint(bullet.pos) and bullet.level_layer == enemy.level_layer: self._hit_enemy(enemy, bullet.weapon) self._bullets.remove(bullet) @@ -227,7 +279,8 @@ class GameLevelScene(BaseLevelScene): weapon.play_sound() if weapon.bullet_range > 0: self._fire_bullet( - weapon.assemble_bullet(), self._player_pos, self._angle_dp) + weapon.assemble_bullet(), self._player_pos, self._angle_dp, + self._angle) else: # melee pos, dp = self._player_pos, self._angle_dp @@ -260,6 +313,10 @@ 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: @@ -268,7 +325,7 @@ 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) @@ -278,17 +335,28 @@ 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) + self._hud[0].stats = self._stats 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: @@ -333,7 +401,7 @@ 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) @@ -363,8 +431,11 @@ 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