X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=e5de740eac91189febeffd4503ec29193cc3162c;hb=40db8e631eca7b840335b4b23b165f0a61250bc6;hp=9c96b8dfeafe44124a526f00c36f88df89598be3;hpb=6dd254908eb2a256c9d49b936a22caa4f1fcb140;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 9c96b8d..e5de740 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -8,17 +8,44 @@ 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 +120,16 @@ 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=7) + 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 @@ -280,11 +311,16 @@ 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 _update_player_stats(self, world): + self._stats = PlayerStats(world) + def _check_enemies(self): if len(self._level.enemies) != len(self._enemies): # New nemy has spawned @@ -365,8 +401,11 @@ 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