X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=e5de740eac91189febeffd4503ec29193cc3162c;hb=40db8e631eca7b840335b4b23b165f0a61250bc6;hp=e5d102a265d9772b9095d3915166c1bbf479dceb;hpb=ec18a4dde4d14bd4486fb936476266e8511b169b;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index e5d102a..e5de740 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -7,9 +7,36 @@ from ..loaders.levelloader import levels from .base import ( Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update) from ..constants import TILE_SIZE, WIDTH, HEIGHT -from ..gamelib.items import clone_old_item +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): @@ -18,6 +45,7 @@ class BaseLevelScene(Scene): def __init__(self): super().__init__() self._level = None + self._stats = None def enter(self, world): self._level = levels.load(world.level.name) @@ -30,6 +58,7 @@ 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) @@ -91,15 +120,20 @@ 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 + self._angle = 0 # up + self._angle_dp = (0, -1) # up self._init_items() self._init_friendly_roaches() self._init_generators() @@ -146,7 +180,7 @@ class GameLevelScene(BaseLevelScene): def _can_move(self, x, y): if self._mode == 'walk': - if not self._level.is_on_enemy(x, y): + if not self._level.enemy_at(x, y): return self._level.can_walk(x, y, self._level_layer) return False elif self._mode == 'fly': @@ -154,8 +188,9 @@ class GameLevelScene(BaseLevelScene): 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 @@ -165,7 +200,7 @@ 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): @@ -185,10 +220,76 @@ class GameLevelScene(BaseLevelScene): 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, 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): + 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, + self._angle) + 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): @@ -204,11 +305,22 @@ class GameLevelScene(BaseLevelScene): 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() + 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 @@ -239,12 +351,12 @@ class GameLevelScene(BaseLevelScene): 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 @@ -267,9 +379,10 @@ 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) - self._gain_item(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 [ @@ -279,7 +392,7 @@ 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 @@ -288,8 +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