X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=fcf99951dee5dbaba0d8daa7fc85790934afadfc;hb=0026e22c02a2373b7857ed06d69f1ceaf8d27ea1;hp=82fff6581665f43c12b4124a926ee3634db8c0b1;hpb=a83771ae9524d61fd5422ff1c05dccc7be0c8ee8;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 82fff65..fcf9995 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,13 +4,18 @@ from pgzero.constants import keys from pygame import Surface import pygame.locals as pgl from ..loaders.levelloader import levels -from .base import Scene, ChangeSceneEvent +from .base import Scene, ChangeSceneEvent, MoveViewportEvent from ..constants import TILE_SIZE, WIDTH, HEIGHT +from ..vehicles.base import Vehicle class BaseLevelScene(Scene): """ Level scene. """ + def __init__(self): + super().__init__() + self._level = None + def enter(self, world): self._level = levels.load(world.level.name) self._tiles = self._level.tiles @@ -20,6 +25,13 @@ class BaseLevelScene(Scene): for layer in ['floor', 'tunnels']: self._surfaces[layer] = self._render(layer) self._overlay = self._surfaces['floor'].copy() + self._doors = self.actors.add_layer("doors", level=9) + self._keypads = self.actors.add_layer("keypads", level=8) + # These are already Actors + for door in self._level.doors: + self._doors.add(door) + for keypad in self._level.keypads: + self._keypads.add(keypad) def _render(self, layer): # We cache the rendered surface to avoid doing a large number @@ -37,6 +49,15 @@ class BaseLevelScene(Scene): surface.blit(tile[layer_key], pos) return surface.convert_alpha() + def update(self, world, engine, dt): + """Fix the door and keypad positions""" + for door in self._doors: + door.pos = engine.calc_offset( + door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE) + for keypad in self._keypads: + keypad.pos = engine.calc_offset( + keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE) + def draw(self, screen, viewport): screen.clear() # Viewport is the position of the screen relative to the @@ -45,9 +66,11 @@ class BaseLevelScene(Scene): screen.surface.blit(self._surfaces[self._level_layer], (0, 0), area=(viewport[0], viewport[1], WIDTH, HEIGHT)) if self._level_layer != 'floor': - screen.surface.blit(self._overlay, (0, 0), - area=(viewport[0], viewport[1], WIDTH, HEIGHT), - special_flags=pgl.BLEND_MULT) + screen.surface.blit( + self._overlay, (0, 0), + area=(viewport[0], viewport[1], WIDTH, HEIGHT), + special_flags=pgl.BLEND_MULT) + self.actors.draw(screen) def on_key_down(self, key, mod, unicode): if key == keys.ESCAPE: @@ -56,4 +79,99 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): - pass + + def enter(self, world): + super().enter(world) + self._roaches = self.actors.add_layer("roaches", level=10) + self._vehicle = Vehicle.current(world) + self._mode = 'walk' + self._angle = 0 + return self._init_roaches(world) + + def _init_roaches(self, world): + x, y = self._level.start_pos + self._level_layer = 'floor' + self._avatar = self._vehicle.get_avatar(world) + self._set_pos(x, y) + self._avatar.pos = (WIDTH // 2, HEIGHT // 2) + self._roaches.add(self._avatar) + # Fix viewport offset + return [ + MoveViewportEvent(( + x * TILE_SIZE - WIDTH // 2, + y * TILE_SIZE - HEIGHT // 2))] + + def _set_pos(self, x, y): + self._player_pos = (x, y) + + def _can_move(self, x, y): + if self._mode == 'walk': + return self._level.can_walk(x, y, self._level_layer) + 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): + self._angle = angle + self._avatar.angle = angle + + def update(self, world, engine, dt): + if self._vehicle.changed(): + self._roaches.remove(self._avatar) + self._avatar = self._vehicle.get_avatar(world) + self._avatar.pos = (WIDTH // 2, HEIGHT // 2) + self._roaches.add(self._avatar) + self._avatar.set_angle(self._angle) + super().update(world, engine, dt) + + def on_key_down(self, key, mod, unicode): + offset = None + x, y = self._player_pos + if key == keys.DOWN: + if self._can_move(x, y + 1): + self._set_pos(x, y + 1) + offset = (0, TILE_SIZE) + self._set_angle(180) + elif key == keys.UP: + if self._can_move(x, y - 1): + self._set_pos(x, y - 1) + offset = (0, -TILE_SIZE) + self._set_angle(0) + elif key == keys.LEFT: + if self._can_move(x - 1, y): + self._set_pos(x - 1, y) + offset = (-TILE_SIZE, 0) + self._set_angle(90) + elif key == keys.RIGHT: + if self._can_move(x + 1, y): + self._set_pos(x + 1, y) + offset = (TILE_SIZE, 0) + self._set_angle(270) + elif key == keys.C: + # Activate + if self._level.is_grate(x, y): + if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'): + if self._level.can_crawl(x, y, 'tunnels'): + self._level_layer = 'tunnels' + self._mode = 'crawl' + elif self._level.can_crawl(x, y, 'floor'): + # Must be in the tunnels already + self._level_layer = 'floor' + self._mode = 'walk' + elif self._level.is_keypad(x, y): + self._level.press_keypad(x, y, self._roaches) + return + elif key == keys.X: + # Fire + print('Boom') + elif key == keys.V: + # Leave vehicle + print('Vehicle key pressed') + elif key == keys.Z: + # Vehicle management + from .roach_management import RoachesScene + return[ChangeSceneEvent(RoachesScene(level_scene=self))] + if offset: + return [MoveViewportEvent(offset)] + return super(GameLevelScene, self).on_key_down(key, mod, unicode)