X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fenemies.py;h=0bd2d43f4afe720ae31cc37f6052889147383a8d;hb=ea91002db68118e01b0d09527783a39b4112ac3e;hp=3f9210b35c89e83e493a217c8a9bc1be8a64aed9;hpb=35aa986992aeeb0882174591d325e6259c372e32;p=tabakrolletjie.git diff --git a/tabakrolletjie/enemies.py b/tabakrolletjie/enemies.py index 3f9210b..0bd2d43 100644 --- a/tabakrolletjie/enemies.py +++ b/tabakrolletjie/enemies.py @@ -1,53 +1,129 @@ # Boyd, the friendly, misunderstood turnip loving, light hating space mould +import random + import pymunk import pymunk.pygame_util import pygame.draw import pygame.surface import pygame.display -import pygame.locals as pgl - -from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY +from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY, + TURNIP_CATEGORY, COLOURS) +from .loader import loader +from .sound import sound +from .transforms import Multiply +from .utils import debug_timer -MOULD_FILTER = LIGHT_FILTER = pymunk.ShapeFilter( +MOULD_FILTER = pymunk.ShapeFilter( mask=MOULD_CATEGORY | OBSTACLE_CATEGORY, categories=MOULD_CATEGORY) +EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY) + + +# Boyd parameters +SPAWN_RATE = 5 +MAX_AGE = 30 +MAX_ELEMENTS = 400 +MAX_HEALTH = 100 + +# Increase in health per day +DAY_HEALTH = 10 + +HEAL_FACTOR = 1 + +MOULD_STAGES = [7, 13] + +MOULD_RADIUS = 16 + + +def calc_colour_transform(resistances): + fr = fg = fb = 0 + for colour, value in resistances.items(): + if value: + new_value = 63 + 64 * value + r, g, b = COLOURS[colour] + if r: + fr += new_value + if g: + fg += new_value + if b: + fb += new_value + # Scale if we've exceeded 255 + # Should only be required when we have lights that aren't soley red, + # green or blue + max_value = max(fr, fg, fb) + if max_value > 255: + fr = int(255 * fr / float(max_value)) + fg = int(255 * fg / float(max_value)) + fb = int(255 * fb / float(max_value)) + return Multiply(colour=(fr, fg, fb)) + class Mould(pymunk.Body): """A segment of Boyd""" - def __init__(self, gamestate, space, pos): + def __init__(self, gamestate, space, pos, resistances, transform): super(Mould, self).__init__(0, 0, pymunk.Body.STATIC) self.position = pos - self._shape = pymunk.Circle(self, 16) + self._shape = pymunk.Circle(self, MOULD_RADIUS) space.add(self, self._shape) self._shape.filter = MOULD_FILTER - self._resistances = {} self._age = 0 self._img = None + self._health = 500 + self.has_eyeball = False + self._eyeball = None + self._resistances = resistances + self._transform = transform + + def pygame_pos(self, surface): + """Convert to pygame coordinates and offset position so + our position is the centre of the image.""" + # The odd sign combination is because of the pymunk / pygame + # transform, but we do it this way to exploit Vec2d math magic + return pymunk.pygame_util.to_pygame( + self.position + (-MOULD_RADIUS, MOULD_RADIUS), surface) def get_image(self): if not self._img: - img = pygame.surface.Surface((32, 32)) - img.convert_alpha(pygame.display.get_surface()) - img.fill((0, 0, 0, 0)) - pygame.draw.circle(img, (255, 255, 255, 255), (16, 16), 16) - self._img = img + name = random.choice( + ('mouldA.png', 'mouldB.png', 'mouldC.png')) + size = ( + "16" if self._age < MOULD_STAGES[0] else + "32" if self._age < MOULD_STAGES[1] else "64") + self._img = loader.load_image(size, name, + transform=self._transform) return self._img + def get_eyeball(self): + if not self._eyeball: + name = random.choice( + ('eyeballA.png', 'eyeballB.png', 'eyeballC.png')) + self._eyeball = loader.load_image("32", name) + eyelid = loader.load_image("32", "eyelid.png", transform=self._transform) + self._eyeball.blit(eyelid, (0, 0), None) + return self._eyeball + + def set_health(self, new_health): + self._health = new_health + def tick(self, gamestate, space, moulds): """Grow and / or Die""" + self._age += 1 + # we regain a health every tick, so we heal in the dark + if self._health < MAX_HEALTH: + self._health += HEAL_FACTOR + refresh = False - if (self._age % 15) == 0 and len(moulds) < 1000: + if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS: # Spawn a new child, if we can spawn = True - import random - choice = random.randint(0, 4) + choice = random.randint(0, 3) if choice == 0: pos = self.position + (0, 24) elif choice == 1: @@ -65,47 +141,110 @@ class Mould(pymunk.Body): # We allow some overlap, hence not checking full radius query = space.point_query(pos, 8, MOULD_FILTER) if query: - # for x in query: - # if not isinstance(x.shape.body, Mould): - # print x.shape, x.shape.body spawn = False if spawn: - child = Mould(gamestate, space, pos) + child = Mould(gamestate, space, pos, self._resistances, + self._transform) + child._health = self._health moulds.append(child) refresh = True - if self._age > 120: + if self._age in MOULD_STAGES: + # We grow in size + refresh = True + self._img = None # invalidate cached image + + if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1: + # Maybe we grow an eyeball + self.has_eyeball = True + sound.play_sound("mouth_pop_2a.ogg") + + if self._age > MAX_AGE: # We die of old age space.remove(self, self._shape) moulds.remove(self) refresh = True + else: + # Check for turnips we can eat + # Note that we can only eat a tick after we spawn + query = space.point_query(self.position, MOULD_RADIUS, + EAT_TURNIP_FILTER) + if query: + query[0].shape.body.turnip.eaten = True return refresh - def damage(self, light_color, intensity): + def damage(self, light, space, moulds): """Take damage for light, adjusted for resistances.""" + damage = light.base_damage() + colour = light.colour + damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0) + self._health -= damage + if self._health <= 0 and self._age <= MAX_AGE: + # We die of damage + space.remove(self, self._shape) + moulds.remove(self) + return True + return False class Boyd(object): def __init__(self, gamestate, space): - seed = Mould(gamestate, space, (400, 400)) - self._moulds = [seed] + self._moulds = [] + self._seen_colours = set() + self._mould_transform = calc_colour_transform(gamestate.resistances) + for position in gamestate.get_spawn_positions(): + seed = Mould(gamestate, space, position, + gamestate.resistances, self._mould_transform) + seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH) + self._moulds.append(seed) self._image = pygame.surface.Surface(SCREEN_SIZE) - self._image.convert_alpha(pygame.display.get_surface()) - self._image.fill((0, 0, 0, 0)) + self._image = self._image.convert_alpha(pygame.display.get_surface()) + self._draw_moulds() - def tick(self, gamestate, space): + def _draw_moulds(self): + self._image.fill((0, 0, 0, 0)) + for m in self._moulds: + self._image.blit(m.get_image(), + m.pygame_pos(self._image), None, + 0) + for m in self._moulds: + if m.has_eyeball: + self._image.blit(m.get_eyeball(), m.pygame_pos(self._image), + None, 0) + + @debug_timer('Boyd.tick') + def tick(self, gamestate, space, lights): redraw = False + # Handle spawn events for mould in self._moulds[:]: + # Handle updates if mould.tick(gamestate, space, self._moulds): redraw = True + # Check for damage + lit_by = lights.lit_by(mould.position, MOULD_RADIUS) + for light in lit_by: + self._seen_colours.add(light.colour) + if mould.damage(light, space, self._moulds): + redraw = True + break # we only die once if redraw: - self._image.fill((0, 0, 0, 0)) - for mould in self._moulds: - pos = pymunk.pygame_util.to_pygame(mould.position, self._image) - self._image.blit(mould.get_image(), pos, None, - pgl.BLEND_RGBA_ADD) + self._draw_moulds() def render(self, surface): """Draw ourselves""" - surface.blit(self._image, (0, 0), None, pgl.BLEND_RGBA_ADD) + surface.blit(self._image, (0, 0), None, 0) + + def alive(self): + return len(self._moulds) > 0 + + def update_resistances(self, gamestate): + for colour in self._seen_colours: + cur_reistance = gamestate.resistances.get(colour, 0) + gamestate.resistances[colour] = cur_reistance + 2 + for colour in gamestate.resistances: + gamestate.resistances[colour] -= 1 + if gamestate.resistances[colour] > 3: + gamestate.resistances[colour] = 3 + if gamestate.resistances[colour] < 0: + gamestate.resistances[colour] = 0