X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fenemies.py;h=0bd2d43f4afe720ae31cc37f6052889147383a8d;hb=ea91002db68118e01b0d09527783a39b4112ac3e;hp=59151d561d40bad83cc7a1711acb5c3339addc2c;hpb=374e59c4a5eb47a6b8b7e1a5c393c95e546a3534;p=tabakrolletjie.git diff --git a/tabakrolletjie/enemies.py b/tabakrolletjie/enemies.py index 59151d5..0bd2d43 100644 --- a/tabakrolletjie/enemies.py +++ b/tabakrolletjie/enemies.py @@ -9,9 +9,11 @@ import pygame.surface import pygame.display from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY, - TURNIP_CATEGORY) + TURNIP_CATEGORY, COLOURS) from .loader import loader from .sound import sound +from .transforms import Multiply +from .utils import debug_timer MOULD_FILTER = pymunk.ShapeFilter( mask=MOULD_CATEGORY | OBSTACLE_CATEGORY, @@ -21,43 +23,78 @@ EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY) # Boyd parameters -SPAWN_RATE = 10 -MAX_AGE = 60 +SPAWN_RATE = 5 +MAX_AGE = 30 MAX_ELEMENTS = 400 MAX_HEALTH = 100 -MOULD_STAGES = [10, 20] +# 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 + (-16, 16), surface) + return pymunk.pygame_util.to_pygame( + self.position + (-MOULD_RADIUS, MOULD_RADIUS), surface) def get_image(self): if not self._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) + 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): @@ -65,8 +102,13 @@ class Mould(pymunk.Body): 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""" @@ -74,7 +116,7 @@ class Mould(pymunk.Body): # we regain a health every tick, so we heal in the dark if self._health < MAX_HEALTH: - self._health += 1 + self._health += HEAL_FACTOR refresh = False @@ -99,17 +141,13 @@ 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 random.randint(0, 10) < 2: - sound.play_sound("mouth_pop_2a.ogg") if self._age in MOULD_STAGES: # We grow in size @@ -119,6 +157,7 @@ class Mould(pymunk.Body): 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 @@ -128,14 +167,18 @@ class Mould(pymunk.Body): else: # Check for turnips we can eat # Note that we can only eat a tick after we spawn - query = space.point_query(self.position, 16, EAT_TURNIP_FILTER) + 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, space, moulds): """Take damage for light, adjusted for resistances.""" - self._health -= light.base_damage() + 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) @@ -148,8 +191,12 @@ class Boyd(object): def __init__(self, gamestate, space): 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) + 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 = self._image.convert_alpha(pygame.display.get_surface()) @@ -166,6 +213,7 @@ class Boyd(object): 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 @@ -174,9 +222,9 @@ class Boyd(object): if mould.tick(gamestate, space, self._moulds): redraw = True # Check for damage - lit_by = lights.light_query(mould._shape) + lit_by = lights.lit_by(mould.position, MOULD_RADIUS) for light in lit_by: - # Todo: extract colour and intensity from light + self._seen_colours.add(light.colour) if mould.damage(light, space, self._moulds): redraw = True break # we only die once @@ -186,3 +234,17 @@ class Boyd(object): def render(self, surface): """Draw ourselves""" 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