X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fenemies.py;h=140edf7964054ddd7ec3bd6117a9681a6c7f3e15;hb=19b114e401d5df983d693d6402c435975d53e9ce;hp=3f9210b35c89e83e493a217c8a9bc1be8a64aed9;hpb=35aa986992aeeb0882174591d325e6259c372e32;p=tabakrolletjie.git diff --git a/tabakrolletjie/enemies.py b/tabakrolletjie/enemies.py index 3f9210b..140edf7 100644 --- a/tabakrolletjie/enemies.py +++ b/tabakrolletjie/enemies.py @@ -1,5 +1,7 @@ # Boyd, the friendly, misunderstood turnip loving, light hating space mould +import random + import pymunk import pymunk.pygame_util import pygame.draw @@ -9,8 +11,10 @@ import pygame.display import pygame.locals as pgl from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY +from .loader import loader +from .sound import sound -MOULD_FILTER = LIGHT_FILTER = pymunk.ShapeFilter( +MOULD_FILTER = pymunk.ShapeFilter( mask=MOULD_CATEGORY | OBSTACLE_CATEGORY, categories=MOULD_CATEGORY) @@ -27,26 +31,44 @@ class Mould(pymunk.Body): self._resistances = {} self._age = 0 self._img = None + self._health = 500 + self.has_eyeball = False + self._eyeball = None + + 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) 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 < 10 else "32" if self._age < 20 else "64" + self._img = loader.load_image(size, name) return self._img + def get_eyeball(self): + if not self._eyeball: + self._eyeball = loader.load_image("32", "eyeball.png") + return self._eyeball + 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 < 100: + self._health += 1 + refresh = False if (self._age % 15) == 0 and len(moulds) < 1000: # Spawn a new child, if we can spawn = True - import random choice = random.randint(0, 4) if choice == 0: pos = self.position + (0, 24) @@ -71,8 +93,20 @@ class Mould(pymunk.Body): spawn = False if spawn: child = Mould(gamestate, space, pos) + 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 (10, 20): + # We grow in size + refresh = True + self._img = None # invalidate cached image + + if self._age > 20 and random.randint(0, 100) < 1: + # Maybe we grow an eyeball + self.has_eyeball = True if self._age > 120: # We die of old age @@ -81,30 +115,52 @@ class Mould(pymunk.Body): refresh = True return refresh - def damage(self, light_color, intensity): + def damage(self, light_color, intensity, space, moulds): """Take damage for light, adjusted for resistances.""" + self._health -= 3 + if self._health <= 0 and self._age <= 120: + # 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)) + seed = Mould(gamestate, space, (350, 370)) self._moulds = [seed] self._image = pygame.surface.Surface(SCREEN_SIZE) self._image.convert_alpha(pygame.display.get_surface()) - self._image.fill((0, 0, 0, 0)) + 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) + + 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.light_query(mould._shape) + for light in lit_by: + # Todo: extract colour and intensity from light + if mould.damage(None, None, 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"""