X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fenemies.py;h=8294f4d426502fe149c5078fc9626c93c7995594;hb=5f31330677d87ce417bda6ad7a2fbfb73b74f015;hp=e4c868e89ae3dabd6d4ca6d3b9b08448ad93ce76;hpb=24d25dfaffe99f2f18221668cb34383d6358634a;p=tabakrolletjie.git diff --git a/tabakrolletjie/enemies.py b/tabakrolletjie/enemies.py index e4c868e..8294f4d 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, @@ -33,14 +35,39 @@ HEAL_FACTOR = 1 MOULD_STAGES = [15, 25] +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, resistances): + 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._age = 0 @@ -49,20 +76,25 @@ class Mould(pymunk.Body): 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): @@ -109,7 +141,8 @@ class Mould(pymunk.Body): if query: spawn = False if spawn: - child = Mould(gamestate, space, pos, self._resistances) + child = Mould(gamestate, space, pos, self._resistances, + self._transform) child._health = self._health moulds.append(child) refresh = True @@ -133,7 +166,8 @@ 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 @@ -157,9 +191,10 @@ 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, - gamestate.resistances) + 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) @@ -177,6 +212,7 @@ 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 @@ -185,7 +221,7 @@ 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: self._seen_colours.add(light.colour) if mould.damage(light, space, self._moulds):