from ..weapons import weapon_by_name
+class PlayerStats:
+ def __init__(self, world):
+ roaches = world.roaches
+ self.health = sum(r.health for r in roaches)
+ self.smart = self._count_attr("smart", roaches)
+ self.fast = self._count_attr("fast", roaches)
+ self.strong = self._count_attr("strong", roaches)
+
+ def __str__(self):
+ return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
+ self.health, self.smart, self.fast, self.strong)
+
+ def _count_attr(self, attr, roaches):
+ attrs = [r[attr] for r in roaches]
+ attrs = [a for a in attrs if a]
+ return len(attrs)
+
+
class BaseLevelScene(Scene):
""" Level scene. """
def __init__(self):
super().__init__()
self._level = None
+ self._stats = None
def enter(self, world):
self._level = levels.load(world.level.name)
for generator in self._generators:
generator.unpause()
return
+ self._update_player_stats(world)
super().enter(world)
self._roaches = self.actors.add_layer("roaches", level=10)
self._friends = self.actors.add_layer("friendly roaches", level=9)
bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
self._check_for_bullet_hits()
+ self._update_player_stats(world)
more = self._check_held_keys(dt)
if more:
events.extend(more)
return events
+ def _update_player_stats(self, world):
+ self._stats = PlayerStats(world)
+
def _check_enemies(self):
if len(self._level.enemies) != len(self._enemies):
# New nemy has spawned