Enemies should not hide under the keypad
[koperkapel.git] / koperkapel / scenes / level.py
1 """Render a level"""
2
3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
7 from .base import (
8     Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
9 from ..constants import TILE_SIZE, WIDTH, HEIGHT
10 from ..gamelib.items import clone_old_item, create_new_item
11 from ..roaches import build_roach
12 from ..vehicles.base import Vehicle
13 from ..weapons import weapon_by_name
14
15
16 class BaseLevelScene(Scene):
17     """ Level scene. """
18
19     def __init__(self):
20         super().__init__()
21         self._level = None
22
23     def enter(self, world):
24         self._level = levels.load(world.level.name)
25         self._tiles = self._level.tiles
26         self._level_layer = 'floor'
27         self._surfaces = {}
28         self._overlay = {}
29         for layer in ['floor', 'tunnels']:
30             self._surfaces[layer] = self._render(layer)
31         self._overlay = self._surfaces['floor'].copy()
32         self._doors = self.actors.add_layer("doors", level=9)
33         self._keypads = self.actors.add_layer("keypads", level=8)
34         self._bullets = self.actors.add_layer("bullets", level=10)
35         # These are already Actors
36         for door in self._level.doors:
37             self._doors.add(door)
38         for keypad in self._level.keypads:
39             self._keypads.add(keypad)
40
41     def _render(self, layer):
42         # We cache the rendered surface to avoid doing a large number
43         # of blits each frame, as that introduces a large performance
44         # overhead.
45         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
46                            len(self._tiles) * TILE_SIZE))
47         layer_key = '%s image' % layer
48         for y, row in enumerate(self._tiles):
49             for x, tile in enumerate(row):
50                 pos = (x * TILE_SIZE, y * TILE_SIZE)
51                 if layer_key not in tile:
52                     # Skip broken tiles for now
53                     continue
54                 surface.blit(tile[layer_key], pos)
55         return surface.convert_alpha()
56
57     def update(self, world, engine, dt):
58         """Fix the door and keypad positions"""
59         super().update(world, engine, dt)
60         for door in self._doors:
61             door.pos = self.calc_offset(
62                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
63         for keypad in self._keypads:
64             keypad.pos = self.calc_offset(
65                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
66
67     def draw(self, screen):
68         screen.clear()
69         # Viewport is the position of the screen relative to the
70         # surface. We need the position of the surface relative to
71         # the screen for the blit, so this conversion
72         viewport = self.viewport
73         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
74                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
75         if self._level_layer != 'floor':
76             screen.surface.blit(
77                 self._overlay, (0, 0),
78                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
79                 special_flags=pgl.BLEND_MULT)
80         self.actors.draw(screen)
81
82     def on_key_down(self, key, mod, unicode):
83         if key == keys.ESCAPE:
84             from .menu import MenuScene
85             return [ChangeSceneEvent(MenuScene())]
86
87
88 class GameLevelScene(BaseLevelScene):
89
90     def enter(self, world):
91         self._held_keys = set()
92         if self._level is not None:
93             for generator in self._generators:
94                 generator.unpause()
95             return
96         super().enter(world)
97         self._roaches = self.actors.add_layer("roaches", level=10)
98         self._friends = self.actors.add_layer("friendly roaches", level=9)
99         self._items = self.actors.add_layer("items", level=9)
100         self._generators = self.actors.add_layer("enemy generators", level=8)
101         self._enemies = self.actors.add_layer("enemies", level=11)
102         self._vehicle = Vehicle.current(world)
103         self._mode = 'walk'
104         self._angle = 0  # up
105         self._angle_dp = (0, -1)  # up
106         self._init_items()
107         self._init_friendly_roaches()
108         self._init_generators()
109         self._key_rate = 0.2
110         self._last_key_down = 0
111         return self._init_roaches(world)
112
113     def _init_items(self):
114         for item in self._level.items:
115             self._items.add(item)
116
117     def _init_friendly_roaches(self):
118         for friend in self._level.friends:
119             self._friends.add(friend)
120
121     def exit(self, world):
122         for generator in self._generators:
123             # We don't want these running while we're on other levels, but we
124             # don't want to delete them here either (because of the vehicle
125             # management view)
126             generator.pause()
127
128     def _init_generators(self):
129         for generator in self._level.enemy_generators:
130             self._generators.add(generator)
131             generator.unpause()
132
133     def _init_roaches(self, world):
134         x, y = self._level.start_pos
135         self._level_layer = 'floor'
136         self._avatar = self._vehicle.get_avatar(world)
137         self._set_pos(x, y)
138         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
139         self._roaches.add(self._avatar)
140         # Fix viewport offset
141         return [
142             MoveViewportEvent((
143                 x * TILE_SIZE - WIDTH // 2,
144                 y * TILE_SIZE - HEIGHT // 2))]
145
146     def _set_pos(self, x, y):
147         self._player_pos = (x, y)
148         # print('At ', (x, y))
149
150     def _can_move(self, x, y):
151         if self._mode == 'walk':
152             if not self._level.enemy_at(x, y):
153                 return self._level.can_walk(x, y, self._level_layer)
154             return False
155         elif self._mode == 'fly':
156             return self._level.can_fly(x, y, self._level_layer)
157         elif self._mode == 'crawl':
158             return self._level.can_crawl(x, y, self._level_layer)
159
160     def _set_angle(self, angle, dp):
161         self._angle = angle
162         self._angle_dp = dp
163         self._avatar.angle = angle
164
165     @defer_to_update
166     def _vehicle_changed(self, world):
167         self._roaches.remove(self._avatar)
168         self._vehicle = Vehicle.current(world)
169         self._avatar = self._vehicle.get_avatar(world)
170         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
171         self._roaches.add(self._avatar)
172         self._set_angle(self._angle, self._angle_dp)
173
174     @defer_to_update
175     def _add_roach(self, world):
176         world.roaches.append(build_roach(world))
177         self._vehicle_changed()
178
179     @defer_to_update
180     def _gain_item(self, world, item):
181         if item.item_type == "serum":
182             world.serums.append(item.item_data["serum"])
183         elif item.item_type == "weapon":
184             old_weapon = world.weapons.current
185             world.weapons.current = item.item_data["weapon"]
186             if old_weapon != "spit":
187                 clone = clone_old_item(item, weapon=old_weapon)
188                 self._level.items.append(clone)
189                 self._items.add(clone)
190         self._vehicle_changed()
191
192     def _hit_enemy(self, enemy, weapon):
193         enemy.health -= weapon.damage
194         if enemy.health <= 0:
195             self._level.remove_enemy(enemy)
196             self._enemies.remove(enemy)
197
198     def _fire_bullet(self, bullet, pos, dp):
199         if len(self._bullets) >= 10:
200             return
201         bullet.game_pos = pos
202         bullet.game_dp = dp
203         bullet.dt = 0
204         bullet.level_layer = self._level_layer
205         self._bullets.add(bullet)
206
207     def _check_for_bullet_hits(self):
208         for bullet in list(self._bullets):
209             for enemy in list(self._enemies):
210                 if enemy.collidepoint(bullet.pos):
211                     self._hit_enemy(enemy, bullet.weapon)
212                     self._bullets.remove(bullet)
213
214     def _update_bullet(self, bullet, dt):
215         bullet.dt += dt
216         if bullet.dt > 0.1:
217             bullet.dt = 0
218             bullet.game_pos = pos = (
219                 bullet.game_pos[0] + bullet.game_dp[0],
220                 bullet.game_pos[1] + bullet.game_dp[1])
221             if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
222                 self._bullets.remove(bullet)
223
224     @defer_to_update
225     def _fire_weapon(self, world):
226         weapon = weapon_by_name(world.weapons.current)
227         weapon.play_sound()
228         if weapon.bullet_range > 0:
229             self._fire_bullet(
230                 weapon.assemble_bullet(), self._player_pos, self._angle_dp)
231         else:
232             # melee
233             pos, dp = self._player_pos, self._angle_dp
234             pos = (pos[0] + dp[0], pos[1] + dp[1])
235             enemy = self._level.get_enemy(pos[0], pos[1])
236             if enemy:
237                 self._hit_enemy(enemy, weapon)
238
239     @defer_to_update
240     def _change_vehicle(self, world):
241         x, y = self._player_pos
242
243         old_vehicle = world.vehicles.current
244
245         item = self._level.item_at(x, y)
246
247         if item and item.item_type == "vehicle":
248             world.vehicles.current = item.item_data["vehicle"]
249             self._level.remove_item(item)
250             self._items.remove(item)
251         else:
252             world.vehicles.current = "walking"
253
254         if old_vehicle != "walking":
255             dropped_vehicle = create_new_item(
256                 "vehicle", (x, y), vehicle=old_vehicle)
257             self._level.items.append(dropped_vehicle)
258             self._items.add(dropped_vehicle)
259
260         self._vehicle_changed()
261
262     def update(self, world, engine, dt):
263         super().update(world, engine, dt)
264         events = world.pop_events()
265         for friend in self._friends:
266             friend.pos = self.calc_offset(
267                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
268         for item in self._items:
269             item.pos = self.calc_offset(
270                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
271         self._check_enemies()
272         for enemy in self._enemies:
273             enemy.pos = self.calc_offset(
274                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
275         for bullet in list(self._bullets):
276             self._update_bullet(bullet, dt)
277             bullet.pos = self.calc_offset(
278                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
279                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
280         self._check_for_bullet_hits()
281         more = self._check_held_keys(dt)
282         if more:
283             events.extend(more)
284         return events
285
286     def _check_enemies(self):
287         if len(self._level.enemies) != len(self._enemies):
288             # New nemy has spawned
289             for enemy in self._level.enemies:
290                 if enemy not in self._enemies:
291                     self._enemies.add(enemy)
292
293     def _check_held_keys(self, dt):
294         for key in self._held_keys:
295             self._last_key_down += dt
296             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
297                 return self._movement_key(key, dt)
298             elif key == keys.X:
299                 return self._fire_key(dt)
300
301     def _movement_key(self, key, dt):
302         x, y = self._player_pos
303         for k, dp, angle in (
304             (keys.DOWN, (0, 1), 180),
305             (keys.UP, (0, -1), 0),
306             (keys.LEFT, (-1, 0), 90),
307             (keys.RIGHT, (1, 0), -90),
308         ):
309             if key == k:
310                 if (self._angle == angle and
311                         self._last_key_down > self._key_rate):
312                     nx, ny = x + dp[0], y + dp[1]
313                     if self._can_move(nx, ny):
314                         self._set_pos(nx, ny)
315                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
316                         self._set_angle(angle, dp)
317                         self._last_key_down = 0
318                         return [MoveViewportEvent(offset)]
319                 else:
320                     # just turn
321                     self._set_angle(angle, dp)
322
323     def _activate_key(self):
324         x, y = self._player_pos
325         if self._level.is_grate(x, y):
326             if (self._level_layer == 'floor' and
327                     self._level.can_crawl(x, y, 'floor')):
328                 if self._level.can_crawl(x, y, 'tunnels'):
329                     self._level_layer = 'tunnels'
330                     self._mode = 'crawl'
331             elif self._level.can_crawl(x, y, 'floor'):
332                 # Must be in the tunnels already
333                 self._level_layer = 'floor'
334                 self._mode = 'walk'
335         elif self._level.is_keypad(x, y):
336             self._level.press_keypad(x, y, self._roaches)
337         elif self._level.friend_at(x, y):
338             friend = self._level.friend_at(x, y)
339             self._level.remove_friend(friend)
340             self._friends.remove(friend)
341             self._add_roach()
342         elif self._level.item_at(x, y):
343             item = self._level.item_at(x, y)
344             if item.item_type != "vehicle":
345                 self._level.remove_item(item)
346                 self._items.remove(item)
347                 self._gain_item(item)
348         elif self._level.is_exit(x, y):
349             next_level = self._level.get_exit_level()
350             return [
351                 WorldEvent('set', {'level.name': next_level}),
352                 ChangeSceneEvent(GameLevelScene())]
353
354     def _fire_key(self, dt):
355         if self._last_key_down > self._key_rate:
356             self._last_key_down = 0
357             self._fire_weapon()
358
359     def _vehicle_management_key(self):
360         from .roach_management import RoachesScene
361         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
362
363     def on_key_down(self, key, mod, unicode):
364         x, y = self._player_pos
365         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
366             self._held_keys.clear()
367             self._held_keys.add(key)
368             # We do this so pressing the key has an instant effect, and can
369             # then be held
370             self._last_key_down = self._key_rate + 0.01
371             return self._movement_key(key, 0.01)
372         elif key == keys.C:
373             return self._activate_key()
374         elif key == keys.X:
375             self._held_keys.clear()
376             self._held_keys.add(key)
377             self._last_key_down = self._key_rate + 0.01
378             return self._fire_key(0.01)
379         elif key == keys.V:
380             return self._change_vehicle()
381         elif key == keys.Z:
382             return self._vehicle_management_key()
383         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
384
385     def on_key_up(self, key, mode):
386         self._held_keys.discard(key)
387         self._last_key_down = 0