3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
8 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
9 from ..constants import TILE_SIZE, WIDTH, HEIGHT
10 from ..roaches import build_roach
11 from ..vehicles.base import Vehicle
14 class BaseLevelScene(Scene):
21 def enter(self, world):
22 self._level = levels.load(world.level.name)
23 self._tiles = self._level.tiles
24 self._level_layer = 'floor'
27 for layer in ['floor', 'tunnels']:
28 self._surfaces[layer] = self._render(layer)
29 self._overlay = self._surfaces['floor'].copy()
30 self._doors = self.actors.add_layer("doors", level=9)
31 self._keypads = self.actors.add_layer("keypads", level=8)
32 # These are already Actors
33 for door in self._level.doors:
35 for keypad in self._level.keypads:
36 self._keypads.add(keypad)
38 def _render(self, layer):
39 # We cache the rendered surface to avoid doing a large number
40 # of blits each frame, as that introduces a large performance
42 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
43 len(self._tiles) * TILE_SIZE))
44 layer_key = '%s image' % layer
45 for y, row in enumerate(self._tiles):
46 for x, tile in enumerate(row):
47 pos = (x * TILE_SIZE, y * TILE_SIZE)
48 if layer_key not in tile:
49 # Skip broken tiles for now
51 surface.blit(tile[layer_key], pos)
52 return surface.convert_alpha()
54 def update(self, world, engine, dt):
55 """Fix the door and keypad positions"""
56 super().update(world, engine, dt)
57 for door in self._doors:
58 door.pos = self.calc_offset(
59 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
60 for keypad in self._keypads:
61 keypad.pos = self.calc_offset(
62 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
64 def draw(self, screen):
66 # Viewport is the position of the screen relative to the
67 # surface. We need the position of the surface relative to
68 # the screen for the blit, so this conversion
69 viewport = self.viewport
70 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
71 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
72 if self._level_layer != 'floor':
74 self._overlay, (0, 0),
75 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
76 special_flags=pgl.BLEND_MULT)
77 self.actors.draw(screen)
79 def on_key_down(self, key, mod, unicode):
80 if key == keys.ESCAPE:
81 from .menu import MenuScene
82 return [ChangeSceneEvent(MenuScene())]
85 class GameLevelScene(BaseLevelScene):
87 def enter(self, world):
88 self._held_keys = set()
89 if self._level is not None:
90 for generator in self._generators:
94 self._roaches = self.actors.add_layer("roaches", level=10)
95 self._friends = self.actors.add_layer("friendly roaches", level=9)
96 self._items = self.actors.add_layer("items", level=9)
97 self._generators = self.actors.add_layer("enemy generators", level=8)
98 self._enemies = self.actors.add_layer("enemies", level=7)
99 self._vehicle = Vehicle.current(world)
103 self._init_friendly_roaches()
104 self._init_generators()
106 self._last_key_down = 0
107 return self._init_roaches(world)
109 def _init_items(self):
110 for item in self._level.items:
111 self._items.add(item)
113 def _init_friendly_roaches(self):
114 for friend in self._level.friends:
115 self._friends.add(friend)
117 def exit(self, world):
118 for generator in self._generators:
119 # We don't want these running while we're on other levels, but we
120 # don't want to delete them here either (because of the vehicle
124 def _init_generators(self):
125 for generator in self._level.enemy_generators:
126 self._generators.add(generator)
129 def _init_roaches(self, world):
130 x, y = self._level.start_pos
131 self._level_layer = 'floor'
132 self._avatar = self._vehicle.get_avatar(world)
134 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
135 self._roaches.add(self._avatar)
136 # Fix viewport offset
139 x * TILE_SIZE - WIDTH // 2,
140 y * TILE_SIZE - HEIGHT // 2))]
142 def _set_pos(self, x, y):
143 self._player_pos = (x, y)
144 # print('At ', (x, y))
146 def _can_move(self, x, y):
147 if self._mode == 'walk':
148 return self._level.can_walk(x, y, self._level_layer)
149 elif self._mode == 'fly':
150 return self._level.can_fly(x, y, self._level_layer)
151 elif self._mode == 'crawl':
152 return self._level.can_crawl(x, y, self._level_layer)
154 def _set_angle(self, angle):
156 self._avatar.angle = angle
159 def _vehicle_changed(self, world):
160 self._roaches.remove(self._avatar)
161 self._vehicle = Vehicle.current(world)
162 self._avatar = self._vehicle.get_avatar(world)
163 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
164 self._roaches.add(self._avatar)
165 self._set_angle(self._angle)
168 def _add_roach(self, world):
169 world.roaches.append(build_roach(world))
170 self._vehicle_changed()
173 def _change_vehicle(self, world):
174 vehicle = Vehicle.random()
175 world.vehicles.current = vehicle
176 self._vehicle_changed()
178 def update(self, world, engine, dt):
179 super().update(world, engine, dt)
180 events = world.pop_events()
181 for friend in self._friends:
182 friend.pos = self.calc_offset(
183 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
184 for item in self._items:
185 item.pos = self.calc_offset(
186 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
187 more = self._check_held_keys(dt)
192 def _check_held_keys(self, dt):
193 for key in self._held_keys:
194 self._last_key_down += dt
195 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
196 return self._movement_key(key, dt)
198 return self._fire_key(dt)
200 def _movement_key(self, key, dt):
201 x, y = self._player_pos
202 for k, dp, angle in (
203 (keys.DOWN, (0, 1), 180),
204 (keys.UP, (0, -1), 0),
205 (keys.LEFT, (-1, 0), 90),
206 (keys.RIGHT, (1, 0), -90),
209 if (self._angle == angle and
210 self._last_key_down > self._key_rate):
211 nx, ny = x + dp[0], y + dp[1]
212 if self._can_move(nx, ny):
213 self._set_pos(nx, ny)
214 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
215 self._set_angle(angle)
216 self._last_key_down = 0
217 return [MoveViewportEvent(offset)]
220 self._set_angle(angle)
222 def _activate_key(self):
223 x, y = self._player_pos
224 if self._level.is_grate(x, y):
225 if (self._level_layer == 'floor' and
226 self._level.can_crawl(x, y, 'floor')):
227 if self._level.can_crawl(x, y, 'tunnels'):
228 self._level_layer = 'tunnels'
230 elif self._level.can_crawl(x, y, 'floor'):
231 # Must be in the tunnels already
232 self._level_layer = 'floor'
234 elif self._level.is_keypad(x, y):
235 self._level.press_keypad(x, y, self._roaches)
236 elif self._level.friend_at(x, y):
237 friend = self._level.friend_at(x, y)
238 self._level.remove_friend(friend)
239 self._friends.remove(friend)
241 elif self._level.item_at(x, y):
242 item = self._level.item_at(x, y)
243 self._level.remove_item(item)
244 self._items.remove(item)
245 elif self._level.is_exit(x, y):
246 next_level = self._level.get_exit_level()
248 WorldEvent('set', {'level.name': next_level}),
249 ChangeSceneEvent(GameLevelScene())]
251 def _fire_key(self, dt):
252 if self._last_key_down > self._key_rate:
253 self._last_key_down = 0
256 def _vehicle_management_key(self):
257 from .roach_management import RoachesScene
258 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
260 def on_key_down(self, key, mod, unicode):
261 x, y = self._player_pos
262 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
263 self._held_keys.clear()
264 self._held_keys.add(key)
265 # We do this so pressing the key has an instant effect, and can
267 self._last_key_down = self._key_rate + 0.01
268 return self._movement_key(key, 0.01)
270 return self._activate_key()
272 self._held_keys.clear()
273 self._held_keys.add(key)
274 self._last_key_down = self._key_rate + 0.01
275 return self._fire_key(0.01)
277 return self._change_vehicle()
279 return self._vehicle_management_key()
280 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
282 def on_key_up(self, key, mode):
283 self._held_keys.discard(key)
284 self._last_key_down = 0