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 ..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
17 def __init__(self, world):
18 roaches = world.roaches
19 self.health = sum(r.health for r in roaches)
20 self.smart = self._count_attr("smart", roaches)
21 self.fast = self._count_attr("fast", roaches)
22 self.strong = self._count_attr("strong", roaches)
25 return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
26 self.health, self.smart, self.fast, self.strong)
28 def _count_attr(self, attr, roaches):
29 attrs = [r[attr] for r in roaches]
30 attrs = [a for a in attrs if a]
34 class BaseLevelScene(Scene):
42 def enter(self, world):
43 self._level = levels.load(world.level.name)
44 self._tiles = self._level.tiles
45 self._level_layer = 'floor'
48 for layer in ['floor', 'tunnels']:
49 self._surfaces[layer] = self._render(layer)
50 self._overlay = self._surfaces['floor'].copy()
51 self._doors = self.actors.add_layer("doors", level=9)
52 self._keypads = self.actors.add_layer("keypads", level=8)
53 self._bullets = self.actors.add_layer("bullets", level=10)
54 # These are already Actors
55 for door in self._level.doors:
57 for keypad in self._level.keypads:
58 self._keypads.add(keypad)
60 def _render(self, layer):
61 # We cache the rendered surface to avoid doing a large number
62 # of blits each frame, as that introduces a large performance
64 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
65 len(self._tiles) * TILE_SIZE))
66 layer_key = '%s image' % layer
67 for y, row in enumerate(self._tiles):
68 for x, tile in enumerate(row):
69 pos = (x * TILE_SIZE, y * TILE_SIZE)
70 if layer_key not in tile:
71 # Skip broken tiles for now
73 surface.blit(tile[layer_key], pos)
74 return surface.convert_alpha()
76 def update(self, world, engine, dt):
77 """Fix the door and keypad positions"""
78 super().update(world, engine, dt)
79 for door in self._doors:
80 door.pos = self.calc_offset(
81 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
82 for keypad in self._keypads:
83 keypad.pos = self.calc_offset(
84 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
86 def draw(self, screen):
88 # Viewport is the position of the screen relative to the
89 # surface. We need the position of the surface relative to
90 # the screen for the blit, so this conversion
91 viewport = self.viewport
92 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
93 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
94 if self._level_layer != 'floor':
96 self._overlay, (0, 0),
97 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
98 special_flags=pgl.BLEND_MULT)
99 self.actors.draw(screen)
101 def on_key_down(self, key, mod, unicode):
102 if key == keys.ESCAPE:
103 from .menu import MenuScene
104 return [ChangeSceneEvent(MenuScene())]
107 class GameLevelScene(BaseLevelScene):
109 def enter(self, world):
110 self._held_keys = set()
111 if self._level is not None:
112 for generator in self._generators:
115 self._update_player_stats(world)
117 self._roaches = self.actors.add_layer("roaches", level=10)
118 self._friends = self.actors.add_layer("friendly roaches", level=9)
119 self._items = self.actors.add_layer("items", level=9)
120 self._generators = self.actors.add_layer("enemy generators", level=8)
121 self._enemies = self.actors.add_layer("enemies", level=11)
122 self._vehicle = Vehicle.current(world)
125 self._angle_dp = (0, -1) # up
127 self._init_friendly_roaches()
128 self._init_generators()
130 self._last_key_down = 0
131 return self._init_roaches(world)
133 def _init_items(self):
134 for item in self._level.items:
135 self._items.add(item)
137 def _init_friendly_roaches(self):
138 for friend in self._level.friends:
139 self._friends.add(friend)
141 def exit(self, world):
142 for generator in self._generators:
143 # We don't want these running while we're on other levels, but we
144 # don't want to delete them here either (because of the vehicle
148 def _init_generators(self):
149 for generator in self._level.enemy_generators:
150 self._generators.add(generator)
153 def _init_roaches(self, world):
154 x, y = self._level.start_pos
155 self._level_layer = 'floor'
156 self._avatar = self._vehicle.get_avatar(world)
158 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
159 self._roaches.add(self._avatar)
160 # Fix viewport offset
163 x * TILE_SIZE - WIDTH // 2,
164 y * TILE_SIZE - HEIGHT // 2))]
166 def _set_pos(self, x, y):
167 self._player_pos = (x, y)
168 # print('At ', (x, y))
170 def _can_move(self, x, y):
171 if self._mode == 'walk':
172 if not self._level.enemy_at(x, y):
173 return self._level.can_walk(x, y, self._level_layer)
175 elif self._mode == 'fly':
176 return self._level.can_fly(x, y, self._level_layer)
177 elif self._mode == 'crawl':
178 return self._level.can_crawl(x, y, self._level_layer)
180 def _set_angle(self, angle, dp):
183 self._avatar.angle = angle
186 def _vehicle_changed(self, world):
187 self._roaches.remove(self._avatar)
188 self._vehicle = Vehicle.current(world)
189 self._avatar = self._vehicle.get_avatar(world)
190 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
191 self._roaches.add(self._avatar)
192 self._set_angle(self._angle, self._angle_dp)
195 def _add_roach(self, world):
196 world.roaches.append(build_roach(world))
197 self._vehicle_changed()
200 def _gain_item(self, world, item):
201 if item.item_type == "serum":
202 world.serums.append(item.item_data["serum"])
203 elif item.item_type == "weapon":
204 old_weapon = world.weapons.current
205 world.weapons.current = item.item_data["weapon"]
206 if old_weapon != "spit":
207 clone = clone_old_item(item, weapon=old_weapon)
208 self._level.items.append(clone)
209 self._items.add(clone)
210 self._vehicle_changed()
212 def _hit_enemy(self, enemy, weapon):
213 enemy.health -= weapon.damage
214 if enemy.health <= 0:
215 self._level.remove_enemy(enemy)
216 self._enemies.remove(enemy)
218 def _fire_bullet(self, bullet, pos, dp, angle):
219 if len(self._bullets) >= 10:
221 bullet.game_pos = pos
224 bullet.level_layer = self._level_layer
226 self._bullets.add(bullet)
228 def _check_for_bullet_hits(self):
229 for bullet in list(self._bullets):
230 for enemy in list(self._enemies):
231 if enemy.collidepoint(bullet.pos):
232 self._hit_enemy(enemy, bullet.weapon)
233 self._bullets.remove(bullet)
235 def _update_bullet(self, bullet, dt):
239 bullet.game_pos = pos = (
240 bullet.game_pos[0] + bullet.game_dp[0],
241 bullet.game_pos[1] + bullet.game_dp[1])
242 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
243 self._bullets.remove(bullet)
246 def _fire_weapon(self, world):
247 weapon = weapon_by_name(world.weapons.current)
249 if weapon.bullet_range > 0:
251 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
255 pos, dp = self._player_pos, self._angle_dp
256 pos = (pos[0] + dp[0], pos[1] + dp[1])
257 enemy = self._level.get_enemy(pos[0], pos[1])
259 self._hit_enemy(enemy, weapon)
262 def _change_vehicle(self, world):
263 x, y = self._player_pos
265 old_vehicle = world.vehicles.current
267 item = self._level.item_at(x, y)
269 if item and item.item_type == "vehicle":
270 world.vehicles.current = item.item_data["vehicle"]
271 self._level.remove_item(item)
272 self._items.remove(item)
274 world.vehicles.current = "walking"
276 if old_vehicle != "walking":
277 dropped_vehicle = create_new_item(
278 "vehicle", (x, y), vehicle=old_vehicle)
279 self._level.items.append(dropped_vehicle)
280 self._items.add(dropped_vehicle)
282 self._vehicle_changed()
284 def update(self, world, engine, dt):
285 super().update(world, engine, dt)
286 events = world.pop_events()
287 for friend in self._friends:
288 friend.pos = self.calc_offset(
289 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
290 for item in self._items:
291 item.pos = self.calc_offset(
292 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
293 self._check_enemies()
294 for enemy in self._enemies:
295 enemy.pos = self.calc_offset(
296 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
297 for bullet in list(self._bullets):
298 self._update_bullet(bullet, dt)
299 bullet.pos = self.calc_offset(
300 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
301 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
302 self._check_for_bullet_hits()
303 self._update_player_stats(world)
304 more = self._check_held_keys(dt)
309 def _update_player_stats(self, world):
310 self._stats = PlayerStats(world)
312 def _check_enemies(self):
313 if len(self._level.enemies) != len(self._enemies):
314 # New nemy has spawned
315 for enemy in self._level.enemies:
316 if enemy not in self._enemies:
317 self._enemies.add(enemy)
319 def _check_held_keys(self, dt):
320 for key in self._held_keys:
321 self._last_key_down += dt
322 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
323 return self._movement_key(key, dt)
325 return self._fire_key(dt)
327 def _movement_key(self, key, dt):
328 x, y = self._player_pos
329 for k, dp, angle in (
330 (keys.DOWN, (0, 1), 180),
331 (keys.UP, (0, -1), 0),
332 (keys.LEFT, (-1, 0), 90),
333 (keys.RIGHT, (1, 0), -90),
336 if (self._angle == angle and
337 self._last_key_down > self._key_rate):
338 nx, ny = x + dp[0], y + dp[1]
339 if self._can_move(nx, ny):
340 self._set_pos(nx, ny)
341 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
342 self._set_angle(angle, dp)
343 self._last_key_down = 0
344 return [MoveViewportEvent(offset)]
347 self._set_angle(angle, dp)
349 def _activate_key(self):
350 x, y = self._player_pos
351 if self._level.is_grate(x, y):
352 if (self._level_layer == 'floor' and
353 self._level.can_crawl(x, y, 'floor')):
354 if self._level.can_crawl(x, y, 'tunnels'):
355 self._level_layer = 'tunnels'
357 elif self._level.can_crawl(x, y, 'floor'):
358 # Must be in the tunnels already
359 self._level_layer = 'floor'
361 elif self._level.is_keypad(x, y):
362 self._level.press_keypad(x, y, self._roaches)
363 elif self._level.friend_at(x, y):
364 friend = self._level.friend_at(x, y)
365 self._level.remove_friend(friend)
366 self._friends.remove(friend)
368 elif self._level.item_at(x, y):
369 item = self._level.item_at(x, y)
370 if item.item_type != "vehicle":
371 self._level.remove_item(item)
372 self._items.remove(item)
373 self._gain_item(item)
374 elif self._level.is_exit(x, y):
375 next_level = self._level.get_exit_level()
377 WorldEvent('set', {'level.name': next_level}),
378 ChangeSceneEvent(GameLevelScene())]
380 def _fire_key(self, dt):
381 if self._last_key_down > self._key_rate:
382 self._last_key_down = 0
385 def _vehicle_management_key(self):
386 from .roach_management import RoachesScene
387 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
389 def on_key_down(self, key, mod, unicode):
390 x, y = self._player_pos
391 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
392 firing = (keys.X in self._held_keys)
393 self._held_keys.clear()
394 self._held_keys.add(key)
396 self._held_keys.add(keys.X)
397 # We do this so pressing the key has an instant effect, and can
399 self._last_key_down = self._key_rate + 0.01
400 return self._movement_key(key, 0.01)
402 return self._activate_key()
404 self._held_keys.clear()
405 self._held_keys.add(key)
406 self._last_key_down = self._key_rate + 0.01
407 return self._fire_key(0.01)
409 return self._change_vehicle()
411 return self._vehicle_management_key()
412 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
414 def on_key_up(self, key, mode):
415 self._held_keys.discard(key)
416 self._last_key_down = 0