Redimentary player stats.
[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 PlayerStats:
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)
23
24     def __str__(self):
25         return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
26             self.health, self.smart, self.fast, self.strong)
27
28     def _count_attr(self, attr, roaches):
29         attrs = [r[attr] for r in roaches]
30         attrs = [a for a in attrs if a]
31         return len(attrs)
32
33
34 class BaseLevelScene(Scene):
35     """ Level scene. """
36
37     def __init__(self):
38         super().__init__()
39         self._level = None
40         self._stats = None
41
42     def enter(self, world):
43         self._level = levels.load(world.level.name)
44         self._tiles = self._level.tiles
45         self._level_layer = 'floor'
46         self._surfaces = {}
47         self._overlay = {}
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:
56             self._doors.add(door)
57         for keypad in self._level.keypads:
58             self._keypads.add(keypad)
59
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
63         # overhead.
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
72                     continue
73                 surface.blit(tile[layer_key], pos)
74         return surface.convert_alpha()
75
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)
85
86     def draw(self, screen):
87         screen.clear()
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':
95             screen.surface.blit(
96                 self._overlay, (0, 0),
97                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
98                 special_flags=pgl.BLEND_MULT)
99         self.actors.draw(screen)
100
101     def on_key_down(self, key, mod, unicode):
102         if key == keys.ESCAPE:
103             from .menu import MenuScene
104             return [ChangeSceneEvent(MenuScene())]
105
106
107 class GameLevelScene(BaseLevelScene):
108
109     def enter(self, world):
110         self._held_keys = set()
111         if self._level is not None:
112             for generator in self._generators:
113                 generator.unpause()
114             return
115         self._update_player_stats(world)
116         super().enter(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)
123         self._mode = 'walk'
124         self._angle = 0  # up
125         self._angle_dp = (0, -1)  # up
126         self._init_items()
127         self._init_friendly_roaches()
128         self._init_generators()
129         self._key_rate = 0.2
130         self._last_key_down = 0
131         return self._init_roaches(world)
132
133     def _init_items(self):
134         for item in self._level.items:
135             self._items.add(item)
136
137     def _init_friendly_roaches(self):
138         for friend in self._level.friends:
139             self._friends.add(friend)
140
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
145             # management view)
146             generator.pause()
147
148     def _init_generators(self):
149         for generator in self._level.enemy_generators:
150             self._generators.add(generator)
151             generator.unpause()
152
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)
157         self._set_pos(x, y)
158         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
159         self._roaches.add(self._avatar)
160         # Fix viewport offset
161         return [
162             MoveViewportEvent((
163                 x * TILE_SIZE - WIDTH // 2,
164                 y * TILE_SIZE - HEIGHT // 2))]
165
166     def _set_pos(self, x, y):
167         self._player_pos = (x, y)
168         # print('At ', (x, y))
169
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)
174             return False
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)
179
180     def _set_angle(self, angle, dp):
181         self._angle = angle
182         self._angle_dp = dp
183         self._avatar.angle = angle
184
185     @defer_to_update
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)
193
194     @defer_to_update
195     def _add_roach(self, world):
196         world.roaches.append(build_roach(world))
197         self._vehicle_changed()
198
199     @defer_to_update
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()
211
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)
217
218     def _fire_bullet(self, bullet, pos, dp, angle):
219         if len(self._bullets) >= 10:
220             return
221         bullet.game_pos = pos
222         bullet.game_dp = dp
223         bullet.dt = 0
224         bullet.level_layer = self._level_layer
225         bullet.angle = angle
226         self._bullets.add(bullet)
227
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)
234
235     def _update_bullet(self, bullet, dt):
236         bullet.dt += dt
237         if bullet.dt > 0.1:
238             bullet.dt = 0
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)
244
245     @defer_to_update
246     def _fire_weapon(self, world):
247         weapon = weapon_by_name(world.weapons.current)
248         weapon.play_sound()
249         if weapon.bullet_range > 0:
250             self._fire_bullet(
251                 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
252                 self._angle)
253         else:
254             # melee
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])
258             if enemy:
259                 self._hit_enemy(enemy, weapon)
260
261     @defer_to_update
262     def _change_vehicle(self, world):
263         x, y = self._player_pos
264
265         old_vehicle = world.vehicles.current
266
267         item = self._level.item_at(x, y)
268
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)
273         else:
274             world.vehicles.current = "walking"
275
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)
281
282         self._vehicle_changed()
283
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)
305         if more:
306             events.extend(more)
307         return events
308
309     def _update_player_stats(self, world):
310         self._stats = PlayerStats(world)
311
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)
318
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)
324             elif key == keys.X:
325                 return self._fire_key(dt)
326
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),
334         ):
335             if key == k:
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)]
345                 else:
346                     # just turn
347                     self._set_angle(angle, dp)
348
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'
356                     self._mode = 'crawl'
357             elif self._level.can_crawl(x, y, 'floor'):
358                 # Must be in the tunnels already
359                 self._level_layer = 'floor'
360                 self._mode = 'walk'
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)
367             self._add_roach()
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()
376             return [
377                 WorldEvent('set', {'level.name': next_level}),
378                 ChangeSceneEvent(GameLevelScene())]
379
380     def _fire_key(self, dt):
381         if self._last_key_down > self._key_rate:
382             self._last_key_down = 0
383             self._fire_weapon()
384
385     def _vehicle_management_key(self):
386         from .roach_management import RoachesScene
387         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
388
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)
395             if firing:
396                 self._held_keys.add(keys.X)
397             # We do this so pressing the key has an instant effect, and can
398             # then be held
399             self._last_key_down = self._key_rate + 0.01
400             return self._movement_key(key, 0.01)
401         elif key == keys.C:
402             return self._activate_key()
403         elif key == keys.X:
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)
408         elif key == keys.V:
409             return self._change_vehicle()
410         elif key == keys.Z:
411             return self._vehicle_management_key()
412         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
413
414     def on_key_up(self, key, mode):
415         self._held_keys.discard(key)
416         self._last_key_down = 0