31e1269f281a47e3a396ce1e49e16e5fa5894e81
[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 Scene, ChangeSceneEvent, MoveViewportEvent, defer_to_update
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..roaches import build_roach
10 from ..vehicles.base import Vehicle
11
12
13 class BaseLevelScene(Scene):
14     """ Level scene. """
15
16     def __init__(self):
17         super().__init__()
18         self._level = None
19
20     def enter(self, world):
21         self._level = levels.load(world.level.name)
22         self._tiles = self._level.tiles
23         self._level_layer = 'floor'
24         self._surfaces = {}
25         self._overlay = {}
26         for layer in ['floor', 'tunnels']:
27             self._surfaces[layer] = self._render(layer)
28         self._overlay = self._surfaces['floor'].copy()
29         self._doors = self.actors.add_layer("doors", level=9)
30         self._keypads = self.actors.add_layer("keypads", level=8)
31         # These are already Actors
32         for door in self._level.doors:
33             self._doors.add(door)
34         for keypad in self._level.keypads:
35             self._keypads.add(keypad)
36
37     def _render(self, layer):
38         # We cache the rendered surface to avoid doing a large number
39         # of blits each frame, as that introduces a large performance
40         # overhead.
41         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
42                            len(self._tiles) * TILE_SIZE))
43         layer_key = '%s image' % layer
44         for y, row in enumerate(self._tiles):
45             for x, tile in enumerate(row):
46                 pos = (x * TILE_SIZE, y * TILE_SIZE)
47                 if layer_key not in tile:
48                     # Skip broken tiles for now
49                     continue
50                 surface.blit(tile[layer_key], pos)
51         return surface.convert_alpha()
52
53     def update(self, world, engine, dt):
54         """Fix the door and keypad positions"""
55         super().update(world, engine, dt)
56         for door in self._doors:
57             door.pos = self.calc_offset(
58                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
59         for keypad in self._keypads:
60             keypad.pos = self.calc_offset(
61                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
62
63     def draw(self, screen):
64         screen.clear()
65         # Viewport is the position of the screen relative to the
66         # surface. We need the position of the surface relative to
67         # the screen for the blit, so this conversion
68         viewport = self.viewport
69         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
70                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
71         if self._level_layer != 'floor':
72             screen.surface.blit(
73                 self._overlay, (0, 0),
74                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
75                 special_flags=pgl.BLEND_MULT)
76         self.actors.draw(screen)
77
78     def on_key_down(self, key, mod, unicode):
79         if key == keys.ESCAPE:
80             from .menu import MenuScene
81             return [ChangeSceneEvent(MenuScene())]
82
83
84 class GameLevelScene(BaseLevelScene):
85
86     def enter(self, world):
87         if self._level is not None:
88             return
89         super().enter(world)
90         self._roaches = self.actors.add_layer("roaches", level=10)
91         self._friends = self.actors.add_layer("friendly roaches", level=9)
92         self._vehicle = Vehicle.current(world)
93         self._mode = 'walk'
94         self._angle = 0
95         return self._init_roaches(world)
96
97     def _init_roaches(self, world):
98         x, y = self._level.start_pos
99         self._level_layer = 'floor'
100         self._avatar = self._vehicle.get_avatar(world)
101         self._set_pos(x, y)
102         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
103         self._roaches.add(self._avatar)
104         for friend in self._level.friends:
105             self._friends.add(friend)
106         # Fix viewport offset
107         return [
108             MoveViewportEvent((
109                 x * TILE_SIZE - WIDTH // 2,
110                 y * TILE_SIZE - HEIGHT // 2))]
111
112     def _set_pos(self, x, y):
113         self._player_pos = (x, y)
114         # print('At ', (x, y))
115
116     def _can_move(self, x, y):
117         if self._mode == 'walk':
118             return self._level.can_walk(x, y, self._level_layer)
119         elif self._mode == 'fly':
120             return self._level.can_fly(x, y, self._level_layer)
121         elif self._mode == 'crawl':
122             return self._level.can_crawl(x, y, self._level_layer)
123
124     def _set_angle(self, angle):
125         self._angle = angle
126         self._avatar.angle = angle
127
128     @defer_to_update
129     def _vehicle_changed(self, world):
130         self._roaches.remove(self._avatar)
131         self._vehicle = Vehicle.current(world)
132         self._avatar = self._vehicle.get_avatar(world)
133         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
134         self._roaches.add(self._avatar)
135         self._set_angle(self._angle)
136
137     @defer_to_update
138     def _add_roach(self, world):
139         world.roaches.append(build_roach(world))
140         self._vehicle_changed()
141
142     @defer_to_update
143     def _change_vehicle(self, world):
144         vehicle = Vehicle.random()
145         world.vehicles.current = vehicle
146         self._vehicle_changed()
147
148     def update(self, world, engine, dt):
149         super().update(world, engine, dt)
150         events = world.pop_events()
151         for friend in self._friends:
152             friend.pos = self.calc_offset(
153                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
154         return events
155
156     def on_key_down(self, key, mod, unicode):
157         offset = None
158         x, y = self._player_pos
159         if key == keys.DOWN:
160             if self._can_move(x, y + 1):
161                 self._set_pos(x, y + 1)
162                 offset = (0, TILE_SIZE)
163                 self._set_angle(180)
164         elif key == keys.UP:
165             if self._can_move(x, y - 1):
166                 self._set_pos(x, y - 1)
167                 offset = (0, -TILE_SIZE)
168                 self._set_angle(0)
169         elif key == keys.LEFT:
170             if self._can_move(x - 1, y):
171                 self._set_pos(x - 1, y)
172                 offset = (-TILE_SIZE, 0)
173                 self._set_angle(90)
174         elif key == keys.RIGHT:
175             if self._can_move(x + 1, y):
176                 self._set_pos(x + 1, y)
177                 offset = (TILE_SIZE, 0)
178                 self._set_angle(270)
179         elif key == keys.C:
180             # Activate
181             if self._level.is_grate(x, y):
182                 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
183                     if self._level.can_crawl(x, y, 'tunnels'):
184                         self._level_layer = 'tunnels'
185                         self._mode = 'crawl'
186                 elif self._level.can_crawl(x, y, 'floor'):
187                     # Must be in the tunnels already
188                     self._level_layer = 'floor'
189                     self._mode = 'walk'
190             elif self._level.is_keypad(x, y):
191                 self._level.press_keypad(x, y, self._roaches)
192             elif self._level.is_on_friend(x, y):
193                 friend = self._level.remove_friend(x, y)
194                 self._friends.remove(friend)
195                 self._add_roach()
196             return
197         elif key == keys.X:
198             # Fire
199             print('Boom')
200         elif key == keys.V:
201             # Leave vehicle
202             self._change_vehicle()
203         elif key == keys.Z:
204             # Vehicle management
205             from .roach_management import RoachesScene
206             return[ChangeSceneEvent(RoachesScene(level_scene=self))]
207         if offset:
208             return [MoveViewportEvent(offset)]
209         return super(GameLevelScene, self).on_key_down(key, mod, unicode)