Scream when attacked
[koperkapel.git] / koperkapel / scenes / level.py
1 """Render a level"""
2
3 import random
4 from pgzero.constants import keys
5 from pgzero.loaders import sounds
6 from pygame import Surface
7 import pygame.locals as pgl
8 from ..loaders.levelloader import levels
9 from .base import (
10     Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
11 from ..constants import TILE_SIZE, WIDTH, HEIGHT
12 from ..gamelib.items import clone_old_item, create_new_item
13 from ..roaches import build_roach
14 from ..vehicles.base import Vehicle
15 from ..weapons import weapon_by_name
16
17
18 class PlayerStats:
19     def __init__(self, world):
20         roaches = world.roaches
21         self.health = sum(r.health for r in roaches)
22         self.smart = self._count_attr("smart", roaches)
23         self.fast = self._count_attr("fast", roaches)
24         self.strong = self._count_attr("strong", roaches)
25
26     def __str__(self):
27         return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
28             self.health, self.smart, self.fast, self.strong)
29
30     def _count_attr(self, attr, roaches):
31         attrs = [r[attr] for r in roaches]
32         attrs = [a for a in attrs if a]
33         return len(attrs)
34
35
36 class BaseLevelScene(Scene):
37     """ Level scene. """
38
39     def __init__(self):
40         super().__init__()
41         self._level = None
42         self._stats = None
43
44     def enter(self, world):
45         self._level = levels.load(world.level.name)
46         self._tiles = self._level.tiles
47         self._level_layer = 'floor'
48         self._surfaces = {}
49         self._overlay = {}
50         for layer in ['floor', 'tunnels']:
51             self._surfaces[layer] = self._render(layer)
52         self._overlay = self._surfaces['floor'].copy()
53         self._doors = self.actors.add_layer("doors", level=9)
54         self._keypads = self.actors.add_layer("keypads", level=8)
55         self._bullets = self.actors.add_layer("bullets", level=10)
56         # These are already Actors
57         for door in self._level.doors:
58             self._doors.add(door)
59         for keypad in self._level.keypads:
60             self._keypads.add(keypad)
61
62     def _render(self, layer):
63         # We cache the rendered surface to avoid doing a large number
64         # of blits each frame, as that introduces a large performance
65         # overhead.
66         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
67                            len(self._tiles) * TILE_SIZE))
68         layer_key = '%s image' % layer
69         for y, row in enumerate(self._tiles):
70             for x, tile in enumerate(row):
71                 pos = (x * TILE_SIZE, y * TILE_SIZE)
72                 if layer_key not in tile:
73                     # Skip broken tiles for now
74                     continue
75                 surface.blit(tile[layer_key], pos)
76         return surface.convert_alpha()
77
78     def update(self, world, engine, dt):
79         """Fix the door and keypad positions"""
80         super().update(world, engine, dt)
81         for door in self._doors:
82             door.pos = self.calc_offset(
83                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
84         for keypad in self._keypads:
85             keypad.pos = self.calc_offset(
86                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
87
88     def draw(self, screen):
89         screen.clear()
90         # Viewport is the position of the screen relative to the
91         # surface. We need the position of the surface relative to
92         # the screen for the blit, so this conversion
93         viewport = self.viewport
94         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
95                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
96         if self._level_layer != 'floor':
97             screen.surface.blit(
98                 self._overlay, (0, 0),
99                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
100                 special_flags=pgl.BLEND_MULT)
101         self.actors.draw(screen)
102
103     def on_key_down(self, key, mod, unicode):
104         if key == keys.ESCAPE:
105             from .menu import MenuScene
106             return [ChangeSceneEvent(MenuScene())]
107
108
109 class GameLevelScene(BaseLevelScene):
110
111     def enter(self, world):
112         self._held_keys = set()
113         if self._level is not None:
114             for generator in self._generators:
115                 generator.unpause()
116             return
117         self._update_player_stats(world)
118         super().enter(world)
119         self._roaches = self.actors.add_layer("roaches", level=10)
120         self._friends = self.actors.add_layer("friendly roaches", level=9)
121         self._items = self.actors.add_layer("items", level=9)
122         self._generators = self.actors.add_layer("enemy generators", level=8)
123         self._enemies = self.actors.add_layer("enemies", level=11)
124         self._vehicle = Vehicle.current(world)
125         self._mode = 'walk'
126         self._angle = 0  # up
127         self._angle_dp = (0, -1)  # up
128         self._init_items()
129         self._init_friendly_roaches()
130         self._init_generators()
131         self._key_rate = 0.2
132         self._last_key_down = 0
133         self._last_dmg = 0
134         self._screech = sounds.load("screech")
135         return self._init_roaches(world)
136
137     def _init_items(self):
138         for item in self._level.items:
139             self._items.add(item)
140
141     def _init_friendly_roaches(self):
142         for friend in self._level.friends:
143             self._friends.add(friend)
144
145     def exit(self, world):
146         for generator in self._generators:
147             # We don't want these running while we're on other levels, but we
148             # don't want to delete them here either (because of the vehicle
149             # management view)
150             generator.pause()
151
152     def _init_generators(self):
153         for generator in self._level.enemy_generators:
154             self._generators.add(generator)
155             generator.unpause()
156
157     def _init_roaches(self, world):
158         x, y = self._level.start_pos
159         self._level_layer = 'floor'
160         self._avatar = self._vehicle.get_avatar(world)
161         self._set_pos(x, y)
162         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
163         self._roaches.add(self._avatar)
164         # Fix viewport offset
165         return [
166             MoveViewportEvent((
167                 x * TILE_SIZE - WIDTH // 2,
168                 y * TILE_SIZE - HEIGHT // 2))]
169
170     def _set_pos(self, x, y):
171         self._player_pos = (x, y)
172         # print('At ', (x, y))
173
174     def _can_move(self, x, y):
175         if self._mode == 'walk':
176             if not self._level.enemy_at(x, y):
177                 return self._level.can_walk(x, y, self._level_layer)
178             return False
179         elif self._mode == 'fly':
180             return self._level.can_fly(x, y, self._level_layer)
181         elif self._mode == 'crawl':
182             return self._level.can_crawl(x, y, self._level_layer)
183
184     def _set_angle(self, angle, dp):
185         self._angle = angle
186         self._angle_dp = dp
187         self._avatar.angle = angle
188
189     @defer_to_update
190     def _vehicle_changed(self, world):
191         self._roaches.remove(self._avatar)
192         self._vehicle = Vehicle.current(world)
193         self._avatar = self._vehicle.get_avatar(world)
194         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
195         self._roaches.add(self._avatar)
196         self._set_angle(self._angle, self._angle_dp)
197
198     @defer_to_update
199     def _add_roach(self, world):
200         world.roaches.append(build_roach(world))
201         self._vehicle_changed()
202
203     @defer_to_update
204     def _damage_player(self, world):
205         if not world.roaches:
206             # Skip out if we're already dead
207             return
208         roach = random.choice(world.roaches)
209         roach.health -= self._last_dmg
210         self._screech.play()
211         self._last_dmg = 0
212         if roach.health < 0:
213             index = [x.name for x in world.roaches].index(roach.name)
214             world.roaches.pop(index)
215             # We can't check for empty, because updates will be processed later
216             if len(world.roaches) > 1:
217                 self._vehicle_changed()
218
219     @defer_to_update
220     def _gain_item(self, world, item):
221         if item.item_type == "serum":
222             world.serums.append(item.item_data["serum"])
223         elif item.item_type == "weapon":
224             old_weapon = world.weapons.current
225             world.weapons.current = item.item_data["weapon"]
226             if old_weapon != "spit":
227                 clone = clone_old_item(item, weapon=old_weapon)
228                 self._level.items.append(clone)
229                 self._items.add(clone)
230         self._vehicle_changed()
231
232     def _hit_enemy(self, enemy, weapon):
233         enemy.health -= weapon.damage
234         if enemy.health <= 0:
235             self._level.remove_enemy(enemy)
236             self._enemies.remove(enemy)
237
238     def _fire_bullet(self, bullet, pos, dp, angle):
239         if len(self._bullets) >= 10:
240             return
241         bullet.game_pos = pos
242         bullet.game_dp = dp
243         bullet.dt = 0
244         bullet.level_layer = self._level_layer
245         bullet.angle = angle
246         self._bullets.add(bullet)
247
248     def _check_for_bullet_hits(self):
249         for bullet in list(self._bullets):
250             for enemy in list(self._enemies):
251                 if enemy.collidepoint(bullet.pos):
252                     self._hit_enemy(enemy, bullet.weapon)
253                     self._bullets.remove(bullet)
254
255     def _update_bullet(self, bullet, dt):
256         bullet.dt += dt
257         if bullet.dt > 0.1:
258             bullet.dt = 0
259             bullet.game_pos = pos = (
260                 bullet.game_pos[0] + bullet.game_dp[0],
261                 bullet.game_pos[1] + bullet.game_dp[1])
262             if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
263                 self._bullets.remove(bullet)
264
265     @defer_to_update
266     def _fire_weapon(self, world):
267         weapon = weapon_by_name(world.weapons.current)
268         weapon.play_sound()
269         if weapon.bullet_range > 0:
270             self._fire_bullet(
271                 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
272                 self._angle)
273         else:
274             # melee
275             pos, dp = self._player_pos, self._angle_dp
276             pos = (pos[0] + dp[0], pos[1] + dp[1])
277             enemy = self._level.get_enemy(pos[0], pos[1])
278             if enemy:
279                 self._hit_enemy(enemy, weapon)
280
281     @defer_to_update
282     def _change_vehicle(self, world):
283         x, y = self._player_pos
284
285         old_vehicle = world.vehicles.current
286
287         item = self._level.item_at(x, y)
288
289         if item and item.item_type == "vehicle":
290             world.vehicles.current = item.item_data["vehicle"]
291             self._level.remove_item(item)
292             self._items.remove(item)
293         else:
294             world.vehicles.current = "walking"
295
296         if old_vehicle != "walking":
297             dropped_vehicle = create_new_item(
298                 "vehicle", (x, y), vehicle=old_vehicle)
299             self._level.items.append(dropped_vehicle)
300             self._items.add(dropped_vehicle)
301
302         self._vehicle_changed()
303
304     def update(self, world, engine, dt):
305         if not world.roaches:
306             # Catch death here
307             from .menu import MenuScene
308             return [ChangeSceneEvent(MenuScene())]
309         super().update(world, engine, dt)
310         events = world.pop_events()
311         for friend in self._friends:
312             friend.pos = self.calc_offset(
313                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
314         for item in self._items:
315             item.pos = self.calc_offset(
316                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
317         self._check_enemies(dt)
318         for enemy in self._enemies:
319             enemy.pos = self.calc_offset(
320                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
321         for bullet in list(self._bullets):
322             self._update_bullet(bullet, dt)
323             bullet.pos = self.calc_offset(
324                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
325                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
326         self._check_for_bullet_hits()
327         self._update_player_stats(world)
328         more = self._check_held_keys(dt)
329         if more:
330             events.extend(more)
331         return events
332
333     def _update_player_stats(self, world):
334         self._stats = PlayerStats(world)
335
336     def _check_enemies(self, dt):
337         if len(self._level.enemies) != len(self._enemies):
338             # New nemy has spawned
339             for enemy in self._level.enemies:
340                 if enemy not in self._enemies:
341                     self._enemies.add(enemy)
342         for enemy in self._enemies:
343             dmg = enemy.attack(self._player_pos, self._level_layer, dt)
344             if dmg is not None:
345                 self._last_dmg += dmg
346         if self._last_dmg:
347             self._damage_player()
348
349     def _check_held_keys(self, dt):
350         for key in self._held_keys:
351             self._last_key_down += dt
352             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
353                 return self._movement_key(key, dt)
354             elif key == keys.X:
355                 return self._fire_key(dt)
356
357     def _movement_key(self, key, dt):
358         x, y = self._player_pos
359         for k, dp, angle in (
360             (keys.DOWN, (0, 1), 180),
361             (keys.UP, (0, -1), 0),
362             (keys.LEFT, (-1, 0), 90),
363             (keys.RIGHT, (1, 0), -90),
364         ):
365             if key == k:
366                 if (self._angle == angle and
367                         self._last_key_down > self._key_rate):
368                     nx, ny = x + dp[0], y + dp[1]
369                     if self._can_move(nx, ny):
370                         self._set_pos(nx, ny)
371                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
372                         self._set_angle(angle, dp)
373                         self._last_key_down = 0
374                         return [MoveViewportEvent(offset)]
375                 else:
376                     # just turn
377                     self._set_angle(angle, dp)
378
379     def _activate_key(self):
380         x, y = self._player_pos
381         if self._level.is_grate(x, y):
382             if (self._level_layer == 'floor' and
383                     self._level.can_crawl(x, y, 'floor')):
384                 if self._level.can_crawl(x, y, 'tunnels'):
385                     self._level_layer = 'tunnels'
386                     self._mode = 'crawl'
387             elif self._level.can_crawl(x, y, 'floor'):
388                 # Must be in the tunnels already
389                 self._level_layer = 'floor'
390                 self._mode = 'walk'
391         elif self._level.is_keypad(x, y):
392             self._level.press_keypad(x, y, self._stats.smart)
393         elif self._level.friend_at(x, y):
394             friend = self._level.friend_at(x, y)
395             self._level.remove_friend(friend)
396             self._friends.remove(friend)
397             self._add_roach()
398         elif self._level.item_at(x, y):
399             item = self._level.item_at(x, y)
400             if item.item_type != "vehicle":
401                 self._level.remove_item(item)
402                 self._items.remove(item)
403                 self._gain_item(item)
404         elif self._level.is_exit(x, y):
405             next_level = self._level.get_exit_level()
406             return [
407                 WorldEvent('set', {'level.name': next_level}),
408                 ChangeSceneEvent(GameLevelScene())]
409
410     def _fire_key(self, dt):
411         if self._last_key_down > self._key_rate:
412             self._last_key_down = 0
413             self._fire_weapon()
414
415     def _vehicle_management_key(self):
416         from .roach_management import RoachesScene
417         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
418
419     def on_key_down(self, key, mod, unicode):
420         x, y = self._player_pos
421         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
422             firing = (keys.X in self._held_keys)
423             self._held_keys.clear()
424             self._held_keys.add(key)
425             if firing:
426                 self._held_keys.add(keys.X)
427             # We do this so pressing the key has an instant effect, and can
428             # then be held
429             self._last_key_down = self._key_rate + 0.01
430             return self._movement_key(key, 0.01)
431         elif key == keys.C:
432             return self._activate_key()
433         elif key == keys.X:
434             self._held_keys.clear()
435             self._held_keys.add(key)
436             self._last_key_down = self._key_rate + 0.01
437             return self._fire_key(0.01)
438         elif key == keys.V:
439             return self._change_vehicle()
440         elif key == keys.Z:
441             return self._vehicle_management_key()
442         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
443
444     def on_key_up(self, key, mode):
445         self._held_keys.discard(key)
446         self._last_key_down = 0