Roach hit sounds
[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 ..hud import HudActor
14 from ..roaches import build_roach
15 from ..vehicles.base import Vehicle
16 from ..weapons import weapon_by_name
17
18
19 class PlayerStats:
20     def __init__(self, world):
21         roaches = world.roaches
22         self.health = sum(r.health for r in roaches)
23         self.smart = self._count_attr("smart", roaches)
24         self.fast = self._count_attr("fast", roaches)
25         self.strong = self._count_attr("strong", roaches)
26
27     def __str__(self):
28         return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
29             self.health, self.smart, self.fast, self.strong)
30
31     def __eq__(self, other):
32         if not isinstance(other, PlayerStats):
33             return NotImplemented
34         return all(
35             (self.health == other.health, self.smart == other.smart,
36              self.fast == other.fast, self.strong == other.strong))
37
38     def _count_attr(self, attr, roaches):
39         attrs = [r[attr] for r in roaches]
40         attrs = [a for a in attrs if a]
41         return len(attrs)
42
43
44 class BaseLevelScene(Scene):
45     """ Level scene. """
46
47     def __init__(self):
48         super().__init__()
49         self._level = None
50         self._stats = None
51
52     def enter(self, world):
53         self._level = levels.load(world.level.name)
54         self._tiles = self._level.tiles
55         self._level_layer = 'floor'
56         self._surfaces = {}
57         self._overlay = {}
58         for layer in ['floor', 'tunnels']:
59             self._surfaces[layer] = self._render(layer)
60         self._overlay = self._surfaces['floor'].copy()
61         self._doors = self.actors.add_layer("doors", level=9)
62         self._keypads = self.actors.add_layer("keypads", level=8)
63         self._bullets = self.actors.add_layer("bullets", level=10)
64         # These are already Actors
65         for door in self._level.doors:
66             self._doors.add(door)
67         for keypad in self._level.keypads:
68             self._keypads.add(keypad)
69
70     def _render(self, layer):
71         # We cache the rendered surface to avoid doing a large number
72         # of blits each frame, as that introduces a large performance
73         # overhead.
74         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
75                            len(self._tiles) * TILE_SIZE))
76         layer_key = '%s image' % layer
77         for y, row in enumerate(self._tiles):
78             for x, tile in enumerate(row):
79                 pos = (x * TILE_SIZE, y * TILE_SIZE)
80                 if layer_key not in tile:
81                     # Skip broken tiles for now
82                     continue
83                 surface.blit(tile[layer_key], pos)
84         return surface.convert_alpha()
85
86     def update(self, world, engine, dt):
87         """Fix the door and keypad positions"""
88         super().update(world, engine, dt)
89         for door in self._doors:
90             door.pos = self.calc_offset(
91                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
92         for keypad in self._keypads:
93             keypad.pos = self.calc_offset(
94                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
95
96     def draw(self, screen):
97         screen.clear()
98         # Viewport is the position of the screen relative to the
99         # surface. We need the position of the surface relative to
100         # the screen for the blit, so this conversion
101         viewport = self.viewport
102         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
103                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
104         if self._level_layer != 'floor':
105             screen.surface.blit(
106                 self._overlay, (0, 0),
107                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
108                 special_flags=pgl.BLEND_MULT)
109         self.actors.draw(screen)
110
111     def on_key_down(self, key, mod, unicode):
112         if key == keys.ESCAPE:
113             from .menu import MenuScene
114             return [ChangeSceneEvent(MenuScene())]
115
116
117 class GameLevelScene(BaseLevelScene):
118
119     def enter(self, world):
120         self._held_keys = set()
121         if self._level is not None:
122             for generator in self._generators:
123                 generator.unpause()
124             return
125         self._update_player_stats(world)
126         super().enter(world)
127         self._roaches = self.actors.add_layer("roaches", level=10)
128         self._friends = self.actors.add_layer("friendly roaches", level=9)
129         self._items = self.actors.add_layer("items", level=9)
130         self._generators = self.actors.add_layer("enemy generators", level=8)
131         self._enemies = self.actors.add_layer("enemies", level=11)
132         self._hud = self.actors.add_layer("hud", level=12)
133         self._hud.add(HudActor(
134             self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
135         self._vehicle = Vehicle.current(world)
136         self._mode = 'walk'
137         self._angle = 0  # up
138         self._angle_dp = (0, -1)  # up
139         self._init_items()
140         self._init_friendly_roaches()
141         self._init_generators()
142         self._key_rate = 0.2
143         self._last_key_down = 0
144         self._last_dmg = 0
145         self._screech = sounds.load("screech")
146         return self._init_roaches(world)
147
148     def _init_items(self):
149         for item in self._level.items:
150             self._items.add(item)
151
152     def _init_friendly_roaches(self):
153         for friend in self._level.friends:
154             self._friends.add(friend)
155
156     def exit(self, world):
157         for generator in self._generators:
158             # We don't want these running while we're on other levels, but we
159             # don't want to delete them here either (because of the vehicle
160             # management view)
161             generator.pause()
162
163     def _init_generators(self):
164         for generator in self._level.enemy_generators:
165             self._generators.add(generator)
166             generator.unpause()
167
168     def _init_roaches(self, world):
169         x, y = self._level.start_pos
170         self._level_layer = 'floor'
171         self._avatar = self._vehicle.get_avatar(world)
172         self._set_pos(x, y)
173         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
174         self._roaches.add(self._avatar)
175         # Fix viewport offset
176         return [
177             MoveViewportEvent((
178                 x * TILE_SIZE - WIDTH // 2,
179                 y * TILE_SIZE - HEIGHT // 2))]
180
181     def _set_pos(self, x, y):
182         self._player_pos = (x, y)
183         # print('At ', (x, y))
184
185     def _can_move(self, x, y):
186         if self._mode == 'walk':
187             if not self._level.enemy_at(x, y):
188                 return self._level.can_walk(x, y, self._level_layer)
189             return False
190         elif self._mode == 'fly':
191             return self._level.can_fly(x, y, self._level_layer)
192         elif self._mode == 'crawl':
193             return self._level.can_crawl(x, y, self._level_layer)
194
195     def _set_angle(self, angle, dp):
196         self._angle = angle
197         self._angle_dp = dp
198         self._avatar.angle = angle
199
200     @defer_to_update
201     def _vehicle_changed(self, world):
202         self._roaches.remove(self._avatar)
203         self._vehicle = Vehicle.current(world)
204         self._avatar = self._vehicle.get_avatar(world)
205         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
206         self._roaches.add(self._avatar)
207         self._set_angle(self._angle, self._angle_dp)
208
209     @defer_to_update
210     def _add_roach(self, world):
211         world.roaches.append(build_roach(world))
212         self._vehicle_changed()
213
214     @defer_to_update
215     def _damage_player(self, world):
216         if not world.roaches:
217             # Skip out if we're already dead
218             return
219         roach = random.choice(world.roaches)
220         roach.health -= self._last_dmg
221         self._screech.play()
222         self._last_dmg = 0
223         if roach.health < 0:
224             index = [x.name for x in world.roaches].index(roach.name)
225             world.roaches.pop(index)
226             # We can't check for empty, because updates will be processed later
227             if len(world.roaches) > 1:
228                 self._vehicle_changed()
229
230     @defer_to_update
231     def _gain_item(self, world, item):
232         if item.item_type == "serum":
233             world.serums.append(item.item_data["serum"])
234         elif item.item_type == "weapon":
235             old_weapon = world.weapons.current
236             world.weapons.current = item.item_data["weapon"]
237             if old_weapon != "spit":
238                 clone = clone_old_item(item, weapon=old_weapon)
239                 self._level.items.append(clone)
240                 self._items.add(clone)
241         self._vehicle_changed()
242
243     def _hit_enemy(self, enemy, weapon):
244         enemy.health -= weapon.damage
245         enemy.hit_sound.play()
246         if enemy.health <= 0:
247             self._level.remove_enemy(enemy)
248             self._enemies.remove(enemy)
249
250     def _fire_bullet(self, bullet, pos, dp, angle):
251         if len(self._bullets) >= 10:
252             return
253         bullet.game_pos = pos
254         bullet.game_dp = dp
255         bullet.dt = 0
256         bullet.level_layer = self._level_layer
257         bullet.angle = angle
258         self._bullets.add(bullet)
259
260     def _check_for_bullet_hits(self):
261         for bullet in list(self._bullets):
262             for enemy in list(self._enemies):
263                 if enemy.collidepoint(bullet.pos) and bullet.level_layer == enemy.level_layer:
264                     self._hit_enemy(enemy, bullet.weapon)
265                     self._bullets.remove(bullet)
266
267     def _update_bullet(self, bullet, dt):
268         bullet.dt += dt
269         if bullet.dt > 0.1:
270             bullet.dt = 0
271             bullet.game_pos = pos = (
272                 bullet.game_pos[0] + bullet.game_dp[0],
273                 bullet.game_pos[1] + bullet.game_dp[1])
274             if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
275                 self._bullets.remove(bullet)
276
277     @defer_to_update
278     def _fire_weapon(self, world):
279         weapon = weapon_by_name(world.weapons.current)
280         weapon.play_sound()
281         if weapon.bullet_range > 0:
282             self._fire_bullet(
283                 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
284                 self._angle)
285         else:
286             # melee
287             pos, dp = self._player_pos, self._angle_dp
288             pos = (pos[0] + dp[0], pos[1] + dp[1])
289             enemy = self._level.get_enemy(pos[0], pos[1])
290             if enemy:
291                 self._hit_enemy(enemy, weapon)
292
293     @defer_to_update
294     def _change_vehicle(self, world):
295         x, y = self._player_pos
296
297         old_vehicle = world.vehicles.current
298
299         item = self._level.item_at(x, y)
300
301         if item and item.item_type == "vehicle":
302             world.vehicles.current = item.item_data["vehicle"]
303             self._level.remove_item(item)
304             self._items.remove(item)
305         else:
306             world.vehicles.current = "walking"
307
308         if old_vehicle != "walking":
309             dropped_vehicle = create_new_item(
310                 "vehicle", (x, y), vehicle=old_vehicle)
311             self._level.items.append(dropped_vehicle)
312             self._items.add(dropped_vehicle)
313
314         self._vehicle_changed()
315
316     def update(self, world, engine, dt):
317         if not world.roaches:
318             # Catch death here
319             from .menu import MenuScene
320             return [ChangeSceneEvent(MenuScene())]
321         super().update(world, engine, dt)
322         events = world.pop_events()
323         for friend in self._friends:
324             friend.pos = self.calc_offset(
325                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
326         for item in self._items:
327             item.pos = self.calc_offset(
328                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
329         self._check_enemies(dt)
330         for enemy in self._enemies:
331             enemy.pos = self.calc_offset(
332                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
333         for bullet in list(self._bullets):
334             self._update_bullet(bullet, dt)
335             bullet.pos = self.calc_offset(
336                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
337                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
338         self._check_for_bullet_hits()
339         self._update_player_stats(world)
340         self._hud[0].stats = self._stats
341         more = self._check_held_keys(dt)
342         if more:
343             events.extend(more)
344         return events
345
346     def _update_player_stats(self, world):
347         self._stats = PlayerStats(world)
348
349     def _check_enemies(self, dt):
350         if len(self._level.enemies) != len(self._enemies):
351             # New nemy has spawned
352             for enemy in self._level.enemies:
353                 if enemy not in self._enemies:
354                     self._enemies.add(enemy)
355         for enemy in self._enemies:
356             dmg = enemy.attack(self._player_pos, self._level_layer, dt)
357             if dmg is not None:
358                 self._last_dmg += dmg
359         if self._last_dmg:
360             self._damage_player()
361
362     def _check_held_keys(self, dt):
363         for key in self._held_keys:
364             self._last_key_down += dt
365             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
366                 return self._movement_key(key, dt)
367             elif key == keys.X:
368                 return self._fire_key(dt)
369
370     def _movement_key(self, key, dt):
371         x, y = self._player_pos
372         for k, dp, angle in (
373             (keys.DOWN, (0, 1), 180),
374             (keys.UP, (0, -1), 0),
375             (keys.LEFT, (-1, 0), 90),
376             (keys.RIGHT, (1, 0), -90),
377         ):
378             if key == k:
379                 if (self._angle == angle and
380                         self._last_key_down > self._key_rate):
381                     nx, ny = x + dp[0], y + dp[1]
382                     if self._can_move(nx, ny):
383                         self._set_pos(nx, ny)
384                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
385                         self._set_angle(angle, dp)
386                         self._last_key_down = 0
387                         return [MoveViewportEvent(offset)]
388                 else:
389                     # just turn
390                     self._set_angle(angle, dp)
391
392     def _activate_key(self):
393         x, y = self._player_pos
394         if self._level.is_grate(x, y):
395             if (self._level_layer == 'floor' and
396                     self._level.can_crawl(x, y, 'floor')):
397                 if self._level.can_crawl(x, y, 'tunnels'):
398                     self._level_layer = 'tunnels'
399                     self._mode = 'crawl'
400             elif self._level.can_crawl(x, y, 'floor'):
401                 # Must be in the tunnels already
402                 self._level_layer = 'floor'
403                 self._mode = 'walk'
404         elif self._level.is_keypad(x, y):
405             self._level.press_keypad(x, y, self._stats.smart)
406         elif self._level.friend_at(x, y):
407             friend = self._level.friend_at(x, y)
408             self._level.remove_friend(friend)
409             self._friends.remove(friend)
410             self._add_roach()
411         elif self._level.item_at(x, y):
412             item = self._level.item_at(x, y)
413             if item.item_type != "vehicle":
414                 self._level.remove_item(item)
415                 self._items.remove(item)
416                 self._gain_item(item)
417         elif self._level.is_exit(x, y):
418             next_level = self._level.get_exit_level()
419             return [
420                 WorldEvent('set', {'level.name': next_level}),
421                 ChangeSceneEvent(GameLevelScene())]
422
423     def _fire_key(self, dt):
424         if self._last_key_down > self._key_rate:
425             self._last_key_down = 0
426             self._fire_weapon()
427
428     def _vehicle_management_key(self):
429         from .roach_management import RoachesScene
430         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
431
432     def on_key_down(self, key, mod, unicode):
433         x, y = self._player_pos
434         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
435             firing = (keys.X in self._held_keys)
436             self._held_keys.clear()
437             self._held_keys.add(key)
438             if firing:
439                 self._held_keys.add(keys.X)
440             # We do this so pressing the key has an instant effect, and can
441             # then be held
442             self._last_key_down = self._key_rate + 0.01
443             return self._movement_key(key, 0.01)
444         elif key == keys.C:
445             return self._activate_key()
446         elif key == keys.X:
447             self._held_keys.clear()
448             self._held_keys.add(key)
449             self._last_key_down = self._key_rate + 0.01
450             return self._fire_key(0.01)
451         elif key == keys.V:
452             return self._change_vehicle()
453         elif key == keys.Z:
454             return self._vehicle_management_key()
455         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
456
457     def on_key_up(self, key, mode):
458         self._held_keys.discard(key)
459         self._last_key_down = 0