50ec80864287ebb325b47439d973520ec1c8f164
[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
11 from ..roaches import build_roach
12 from ..vehicles.base import Vehicle
13 from ..weapons import weapon_by_name
14
15
16 class BaseLevelScene(Scene):
17     """ Level scene. """
18
19     def __init__(self):
20         super().__init__()
21         self._level = None
22
23     def enter(self, world):
24         self._level = levels.load(world.level.name)
25         self._tiles = self._level.tiles
26         self._level_layer = 'floor'
27         self._surfaces = {}
28         self._overlay = {}
29         for layer in ['floor', 'tunnels']:
30             self._surfaces[layer] = self._render(layer)
31         self._overlay = self._surfaces['floor'].copy()
32         self._doors = self.actors.add_layer("doors", level=9)
33         self._keypads = self.actors.add_layer("keypads", level=8)
34         # These are already Actors
35         for door in self._level.doors:
36             self._doors.add(door)
37         for keypad in self._level.keypads:
38             self._keypads.add(keypad)
39
40     def _render(self, layer):
41         # We cache the rendered surface to avoid doing a large number
42         # of blits each frame, as that introduces a large performance
43         # overhead.
44         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
45                            len(self._tiles) * TILE_SIZE))
46         layer_key = '%s image' % layer
47         for y, row in enumerate(self._tiles):
48             for x, tile in enumerate(row):
49                 pos = (x * TILE_SIZE, y * TILE_SIZE)
50                 if layer_key not in tile:
51                     # Skip broken tiles for now
52                     continue
53                 surface.blit(tile[layer_key], pos)
54         return surface.convert_alpha()
55
56     def update(self, world, engine, dt):
57         """Fix the door and keypad positions"""
58         super().update(world, engine, dt)
59         for door in self._doors:
60             door.pos = self.calc_offset(
61                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
62         for keypad in self._keypads:
63             keypad.pos = self.calc_offset(
64                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
65
66     def draw(self, screen):
67         screen.clear()
68         # Viewport is the position of the screen relative to the
69         # surface. We need the position of the surface relative to
70         # the screen for the blit, so this conversion
71         viewport = self.viewport
72         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
73                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
74         if self._level_layer != 'floor':
75             screen.surface.blit(
76                 self._overlay, (0, 0),
77                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
78                 special_flags=pgl.BLEND_MULT)
79         self.actors.draw(screen)
80
81     def on_key_down(self, key, mod, unicode):
82         if key == keys.ESCAPE:
83             from .menu import MenuScene
84             return [ChangeSceneEvent(MenuScene())]
85
86
87 class GameLevelScene(BaseLevelScene):
88
89     def enter(self, world):
90         self._held_keys = set()
91         if self._level is not None:
92             for generator in self._generators:
93                 generator.unpause()
94             return
95         super().enter(world)
96         self._roaches = self.actors.add_layer("roaches", level=10)
97         self._friends = self.actors.add_layer("friendly roaches", level=9)
98         self._items = self.actors.add_layer("items", level=9)
99         self._generators = self.actors.add_layer("enemy generators", level=8)
100         self._enemies = self.actors.add_layer("enemies", level=7)
101         self._vehicle = Vehicle.current(world)
102         self._mode = 'walk'
103         self._angle = 0  # up
104         self._angle_dp = (0, -1)  # up
105         self._init_items()
106         self._init_friendly_roaches()
107         self._init_generators()
108         self._key_rate = 0.2
109         self._last_key_down = 0
110         return self._init_roaches(world)
111
112     def _init_items(self):
113         for item in self._level.items:
114             self._items.add(item)
115
116     def _init_friendly_roaches(self):
117         for friend in self._level.friends:
118             self._friends.add(friend)
119
120     def exit(self, world):
121         for generator in self._generators:
122             # We don't want these running while we're on other levels, but we
123             # don't want to delete them here either (because of the vehicle
124             # management view)
125             generator.pause()
126
127     def _init_generators(self):
128         for generator in self._level.enemy_generators:
129             self._generators.add(generator)
130             generator.unpause()
131
132     def _init_roaches(self, world):
133         x, y = self._level.start_pos
134         self._level_layer = 'floor'
135         self._avatar = self._vehicle.get_avatar(world)
136         self._set_pos(x, y)
137         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
138         self._roaches.add(self._avatar)
139         # Fix viewport offset
140         return [
141             MoveViewportEvent((
142                 x * TILE_SIZE - WIDTH // 2,
143                 y * TILE_SIZE - HEIGHT // 2))]
144
145     def _set_pos(self, x, y):
146         self._player_pos = (x, y)
147         # print('At ', (x, y))
148
149     def _can_move(self, x, y):
150         if self._mode == 'walk':
151             if not self._level.enemy_at(x, y):
152                 return self._level.can_walk(x, y, self._level_layer)
153             return False
154         elif self._mode == 'fly':
155             return self._level.can_fly(x, y, self._level_layer)
156         elif self._mode == 'crawl':
157             return self._level.can_crawl(x, y, self._level_layer)
158
159     def _set_angle(self, angle, dp):
160         self._angle = angle
161         self._angle_dp = dp
162         self._avatar.angle = angle
163
164     @defer_to_update
165     def _vehicle_changed(self, world):
166         self._roaches.remove(self._avatar)
167         self._vehicle = Vehicle.current(world)
168         self._avatar = self._vehicle.get_avatar(world)
169         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
170         self._roaches.add(self._avatar)
171         self._set_angle(self._angle, self._angle_dp)
172
173     @defer_to_update
174     def _add_roach(self, world):
175         world.roaches.append(build_roach(world))
176         self._vehicle_changed()
177
178     @defer_to_update
179     def _gain_item(self, world, item):
180         if item.item_type == "serum":
181             world.serums.append(item.item_data["serum"])
182         elif item.item_type == "weapon":
183             old_weapon = world.weapons.current
184             world.weapons.current = item.item_data["weapon"]
185             if old_weapon != "spit":
186                 clone = clone_old_item(item, weapon=old_weapon)
187                 self._level.items.append(clone)
188                 self._items.add(clone)
189         self._vehicle_changed()
190
191     def _hit_enemy(self, enemy, weapon):
192         enemy.health -= weapon.damage
193         if enemy.health <= 0:
194             self._level.remove_enemy(enemy)
195             self._enemies.remove(enemy)
196
197     @defer_to_update
198     def _fire_weapon(self, world):
199         weapon = weapon_by_name(world.weapons.current)
200         if weapon.bullet_range > 0:
201             # ranged, fire bullet
202             print("Pew.")
203         else:
204             # melee
205             pos, dp = self._player_pos, self._angle_dp
206             pos = (pos[0] + dp[0], pos[1] + dp[1])
207             enemy = self._level.get_enemy(pos[0], pos[1])
208             if enemy:
209                 self._hit_enemy(enemy, weapon)
210
211     @defer_to_update
212     def _change_vehicle(self, world):
213         vehicle = Vehicle.random()
214         world.vehicles.current = vehicle
215         self._vehicle_changed()
216
217     def update(self, world, engine, dt):
218         super().update(world, engine, dt)
219         events = world.pop_events()
220         for friend in self._friends:
221             friend.pos = self.calc_offset(
222                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
223         for item in self._items:
224             item.pos = self.calc_offset(
225                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
226         self._check_enemies()
227         for enemy in self._enemies:
228             enemy.pos = self.calc_offset(
229                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
230         more = self._check_held_keys(dt)
231         if more:
232             events.extend(more)
233         return events
234
235     def _check_enemies(self):
236         if len(self._level.enemies) != len(self._enemies):
237             # New nemy has spawned
238             for enemy in self._level.enemies:
239                 if enemy not in self._enemies:
240                     self._enemies.add(enemy)
241
242     def _check_held_keys(self, dt):
243         for key in self._held_keys:
244             self._last_key_down += dt
245             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
246                 return self._movement_key(key, dt)
247             elif key == keys.X:
248                 return self._fire_key(dt)
249
250     def _movement_key(self, key, dt):
251         x, y = self._player_pos
252         for k, dp, angle in (
253             (keys.DOWN, (0, 1), 180),
254             (keys.UP, (0, -1), 0),
255             (keys.LEFT, (-1, 0), 90),
256             (keys.RIGHT, (1, 0), -90),
257         ):
258             if key == k:
259                 if (self._angle == angle and
260                         self._last_key_down > self._key_rate):
261                     nx, ny = x + dp[0], y + dp[1]
262                     if self._can_move(nx, ny):
263                         self._set_pos(nx, ny)
264                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
265                         self._set_angle(angle, dp)
266                         self._last_key_down = 0
267                         return [MoveViewportEvent(offset)]
268                 else:
269                     # just turn
270                     self._set_angle(angle, dp)
271
272     def _activate_key(self):
273         x, y = self._player_pos
274         if self._level.is_grate(x, y):
275             if (self._level_layer == 'floor' and
276                     self._level.can_crawl(x, y, 'floor')):
277                 if self._level.can_crawl(x, y, 'tunnels'):
278                     self._level_layer = 'tunnels'
279                     self._mode = 'crawl'
280             elif self._level.can_crawl(x, y, 'floor'):
281                 # Must be in the tunnels already
282                 self._level_layer = 'floor'
283                 self._mode = 'walk'
284         elif self._level.is_keypad(x, y):
285             self._level.press_keypad(x, y, self._roaches)
286         elif self._level.friend_at(x, y):
287             friend = self._level.friend_at(x, y)
288             self._level.remove_friend(friend)
289             self._friends.remove(friend)
290             self._add_roach()
291         elif self._level.item_at(x, y):
292             item = self._level.item_at(x, y)
293             self._level.remove_item(item)
294             self._items.remove(item)
295             self._gain_item(item)
296         elif self._level.is_exit(x, y):
297             next_level = self._level.get_exit_level()
298             return [
299                 WorldEvent('set', {'level.name': next_level}),
300                 ChangeSceneEvent(GameLevelScene())]
301
302     def _fire_key(self, dt):
303         if self._last_key_down > self._key_rate:
304             self._last_key_down = 0
305             self._fire_weapon()
306
307     def _vehicle_management_key(self):
308         from .roach_management import RoachesScene
309         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
310
311     def on_key_down(self, key, mod, unicode):
312         x, y = self._player_pos
313         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
314             self._held_keys.clear()
315             self._held_keys.add(key)
316             # We do this so pressing the key has an instant effect, and can
317             # then be held
318             self._last_key_down = self._key_rate + 0.01
319             return self._movement_key(key, 0.01)
320         elif key == keys.C:
321             return self._activate_key()
322         elif key == keys.X:
323             self._held_keys.clear()
324             self._held_keys.add(key)
325             self._last_key_down = self._key_rate + 0.01
326             return self._fire_key(0.01)
327         elif key == keys.V:
328             return self._change_vehicle()
329         elif key == keys.Z:
330             return self._vehicle_management_key()
331         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
332
333     def on_key_up(self, key, mode):
334         self._held_keys.discard(key)
335         self._last_key_down = 0