3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
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
16 class BaseLevelScene(Scene):
23 def enter(self, world):
24 self._level = levels.load(world.level.name)
25 self._tiles = self._level.tiles
26 self._level_layer = 'floor'
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:
37 for keypad in self._level.keypads:
38 self._keypads.add(keypad)
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
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
53 surface.blit(tile[layer_key], pos)
54 return surface.convert_alpha()
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)
66 def draw(self, screen):
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':
76 self._overlay, (0, 0),
77 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
78 special_flags=pgl.BLEND_MULT)
79 self.actors.draw(screen)
81 def on_key_down(self, key, mod, unicode):
82 if key == keys.ESCAPE:
83 from .menu import MenuScene
84 return [ChangeSceneEvent(MenuScene())]
87 class GameLevelScene(BaseLevelScene):
89 def enter(self, world):
90 self._held_keys = set()
91 if self._level is not None:
92 for generator in self._generators:
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)
104 self._angle_dp = (0, -1) # up
106 self._init_friendly_roaches()
107 self._init_generators()
109 self._last_key_down = 0
110 return self._init_roaches(world)
112 def _init_items(self):
113 for item in self._level.items:
114 self._items.add(item)
116 def _init_friendly_roaches(self):
117 for friend in self._level.friends:
118 self._friends.add(friend)
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
127 def _init_generators(self):
128 for generator in self._level.enemy_generators:
129 self._generators.add(generator)
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)
137 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
138 self._roaches.add(self._avatar)
139 # Fix viewport offset
142 x * TILE_SIZE - WIDTH // 2,
143 y * TILE_SIZE - HEIGHT // 2))]
145 def _set_pos(self, x, y):
146 self._player_pos = (x, y)
147 # print('At ', (x, y))
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)
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)
159 def _set_angle(self, angle, dp):
162 self._avatar.angle = angle
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)
174 def _add_roach(self, world):
175 world.roaches.append(build_roach(world))
176 self._vehicle_changed()
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()
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)
198 def _fire_weapon(self, world):
199 weapon = weapon_by_name(world.weapons.current)
200 if weapon.bullet_range > 0:
201 # ranged, fire bullet
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])
209 self._hit_enemy(enemy, weapon)
212 def _change_vehicle(self, world):
213 vehicle = Vehicle.random()
214 world.vehicles.current = vehicle
215 self._vehicle_changed()
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)
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)
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)
248 return self._fire_key(dt)
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),
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)]
270 self._set_angle(angle, dp)
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'
280 elif self._level.can_crawl(x, y, 'floor'):
281 # Must be in the tunnels already
282 self._level_layer = 'floor'
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)
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()
299 WorldEvent('set', {'level.name': next_level}),
300 ChangeSceneEvent(GameLevelScene())]
302 def _fire_key(self, dt):
303 if self._last_key_down > self._key_rate:
304 self._last_key_down = 0
307 def _vehicle_management_key(self):
308 from .roach_management import RoachesScene
309 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
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
318 self._last_key_down = self._key_rate + 0.01
319 return self._movement_key(key, 0.01)
321 return self._activate_key()
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)
328 return self._change_vehicle()
330 return self._vehicle_management_key()
331 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
333 def on_key_up(self, key, mode):
334 self._held_keys.discard(key)
335 self._last_key_down = 0