Very hacky bullets.
[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         self._bullets = self.actors.add_layer("bullets", level=10)
35         # These are already Actors
36         for door in self._level.doors:
37             self._doors.add(door)
38         for keypad in self._level.keypads:
39             self._keypads.add(keypad)
40
41     def _render(self, layer):
42         # We cache the rendered surface to avoid doing a large number
43         # of blits each frame, as that introduces a large performance
44         # overhead.
45         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
46                            len(self._tiles) * TILE_SIZE))
47         layer_key = '%s image' % layer
48         for y, row in enumerate(self._tiles):
49             for x, tile in enumerate(row):
50                 pos = (x * TILE_SIZE, y * TILE_SIZE)
51                 if layer_key not in tile:
52                     # Skip broken tiles for now
53                     continue
54                 surface.blit(tile[layer_key], pos)
55         return surface.convert_alpha()
56
57     def update(self, world, engine, dt):
58         """Fix the door and keypad positions"""
59         super().update(world, engine, dt)
60         for door in self._doors:
61             door.pos = self.calc_offset(
62                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
63         for keypad in self._keypads:
64             keypad.pos = self.calc_offset(
65                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
66
67     def draw(self, screen):
68         screen.clear()
69         # Viewport is the position of the screen relative to the
70         # surface. We need the position of the surface relative to
71         # the screen for the blit, so this conversion
72         viewport = self.viewport
73         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
74                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
75         if self._level_layer != 'floor':
76             screen.surface.blit(
77                 self._overlay, (0, 0),
78                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
79                 special_flags=pgl.BLEND_MULT)
80         self.actors.draw(screen)
81
82     def on_key_down(self, key, mod, unicode):
83         if key == keys.ESCAPE:
84             from .menu import MenuScene
85             return [ChangeSceneEvent(MenuScene())]
86
87
88 class GameLevelScene(BaseLevelScene):
89
90     def enter(self, world):
91         self._held_keys = set()
92         if self._level is not None:
93             for generator in self._generators:
94                 generator.unpause()
95             return
96         super().enter(world)
97         self._roaches = self.actors.add_layer("roaches", level=10)
98         self._friends = self.actors.add_layer("friendly roaches", level=9)
99         self._items = self.actors.add_layer("items", level=9)
100         self._generators = self.actors.add_layer("enemy generators", level=8)
101         self._enemies = self.actors.add_layer("enemies", level=7)
102         self._vehicle = Vehicle.current(world)
103         self._mode = 'walk'
104         self._angle = 0  # up
105         self._angle_dp = (0, -1)  # up
106         self._init_items()
107         self._init_friendly_roaches()
108         self._init_generators()
109         self._key_rate = 0.2
110         self._last_key_down = 0
111         return self._init_roaches(world)
112
113     def _init_items(self):
114         for item in self._level.items:
115             self._items.add(item)
116
117     def _init_friendly_roaches(self):
118         for friend in self._level.friends:
119             self._friends.add(friend)
120
121     def exit(self, world):
122         for generator in self._generators:
123             # We don't want these running while we're on other levels, but we
124             # don't want to delete them here either (because of the vehicle
125             # management view)
126             generator.pause()
127
128     def _init_generators(self):
129         for generator in self._level.enemy_generators:
130             self._generators.add(generator)
131             generator.unpause()
132
133     def _init_roaches(self, world):
134         x, y = self._level.start_pos
135         self._level_layer = 'floor'
136         self._avatar = self._vehicle.get_avatar(world)
137         self._set_pos(x, y)
138         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
139         self._roaches.add(self._avatar)
140         # Fix viewport offset
141         return [
142             MoveViewportEvent((
143                 x * TILE_SIZE - WIDTH // 2,
144                 y * TILE_SIZE - HEIGHT // 2))]
145
146     def _set_pos(self, x, y):
147         self._player_pos = (x, y)
148         # print('At ', (x, y))
149
150     def _can_move(self, x, y):
151         if self._mode == 'walk':
152             if not self._level.enemy_at(x, y):
153                 return self._level.can_walk(x, y, self._level_layer)
154             return False
155         elif self._mode == 'fly':
156             return self._level.can_fly(x, y, self._level_layer)
157         elif self._mode == 'crawl':
158             return self._level.can_crawl(x, y, self._level_layer)
159
160     def _set_angle(self, angle, dp):
161         self._angle = angle
162         self._angle_dp = dp
163         self._avatar.angle = angle
164
165     @defer_to_update
166     def _vehicle_changed(self, world):
167         self._roaches.remove(self._avatar)
168         self._vehicle = Vehicle.current(world)
169         self._avatar = self._vehicle.get_avatar(world)
170         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
171         self._roaches.add(self._avatar)
172         self._set_angle(self._angle, self._angle_dp)
173
174     @defer_to_update
175     def _add_roach(self, world):
176         world.roaches.append(build_roach(world))
177         self._vehicle_changed()
178
179     @defer_to_update
180     def _gain_item(self, world, item):
181         if item.item_type == "serum":
182             world.serums.append(item.item_data["serum"])
183         elif item.item_type == "weapon":
184             old_weapon = world.weapons.current
185             world.weapons.current = item.item_data["weapon"]
186             if old_weapon != "spit":
187                 clone = clone_old_item(item, weapon=old_weapon)
188                 self._level.items.append(clone)
189                 self._items.add(clone)
190         self._vehicle_changed()
191
192     def _hit_enemy(self, enemy, weapon):
193         enemy.health -= weapon.damage
194         if enemy.health <= 0:
195             self._level.remove_enemy(enemy)
196             self._enemies.remove(enemy)
197
198     def _fire_bullet(self, bullet, pos, dp):
199         if len(self._bullets) >= 10:
200             return
201         bullet.game_pos = pos
202         self._bullets.add(bullet)
203
204     @defer_to_update
205     def _fire_weapon(self, world):
206         weapon = weapon_by_name(world.weapons.current)
207         weapon.play_sound()
208         if weapon.bullet_range > 0:
209             self._fire_bullet(
210                 weapon.assemble_bullet(), self._player_pos, self._angle_dp)
211         else:
212             # melee
213             pos, dp = self._player_pos, self._angle_dp
214             pos = (pos[0] + dp[0], pos[1] + dp[1])
215             enemy = self._level.get_enemy(pos[0], pos[1])
216             if enemy:
217                 self._hit_enemy(enemy, weapon)
218
219     @defer_to_update
220     def _change_vehicle(self, world):
221         vehicle = Vehicle.random()
222         world.vehicles.current = vehicle
223         self._vehicle_changed()
224
225     def update(self, world, engine, dt):
226         super().update(world, engine, dt)
227         events = world.pop_events()
228         for friend in self._friends:
229             friend.pos = self.calc_offset(
230                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
231         for item in self._items:
232             item.pos = self.calc_offset(
233                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
234         self._check_enemies()
235         for enemy in self._enemies:
236             enemy.pos = self.calc_offset(
237                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
238         for bullet in self._bullets:
239             bullet.pos = self.calc_offset(
240                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
241                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2))
242         more = self._check_held_keys(dt)
243         if more:
244             events.extend(more)
245         return events
246
247     def _check_enemies(self):
248         if len(self._level.enemies) != len(self._enemies):
249             # New nemy has spawned
250             for enemy in self._level.enemies:
251                 if enemy not in self._enemies:
252                     self._enemies.add(enemy)
253
254     def _check_held_keys(self, dt):
255         for key in self._held_keys:
256             self._last_key_down += dt
257             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
258                 return self._movement_key(key, dt)
259             elif key == keys.X:
260                 return self._fire_key(dt)
261
262     def _movement_key(self, key, dt):
263         x, y = self._player_pos
264         for k, dp, angle in (
265             (keys.DOWN, (0, 1), 180),
266             (keys.UP, (0, -1), 0),
267             (keys.LEFT, (-1, 0), 90),
268             (keys.RIGHT, (1, 0), -90),
269         ):
270             if key == k:
271                 if (self._angle == angle and
272                         self._last_key_down > self._key_rate):
273                     nx, ny = x + dp[0], y + dp[1]
274                     if self._can_move(nx, ny):
275                         self._set_pos(nx, ny)
276                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
277                         self._set_angle(angle, dp)
278                         self._last_key_down = 0
279                         return [MoveViewportEvent(offset)]
280                 else:
281                     # just turn
282                     self._set_angle(angle, dp)
283
284     def _activate_key(self):
285         x, y = self._player_pos
286         if self._level.is_grate(x, y):
287             if (self._level_layer == 'floor' and
288                     self._level.can_crawl(x, y, 'floor')):
289                 if self._level.can_crawl(x, y, 'tunnels'):
290                     self._level_layer = 'tunnels'
291                     self._mode = 'crawl'
292             elif self._level.can_crawl(x, y, 'floor'):
293                 # Must be in the tunnels already
294                 self._level_layer = 'floor'
295                 self._mode = 'walk'
296         elif self._level.is_keypad(x, y):
297             self._level.press_keypad(x, y, self._roaches)
298         elif self._level.friend_at(x, y):
299             friend = self._level.friend_at(x, y)
300             self._level.remove_friend(friend)
301             self._friends.remove(friend)
302             self._add_roach()
303         elif self._level.item_at(x, y):
304             item = self._level.item_at(x, y)
305             self._level.remove_item(item)
306             self._items.remove(item)
307             self._gain_item(item)
308         elif self._level.is_exit(x, y):
309             next_level = self._level.get_exit_level()
310             return [
311                 WorldEvent('set', {'level.name': next_level}),
312                 ChangeSceneEvent(GameLevelScene())]
313
314     def _fire_key(self, dt):
315         if self._last_key_down > self._key_rate:
316             self._last_key_down = 0
317             self._fire_weapon()
318
319     def _vehicle_management_key(self):
320         from .roach_management import RoachesScene
321         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
322
323     def on_key_down(self, key, mod, unicode):
324         x, y = self._player_pos
325         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
326             self._held_keys.clear()
327             self._held_keys.add(key)
328             # We do this so pressing the key has an instant effect, and can
329             # then be held
330             self._last_key_down = self._key_rate + 0.01
331             return self._movement_key(key, 0.01)
332         elif key == keys.C:
333             return self._activate_key()
334         elif key == keys.X:
335             self._held_keys.clear()
336             self._held_keys.add(key)
337             self._last_key_down = self._key_rate + 0.01
338             return self._fire_key(0.01)
339         elif key == keys.V:
340             return self._change_vehicle()
341         elif key == keys.Z:
342             return self._vehicle_management_key()
343         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
344
345     def on_key_up(self, key, mode):
346         self._held_keys.discard(key)
347         self._last_key_down = 0