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 Scene, ChangeSceneEvent, MoveViewportEvent, defer_to_update
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..vehicles.base import Vehicle
12 class BaseLevelScene(Scene):
19 def enter(self, world):
20 self._level = levels.load(world.level.name)
21 self._tiles = self._level.tiles
22 self._level_layer = 'floor'
25 for layer in ['floor', 'tunnels']:
26 self._surfaces[layer] = self._render(layer)
27 self._overlay = self._surfaces['floor'].copy()
28 self._doors = self.actors.add_layer("doors", level=9)
29 self._keypads = self.actors.add_layer("keypads", level=8)
30 # These are already Actors
31 for door in self._level.doors:
33 for keypad in self._level.keypads:
34 self._keypads.add(keypad)
36 def _render(self, layer):
37 # We cache the rendered surface to avoid doing a large number
38 # of blits each frame, as that introduces a large performance
40 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
41 len(self._tiles) * TILE_SIZE))
42 layer_key = '%s image' % layer
43 for y, row in enumerate(self._tiles):
44 for x, tile in enumerate(row):
45 pos = (x * TILE_SIZE, y * TILE_SIZE)
46 if layer_key not in tile:
47 # Skip broken tiles for now
49 surface.blit(tile[layer_key], pos)
50 return surface.convert_alpha()
52 def update(self, world, engine, dt):
53 """Fix the door and keypad positions"""
54 super().update(world, engine, dt)
55 for door in self._doors:
56 door.pos = self.calc_offset(
57 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
58 for keypad in self._keypads:
59 keypad.pos = self.calc_offset(
60 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
62 def draw(self, screen):
64 # Viewport is the position of the screen relative to the
65 # surface. We need the position of the surface relative to
66 # the screen for the blit, so this conversion
67 viewport = self.viewport
68 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
69 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
70 if self._level_layer != 'floor':
72 self._overlay, (0, 0),
73 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
74 special_flags=pgl.BLEND_MULT)
75 self.actors.draw(screen)
77 def on_key_down(self, key, mod, unicode):
78 if key == keys.ESCAPE:
79 from .menu import MenuScene
80 return [ChangeSceneEvent(MenuScene())]
83 class GameLevelScene(BaseLevelScene):
85 def enter(self, world):
86 if self._level is not None:
89 self._roaches = self.actors.add_layer("roaches", level=10)
90 self._vehicle = Vehicle.current(world)
93 return self._init_roaches(world)
95 def _init_roaches(self, world):
96 x, y = self._level.start_pos
97 self._level_layer = 'floor'
98 self._avatar = self._vehicle.get_avatar(world)
100 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
101 self._roaches.add(self._avatar)
102 # Fix viewport offset
105 x * TILE_SIZE - WIDTH // 2,
106 y * TILE_SIZE - HEIGHT // 2))]
108 def _set_pos(self, x, y):
109 self._player_pos = (x, y)
111 def _can_move(self, x, y):
112 if self._mode == 'walk':
113 return self._level.can_walk(x, y, self._level_layer)
114 elif self._mode == 'fly':
115 return self._level.can_fly(x, y, self._level_layer)
116 elif self._mode == 'crawl':
117 return self._level.can_crawl(x, y, self._level_layer)
119 def _set_angle(self, angle):
121 self._avatar.angle = angle
124 def _vehicle_changed(self, world):
125 self._roaches.remove(self._avatar)
126 self._vehicle = Vehicle.current(world)
127 self._avatar = self._vehicle.get_avatar(world)
128 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
129 self._roaches.add(self._avatar)
130 self._set_angle(self._angle)
133 def _change_vehicle(self, world):
134 vehicle = Vehicle.random()
135 world.vehicles.current = vehicle
136 self._vehicle_changed()
138 def update(self, world, engine, dt):
139 super().update(world, engine, dt)
140 events = world.pop_events()
143 def on_key_down(self, key, mod, unicode):
145 x, y = self._player_pos
147 if self._can_move(x, y + 1):
148 self._set_pos(x, y + 1)
149 offset = (0, TILE_SIZE)
152 if self._can_move(x, y - 1):
153 self._set_pos(x, y - 1)
154 offset = (0, -TILE_SIZE)
156 elif key == keys.LEFT:
157 if self._can_move(x - 1, y):
158 self._set_pos(x - 1, y)
159 offset = (-TILE_SIZE, 0)
161 elif key == keys.RIGHT:
162 if self._can_move(x + 1, y):
163 self._set_pos(x + 1, y)
164 offset = (TILE_SIZE, 0)
168 if self._level.is_grate(x, y):
169 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
170 if self._level.can_crawl(x, y, 'tunnels'):
171 self._level_layer = 'tunnels'
173 elif self._level.can_crawl(x, y, 'floor'):
174 # Must be in the tunnels already
175 self._level_layer = 'floor'
177 elif self._level.is_keypad(x, y):
178 self._level.press_keypad(x, y, self._roaches)
185 self._change_vehicle()
188 from .roach_management import RoachesScene
189 return[ChangeSceneEvent(RoachesScene(level_scene=self))]
191 return [MoveViewportEvent(offset)]
192 return super(GameLevelScene, self).on_key_down(key, mod, unicode)