5da355f934aa3f0472a0219708cebe6860718cc6
[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 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..roaches import build_roach
10 from ..vehicles.base import Vehicle
11
12
13 class BaseLevelScene(Scene):
14     """ Level scene. """
15
16     def __init__(self):
17         super().__init__()
18         self._level = None
19
20     def enter(self, world):
21         self._level = levels.load(world.level.name)
22         self._tiles = self._level.tiles
23         self._level_layer = 'floor'
24         self._surfaces = {}
25         self._overlay = {}
26         for layer in ['floor', 'tunnels']:
27             self._surfaces[layer] = self._render(layer)
28         self._overlay = self._surfaces['floor'].copy()
29         self._doors = self.actors.add_layer("doors", level=9)
30         self._keypads = self.actors.add_layer("keypads", level=8)
31         # These are already Actors
32         for door in self._level.doors:
33             self._doors.add(door)
34         for keypad in self._level.keypads:
35             self._keypads.add(keypad)
36
37     def _render(self, layer):
38         # We cache the rendered surface to avoid doing a large number
39         # of blits each frame, as that introduces a large performance
40         # overhead.
41         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
42                            len(self._tiles) * TILE_SIZE))
43         layer_key = '%s image' % layer
44         for y, row in enumerate(self._tiles):
45             for x, tile in enumerate(row):
46                 pos = (x * TILE_SIZE, y * TILE_SIZE)
47                 if layer_key not in tile:
48                     # Skip broken tiles for now
49                     continue
50                 surface.blit(tile[layer_key], pos)
51         return surface.convert_alpha()
52
53     def update(self, world, engine, dt):
54         """Fix the door and keypad positions"""
55         super().update(world, engine, dt)
56         for door in self._doors:
57             door.pos = self.calc_offset(
58                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
59         for keypad in self._keypads:
60             keypad.pos = self.calc_offset(
61                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
62
63     def draw(self, screen):
64         screen.clear()
65         # Viewport is the position of the screen relative to the
66         # surface. We need the position of the surface relative to
67         # the screen for the blit, so this conversion
68         viewport = self.viewport
69         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
70                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
71         if self._level_layer != 'floor':
72             screen.surface.blit(
73                 self._overlay, (0, 0),
74                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
75                 special_flags=pgl.BLEND_MULT)
76         self.actors.draw(screen)
77
78     def on_key_down(self, key, mod, unicode):
79         if key == keys.ESCAPE:
80             from .menu import MenuScene
81             return [ChangeSceneEvent(MenuScene())]
82
83
84 class GameLevelScene(BaseLevelScene):
85
86     def enter(self, world):
87         print('enter', world['level']['name'], self._level)
88         if self._level is not None:
89             return
90         super().enter(world)
91         self._roaches = self.actors.add_layer("roaches", level=10)
92         self._friends = self.actors.add_layer("friendly roaches", level=9)
93         self._vehicle = Vehicle.current(world)
94         self._mode = 'walk'
95         self._angle = 0
96         return self._init_roaches(world)
97
98     def _init_roaches(self, world):
99         x, y = self._level.start_pos
100         self._level_layer = 'floor'
101         self._avatar = self._vehicle.get_avatar(world)
102         self._set_pos(x, y)
103         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
104         self._roaches.add(self._avatar)
105         for friend in self._level.friends:
106             self._friends.add(friend)
107         # Fix viewport offset
108         return [
109             MoveViewportEvent((
110                 x * TILE_SIZE - WIDTH // 2,
111                 y * TILE_SIZE - HEIGHT // 2))]
112
113     def _set_pos(self, x, y):
114         self._player_pos = (x, y)
115         # print('At ', (x, y))
116
117     def _can_move(self, x, y):
118         if self._mode == 'walk':
119             return self._level.can_walk(x, y, self._level_layer)
120         elif self._mode == 'fly':
121             return self._level.can_fly(x, y, self._level_layer)
122         elif self._mode == 'crawl':
123             return self._level.can_crawl(x, y, self._level_layer)
124
125     def _set_angle(self, angle):
126         self._angle = angle
127         self._avatar.angle = angle
128
129     @defer_to_update
130     def _vehicle_changed(self, world):
131         self._roaches.remove(self._avatar)
132         self._vehicle = Vehicle.current(world)
133         self._avatar = self._vehicle.get_avatar(world)
134         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
135         self._roaches.add(self._avatar)
136         self._set_angle(self._angle)
137
138     @defer_to_update
139     def _add_roach(self, world):
140         world.roaches.append(build_roach(world))
141         self._vehicle_changed()
142
143     @defer_to_update
144     def _change_vehicle(self, world):
145         vehicle = Vehicle.random()
146         world.vehicles.current = vehicle
147         self._vehicle_changed()
148
149     def update(self, world, engine, dt):
150         super().update(world, engine, dt)
151         events = world.pop_events()
152         for friend in self._friends:
153             friend.pos = self.calc_offset(
154                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
155         return events
156
157     def _movement_key(self, key):
158         x, y = self._player_pos
159         for k, dp, angle in (
160             (keys.DOWN, (0, 1), 180),
161             (keys.UP, (0, -1), 0),
162             (keys.LEFT, (-1, 0), 90),
163             (keys.RIGHT, (1, 0), -90),
164         ):
165             if key == k:
166                 nx, ny = x + dp[0], y + dp[1]
167                 if self._can_move(nx, ny):
168                     self._set_pos(nx, ny)
169                     offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
170                     self._set_angle(angle)
171                     return [MoveViewportEvent(offset)]
172
173     def _activate_key(self):
174         x, y = self._player_pos
175         if self._level.is_grate(x, y):
176             if (self._level_layer == 'floor' and
177                     self._level.can_crawl(x, y, 'floor')):
178                 if self._level.can_crawl(x, y, 'tunnels'):
179                     self._level_layer = 'tunnels'
180                     self._mode = 'crawl'
181             elif self._level.can_crawl(x, y, 'floor'):
182                 # Must be in the tunnels already
183                 self._level_layer = 'floor'
184                 self._mode = 'walk'
185         elif self._level.is_keypad(x, y):
186             self._level.press_keypad(x, y, self._roaches)
187         elif self._level.is_on_friend(x, y):
188             friend = self._level.remove_friend(x, y)
189             self._friends.remove(friend)
190             self._add_roach()
191         elif self._level.is_exit(x, y):
192             next_level = self._level.get_exit_level()
193             return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())]
194
195     def _fire_key(self):
196         print('Boom')
197
198     def _vehicle_management_key(self):
199         from .roach_management import RoachesScene
200         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
201
202     def on_key_down(self, key, mod, unicode):
203         x, y = self._player_pos
204         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
205             return self._movement_key(key)
206         elif key == keys.C:
207             return self._activate_key()
208         elif key == keys.X:
209             return self._fire_key()
210         elif key == keys.V:
211             return self._change_vehicle()
212         elif key == keys.Z:
213             return self._vehicle_management_key()
214         return super(GameLevelScene, self).on_key_down(key, mod, unicode)