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
13 class BaseLevelScene(Scene):
20 def enter(self, world):
21 self._level = levels.load(world.level.name)
22 self._tiles = self._level.tiles
23 self._level_layer = 'floor'
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:
34 for keypad in self._level.keypads:
35 self._keypads.add(keypad)
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
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
50 surface.blit(tile[layer_key], pos)
51 return surface.convert_alpha()
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)
63 def draw(self, screen):
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':
73 self._overlay, (0, 0),
74 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
75 special_flags=pgl.BLEND_MULT)
76 self.actors.draw(screen)
78 def on_key_down(self, key, mod, unicode):
79 if key == keys.ESCAPE:
80 from .menu import MenuScene
81 return [ChangeSceneEvent(MenuScene())]
84 class GameLevelScene(BaseLevelScene):
86 def enter(self, world):
87 self._held_keys = set()
88 if self._level is not None:
89 for generator in self._generators:
93 self._roaches = self.actors.add_layer("roaches", level=10)
94 self._friends = self.actors.add_layer("friendly roaches", level=9)
95 self._items = self.actors.add_layer("items", level=9)
96 self._generators = self.actors.add_layer("enemy generators", level=8)
97 self._enemies = self.actors.add_layer("enemies", level=7)
98 self._vehicle = Vehicle.current(world)
102 self._init_friendly_roaches()
103 self._init_generators()
105 self._last_key_down = 0
106 return self._init_roaches(world)
108 def _init_items(self):
109 for item in self._level.items:
110 self._items.add(item)
112 def _init_friendly_roaches(self):
113 for friend in self._level.friends:
114 self._friends.add(friend)
116 def exit(self, world):
117 for generator in self._generators:
118 # We don't want these running while we're on other levels, but we don't want to delete them
119 # here either (because of the vehicle management view)
122 def _init_generators(self):
123 for generator in self._level.enemy_generators:
124 self._generators.add(generator)
127 def _init_roaches(self, world):
128 x, y = self._level.start_pos
129 self._level_layer = 'floor'
130 self._avatar = self._vehicle.get_avatar(world)
132 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
133 self._roaches.add(self._avatar)
134 # Fix viewport offset
137 x * TILE_SIZE - WIDTH // 2,
138 y * TILE_SIZE - HEIGHT // 2))]
140 def _set_pos(self, x, y):
141 self._player_pos = (x, y)
142 # print('At ', (x, y))
144 def _can_move(self, x, y):
145 if self._mode == 'walk':
146 return self._level.can_walk(x, y, self._level_layer)
147 elif self._mode == 'fly':
148 return self._level.can_fly(x, y, self._level_layer)
149 elif self._mode == 'crawl':
150 return self._level.can_crawl(x, y, self._level_layer)
152 def _set_angle(self, angle):
154 self._avatar.angle = angle
157 def _vehicle_changed(self, world):
158 self._roaches.remove(self._avatar)
159 self._vehicle = Vehicle.current(world)
160 self._avatar = self._vehicle.get_avatar(world)
161 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
162 self._roaches.add(self._avatar)
163 self._set_angle(self._angle)
166 def _add_roach(self, world):
167 world.roaches.append(build_roach(world))
168 self._vehicle_changed()
171 def _change_vehicle(self, world):
172 vehicle = Vehicle.random()
173 world.vehicles.current = vehicle
174 self._vehicle_changed()
176 def update(self, world, engine, dt):
177 super().update(world, engine, dt)
178 events = world.pop_events()
179 for friend in self._friends:
180 friend.pos = self.calc_offset(
181 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
182 for item in self._items:
183 item.pos = self.calc_offset(
184 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
185 more = self._check_held_keys(dt)
190 def _check_held_keys(self, dt):
191 for key in self._held_keys:
192 self._last_key_down += dt
193 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
194 return self._movement_key(key, dt)
196 return self._fire_key(dt)
198 def _movement_key(self, key, dt):
199 x, y = self._player_pos
200 for k, dp, angle in (
201 (keys.DOWN, (0, 1), 180),
202 (keys.UP, (0, -1), 0),
203 (keys.LEFT, (-1, 0), 90),
204 (keys.RIGHT, (1, 0), -90),
207 if self._angle == angle and self._last_key_down > self._key_rate:
208 nx, ny = x + dp[0], y + dp[1]
209 if self._can_move(nx, ny):
210 self._set_pos(nx, ny)
211 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
212 self._set_angle(angle)
213 self._last_key_down = 0
214 return [MoveViewportEvent(offset)]
217 self._set_angle(angle)
219 def _activate_key(self):
220 x, y = self._player_pos
221 if self._level.is_grate(x, y):
222 if (self._level_layer == 'floor' and
223 self._level.can_crawl(x, y, 'floor')):
224 if self._level.can_crawl(x, y, 'tunnels'):
225 self._level_layer = 'tunnels'
227 elif self._level.can_crawl(x, y, 'floor'):
228 # Must be in the tunnels already
229 self._level_layer = 'floor'
231 elif self._level.is_keypad(x, y):
232 self._level.press_keypad(x, y, self._roaches)
233 elif self._level.is_on_friend(x, y):
234 friend = self._level.remove_friend(x, y)
235 self._friends.remove(friend)
237 elif self._level.is_exit(x, y):
238 next_level = self._level.get_exit_level()
239 return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())]
241 def _fire_key(self, dt):
242 if self._last_key_down > self._key_rate:
243 self._last_key_down = 0
246 def _vehicle_management_key(self):
247 from .roach_management import RoachesScene
248 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
250 def on_key_down(self, key, mod, unicode):
251 x, y = self._player_pos
252 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
253 self._held_keys.clear()
254 self._held_keys.add(key)
255 # We do this so pressing the key has an instant effect, and can then be held
256 self._last_key_down = self._key_rate + 0.01
257 return self._movement_key(key, 0.01)
259 return self._activate_key()
261 self._held_keys.clear()
262 self._held_keys.add(key)
263 self._last_key_down = self._key_rate + 0.01
264 return self._fire_key(0.01)
266 return self._change_vehicle()
268 return self._vehicle_management_key()
269 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
271 def on_key_up(self, key, mode):
272 self._held_keys.discard(key)
273 self._last_key_down = 0