Bullets now hit things.
[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         bullet.game_dp = dp
203         bullet.dt = 0
204         bullet.level_layer = self._level_layer
205         self._bullets.add(bullet)
206
207     def _check_for_bullet_hits(self):
208         for bullet in list(self._bullets):
209             for enemy in list(self._enemies):
210                 if enemy.collidepoint(bullet.pos):
211                     self._hit_enemy(enemy, bullet.weapon)
212                     self._bullets.remove(bullet)
213
214     def _update_bullet(self, bullet, dt):
215         bullet.dt += dt
216         if bullet.dt > 0.1:
217             bullet.dt = 0
218             bullet.game_pos = pos = (
219                 bullet.game_pos[0] + bullet.game_dp[0],
220                 bullet.game_pos[1] + bullet.game_dp[1])
221             if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
222                 self._bullets.remove(bullet)
223
224     @defer_to_update
225     def _fire_weapon(self, world):
226         weapon = weapon_by_name(world.weapons.current)
227         weapon.play_sound()
228         if weapon.bullet_range > 0:
229             self._fire_bullet(
230                 weapon.assemble_bullet(), self._player_pos, self._angle_dp)
231         else:
232             # melee
233             pos, dp = self._player_pos, self._angle_dp
234             pos = (pos[0] + dp[0], pos[1] + dp[1])
235             enemy = self._level.get_enemy(pos[0], pos[1])
236             if enemy:
237                 self._hit_enemy(enemy, weapon)
238
239     @defer_to_update
240     def _change_vehicle(self, world):
241         vehicle = Vehicle.random()
242         world.vehicles.current = vehicle
243         self._vehicle_changed()
244
245     def update(self, world, engine, dt):
246         super().update(world, engine, dt)
247         events = world.pop_events()
248         for friend in self._friends:
249             friend.pos = self.calc_offset(
250                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
251         for item in self._items:
252             item.pos = self.calc_offset(
253                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
254         self._check_enemies()
255         for enemy in self._enemies:
256             enemy.pos = self.calc_offset(
257                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
258         for bullet in list(self._bullets):
259             self._update_bullet(bullet, dt)
260             bullet.pos = self.calc_offset(
261                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
262                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
263         self._check_for_bullet_hits()
264         more = self._check_held_keys(dt)
265         if more:
266             events.extend(more)
267         return events
268
269     def _check_enemies(self):
270         if len(self._level.enemies) != len(self._enemies):
271             # New nemy has spawned
272             for enemy in self._level.enemies:
273                 if enemy not in self._enemies:
274                     self._enemies.add(enemy)
275
276     def _check_held_keys(self, dt):
277         for key in self._held_keys:
278             self._last_key_down += dt
279             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
280                 return self._movement_key(key, dt)
281             elif key == keys.X:
282                 return self._fire_key(dt)
283
284     def _movement_key(self, key, dt):
285         x, y = self._player_pos
286         for k, dp, angle in (
287             (keys.DOWN, (0, 1), 180),
288             (keys.UP, (0, -1), 0),
289             (keys.LEFT, (-1, 0), 90),
290             (keys.RIGHT, (1, 0), -90),
291         ):
292             if key == k:
293                 if (self._angle == angle and
294                         self._last_key_down > self._key_rate):
295                     nx, ny = x + dp[0], y + dp[1]
296                     if self._can_move(nx, ny):
297                         self._set_pos(nx, ny)
298                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
299                         self._set_angle(angle, dp)
300                         self._last_key_down = 0
301                         return [MoveViewportEvent(offset)]
302                 else:
303                     # just turn
304                     self._set_angle(angle, dp)
305
306     def _activate_key(self):
307         x, y = self._player_pos
308         if self._level.is_grate(x, y):
309             if (self._level_layer == 'floor' and
310                     self._level.can_crawl(x, y, 'floor')):
311                 if self._level.can_crawl(x, y, 'tunnels'):
312                     self._level_layer = 'tunnels'
313                     self._mode = 'crawl'
314             elif self._level.can_crawl(x, y, 'floor'):
315                 # Must be in the tunnels already
316                 self._level_layer = 'floor'
317                 self._mode = 'walk'
318         elif self._level.is_keypad(x, y):
319             self._level.press_keypad(x, y, self._roaches)
320         elif self._level.friend_at(x, y):
321             friend = self._level.friend_at(x, y)
322             self._level.remove_friend(friend)
323             self._friends.remove(friend)
324             self._add_roach()
325         elif self._level.item_at(x, y):
326             item = self._level.item_at(x, y)
327             self._level.remove_item(item)
328             self._items.remove(item)
329             self._gain_item(item)
330         elif self._level.is_exit(x, y):
331             next_level = self._level.get_exit_level()
332             return [
333                 WorldEvent('set', {'level.name': next_level}),
334                 ChangeSceneEvent(GameLevelScene())]
335
336     def _fire_key(self, dt):
337         if self._last_key_down > self._key_rate:
338             self._last_key_down = 0
339             self._fire_weapon()
340
341     def _vehicle_management_key(self):
342         from .roach_management import RoachesScene
343         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
344
345     def on_key_down(self, key, mod, unicode):
346         x, y = self._player_pos
347         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
348             self._held_keys.clear()
349             self._held_keys.add(key)
350             # We do this so pressing the key has an instant effect, and can
351             # then be held
352             self._last_key_down = self._key_rate + 0.01
353             return self._movement_key(key, 0.01)
354         elif key == keys.C:
355             return self._activate_key()
356         elif key == keys.X:
357             self._held_keys.clear()
358             self._held_keys.add(key)
359             self._last_key_down = self._key_rate + 0.01
360             return self._fire_key(0.01)
361         elif key == keys.V:
362             return self._change_vehicle()
363         elif key == keys.Z:
364             return self._vehicle_management_key()
365         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
366
367     def on_key_up(self, key, mode):
368         self._held_keys.discard(key)
369         self._last_key_down = 0