Fix name
[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
14
15 class BaseLevelScene(Scene):
16     """ Level scene. """
17
18     def __init__(self):
19         super().__init__()
20         self._level = None
21
22     def enter(self, world):
23         self._level = levels.load(world.level.name)
24         self._tiles = self._level.tiles
25         self._level_layer = 'floor'
26         self._surfaces = {}
27         self._overlay = {}
28         for layer in ['floor', 'tunnels']:
29             self._surfaces[layer] = self._render(layer)
30         self._overlay = self._surfaces['floor'].copy()
31         self._doors = self.actors.add_layer("doors", level=9)
32         self._keypads = self.actors.add_layer("keypads", level=8)
33         # These are already Actors
34         for door in self._level.doors:
35             self._doors.add(door)
36         for keypad in self._level.keypads:
37             self._keypads.add(keypad)
38
39     def _render(self, layer):
40         # We cache the rendered surface to avoid doing a large number
41         # of blits each frame, as that introduces a large performance
42         # overhead.
43         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
44                            len(self._tiles) * TILE_SIZE))
45         layer_key = '%s image' % layer
46         for y, row in enumerate(self._tiles):
47             for x, tile in enumerate(row):
48                 pos = (x * TILE_SIZE, y * TILE_SIZE)
49                 if layer_key not in tile:
50                     # Skip broken tiles for now
51                     continue
52                 surface.blit(tile[layer_key], pos)
53         return surface.convert_alpha()
54
55     def update(self, world, engine, dt):
56         """Fix the door and keypad positions"""
57         super().update(world, engine, dt)
58         for door in self._doors:
59             door.pos = self.calc_offset(
60                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
61         for keypad in self._keypads:
62             keypad.pos = self.calc_offset(
63                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
64
65     def draw(self, screen):
66         screen.clear()
67         # Viewport is the position of the screen relative to the
68         # surface. We need the position of the surface relative to
69         # the screen for the blit, so this conversion
70         viewport = self.viewport
71         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
72                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
73         if self._level_layer != 'floor':
74             screen.surface.blit(
75                 self._overlay, (0, 0),
76                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
77                 special_flags=pgl.BLEND_MULT)
78         self.actors.draw(screen)
79
80     def on_key_down(self, key, mod, unicode):
81         if key == keys.ESCAPE:
82             from .menu import MenuScene
83             return [ChangeSceneEvent(MenuScene())]
84
85
86 class GameLevelScene(BaseLevelScene):
87
88     def enter(self, world):
89         self._held_keys = set()
90         if self._level is not None:
91             for generator in self._generators:
92                 generator.unpause()
93             return
94         super().enter(world)
95         self._roaches = self.actors.add_layer("roaches", level=10)
96         self._friends = self.actors.add_layer("friendly roaches", level=9)
97         self._items = self.actors.add_layer("items", level=9)
98         self._generators = self.actors.add_layer("enemy generators", level=8)
99         self._enemies = self.actors.add_layer("enemies", level=7)
100         self._vehicle = Vehicle.current(world)
101         self._mode = 'walk'
102         self._angle = 0
103         self._init_items()
104         self._init_friendly_roaches()
105         self._init_generators()
106         self._key_rate = 0.2
107         self._last_key_down = 0
108         return self._init_roaches(world)
109
110     def _init_items(self):
111         for item in self._level.items:
112             self._items.add(item)
113
114     def _init_friendly_roaches(self):
115         for friend in self._level.friends:
116             self._friends.add(friend)
117
118     def exit(self, world):
119         for generator in self._generators:
120             # We don't want these running while we're on other levels, but we
121             # don't want to delete them here either (because of the vehicle
122             # management view)
123             generator.pause()
124
125     def _init_generators(self):
126         for generator in self._level.enemy_generators:
127             self._generators.add(generator)
128             generator.unpause()
129
130     def _init_roaches(self, world):
131         x, y = self._level.start_pos
132         self._level_layer = 'floor'
133         self._avatar = self._vehicle.get_avatar(world)
134         self._set_pos(x, y)
135         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
136         self._roaches.add(self._avatar)
137         # Fix viewport offset
138         return [
139             MoveViewportEvent((
140                 x * TILE_SIZE - WIDTH // 2,
141                 y * TILE_SIZE - HEIGHT // 2))]
142
143     def _set_pos(self, x, y):
144         self._player_pos = (x, y)
145         # print('At ', (x, y))
146
147     def _can_move(self, x, y):
148         if self._mode == 'walk':
149             if not self._level.enemy_at(x, y):
150                 return self._level.can_walk(x, y, self._level_layer)
151             return False
152         elif self._mode == 'fly':
153             return self._level.can_fly(x, y, self._level_layer)
154         elif self._mode == 'crawl':
155             return self._level.can_crawl(x, y, self._level_layer)
156
157     def _set_angle(self, angle):
158         self._angle = angle
159         self._avatar.angle = angle
160
161     @defer_to_update
162     def _vehicle_changed(self, world):
163         self._roaches.remove(self._avatar)
164         self._vehicle = Vehicle.current(world)
165         self._avatar = self._vehicle.get_avatar(world)
166         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
167         self._roaches.add(self._avatar)
168         self._set_angle(self._angle)
169
170     @defer_to_update
171     def _add_roach(self, world):
172         world.roaches.append(build_roach(world))
173         self._vehicle_changed()
174
175     @defer_to_update
176     def _gain_item(self, world, item):
177         if item.item_type == "serum":
178             world.serums.append(item.item_data["serum"])
179         elif item.item_type == "weapon":
180             old_weapon = world.weapons.current
181             world.weapons.current = item.item_data["weapon"]
182             if old_weapon != "spit":
183                 clone = clone_old_item(item, weapon=old_weapon)
184                 self._level.items.append(clone)
185                 self._items.add(clone)
186         self._vehicle_changed()
187
188     @defer_to_update
189     def _change_vehicle(self, world):
190         vehicle = Vehicle.random()
191         world.vehicles.current = vehicle
192         self._vehicle_changed()
193
194     def update(self, world, engine, dt):
195         super().update(world, engine, dt)
196         events = world.pop_events()
197         for friend in self._friends:
198             friend.pos = self.calc_offset(
199                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
200         for item in self._items:
201             item.pos = self.calc_offset(
202                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
203         self._check_enemies()
204         for enemy in self._enemies:
205             enemy.pos = self.calc_offset(
206                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
207         more = self._check_held_keys(dt)
208         if more:
209             events.extend(more)
210         return events
211
212     def _check_enemies(self):
213         if len(self._level.enemies) != len(self._enemies):
214             # New nemy has spawned
215             for enemy in self._level.enemies:
216                 if enemy not in self._enemies:
217                     self._enemies.add(enemy)
218
219     def _check_held_keys(self, dt):
220         for key in self._held_keys:
221             self._last_key_down += dt
222             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
223                 return self._movement_key(key, dt)
224             elif key == keys.X:
225                 return self._fire_key(dt)
226
227     def _movement_key(self, key, dt):
228         x, y = self._player_pos
229         for k, dp, angle in (
230             (keys.DOWN, (0, 1), 180),
231             (keys.UP, (0, -1), 0),
232             (keys.LEFT, (-1, 0), 90),
233             (keys.RIGHT, (1, 0), -90),
234         ):
235             if key == k:
236                 if (self._angle == angle and
237                         self._last_key_down > self._key_rate):
238                     nx, ny = x + dp[0], y + dp[1]
239                     if self._can_move(nx, ny):
240                         self._set_pos(nx, ny)
241                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
242                         self._set_angle(angle)
243                         self._last_key_down = 0
244                         return [MoveViewportEvent(offset)]
245                 else:
246                     # just turn
247                     self._set_angle(angle)
248
249     def _activate_key(self):
250         x, y = self._player_pos
251         if self._level.is_grate(x, y):
252             if (self._level_layer == 'floor' and
253                     self._level.can_crawl(x, y, 'floor')):
254                 if self._level.can_crawl(x, y, 'tunnels'):
255                     self._level_layer = 'tunnels'
256                     self._mode = 'crawl'
257             elif self._level.can_crawl(x, y, 'floor'):
258                 # Must be in the tunnels already
259                 self._level_layer = 'floor'
260                 self._mode = 'walk'
261         elif self._level.is_keypad(x, y):
262             self._level.press_keypad(x, y, self._roaches)
263         elif self._level.friend_at(x, y):
264             friend = self._level.friend_at(x, y)
265             self._level.remove_friend(friend)
266             self._friends.remove(friend)
267             self._add_roach()
268         elif self._level.item_at(x, y):
269             item = self._level.item_at(x, y)
270             self._level.remove_item(item)
271             self._items.remove(item)
272             self._gain_item(item)
273         elif self._level.is_exit(x, y):
274             next_level = self._level.get_exit_level()
275             return [
276                 WorldEvent('set', {'level.name': next_level}),
277                 ChangeSceneEvent(GameLevelScene())]
278
279     def _fire_key(self, dt):
280         if self._last_key_down > self._key_rate:
281             self._last_key_down = 0
282             print('Boom')
283
284     def _vehicle_management_key(self):
285         from .roach_management import RoachesScene
286         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
287
288     def on_key_down(self, key, mod, unicode):
289         x, y = self._player_pos
290         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
291             self._held_keys.clear()
292             self._held_keys.add(key)
293             # We do this so pressing the key has an instant effect, and can
294             # then be held
295             self._last_key_down = self._key_rate + 0.01
296             return self._movement_key(key, 0.01)
297         elif key == keys.C:
298             return self._activate_key()
299         elif key == keys.X:
300             self._held_keys.clear()
301             self._held_keys.add(key)
302             self._last_key_down = self._key_rate + 0.01
303             return self._fire_key(0.01)
304         elif key == keys.V:
305             return self._change_vehicle()
306         elif key == keys.Z:
307             return self._vehicle_management_key()
308         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
309
310     def on_key_up(self, key, mode):
311         self._held_keys.discard(key)
312         self._last_key_down = 0