3 from pgzero.constants import keys
4 from pygame import Surface
5 import pygame.locals as pgl
6 from ..loaders.levelloader import levels
8 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
9 from ..constants import TILE_SIZE, WIDTH, HEIGHT
10 from ..roaches import build_roach
11 from ..vehicles.base import Vehicle
14 class BaseLevelScene(Scene):
21 def enter(self, world):
22 self._level = levels.load(world.level.name)
23 self._tiles = self._level.tiles
24 self._level_layer = 'floor'
27 for layer in ['floor', 'tunnels']:
28 self._surfaces[layer] = self._render(layer)
29 self._overlay = self._surfaces['floor'].copy()
30 self._doors = self.actors.add_layer("doors", level=9)
31 self._keypads = self.actors.add_layer("keypads", level=8)
32 # These are already Actors
33 for door in self._level.doors:
35 for keypad in self._level.keypads:
36 self._keypads.add(keypad)
38 def _render(self, layer):
39 # We cache the rendered surface to avoid doing a large number
40 # of blits each frame, as that introduces a large performance
42 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
43 len(self._tiles) * TILE_SIZE))
44 layer_key = '%s image' % layer
45 for y, row in enumerate(self._tiles):
46 for x, tile in enumerate(row):
47 pos = (x * TILE_SIZE, y * TILE_SIZE)
48 if layer_key not in tile:
49 # Skip broken tiles for now
51 surface.blit(tile[layer_key], pos)
52 return surface.convert_alpha()
54 def update(self, world, engine, dt):
55 """Fix the door and keypad positions"""
56 super().update(world, engine, dt)
57 for door in self._doors:
58 door.pos = self.calc_offset(
59 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
60 for keypad in self._keypads:
61 keypad.pos = self.calc_offset(
62 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
64 def draw(self, screen):
66 # Viewport is the position of the screen relative to the
67 # surface. We need the position of the surface relative to
68 # the screen for the blit, so this conversion
69 viewport = self.viewport
70 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
71 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
72 if self._level_layer != 'floor':
74 self._overlay, (0, 0),
75 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
76 special_flags=pgl.BLEND_MULT)
77 self.actors.draw(screen)
79 def on_key_down(self, key, mod, unicode):
80 if key == keys.ESCAPE:
81 from .menu import MenuScene
82 return [ChangeSceneEvent(MenuScene())]
85 class GameLevelScene(BaseLevelScene):
87 def enter(self, world):
88 self._held_keys = set()
89 if self._level is not None:
90 for generator in self._generators:
94 self._roaches = self.actors.add_layer("roaches", level=10)
95 self._friends = self.actors.add_layer("friendly roaches", level=9)
96 self._items = self.actors.add_layer("items", level=9)
97 self._generators = self.actors.add_layer("enemy generators", level=8)
98 self._enemies = self.actors.add_layer("enemies", level=7)
99 self._vehicle = Vehicle.current(world)
103 self._init_friendly_roaches()
104 self._init_generators()
106 self._last_key_down = 0
107 return self._init_roaches(world)
109 def _init_items(self):
110 for item in self._level.items:
111 self._items.add(item)
113 def _init_friendly_roaches(self):
114 for friend in self._level.friends:
115 self._friends.add(friend)
117 def exit(self, world):
118 for generator in self._generators:
119 # We don't want these running while we're on other levels, but we
120 # don't want to delete them here either (because of the vehicle
124 def _init_generators(self):
125 for generator in self._level.enemy_generators:
126 self._generators.add(generator)
129 def _init_roaches(self, world):
130 x, y = self._level.start_pos
131 self._level_layer = 'floor'
132 self._avatar = self._vehicle.get_avatar(world)
134 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
135 self._roaches.add(self._avatar)
136 # Fix viewport offset
139 x * TILE_SIZE - WIDTH // 2,
140 y * TILE_SIZE - HEIGHT // 2))]
142 def _set_pos(self, x, y):
143 self._player_pos = (x, y)
144 # print('At ', (x, y))
146 def _can_move(self, x, y):
147 if self._mode == 'walk':
148 return self._level.can_walk(x, y, self._level_layer)
149 elif self._mode == 'fly':
150 return self._level.can_fly(x, y, self._level_layer)
151 elif self._mode == 'crawl':
152 return self._level.can_crawl(x, y, self._level_layer)
154 def _set_angle(self, angle):
156 self._avatar.angle = angle
159 def _vehicle_changed(self, world):
160 self._roaches.remove(self._avatar)
161 self._vehicle = Vehicle.current(world)
162 self._avatar = self._vehicle.get_avatar(world)
163 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
164 self._roaches.add(self._avatar)
165 self._set_angle(self._angle)
168 def _add_roach(self, world):
169 world.roaches.append(build_roach(world))
170 self._vehicle_changed()
173 def _gain_item(self, world, item):
174 if item.item_type == "serum":
175 world.serums.append(item.item_data["serum"])
176 elif item.item_type == "weapon":
177 world.weapons.current = item.item_data["weapon"]
178 self._vehicle_changed()
181 def _change_vehicle(self, world):
182 vehicle = Vehicle.random()
183 world.vehicles.current = vehicle
184 self._vehicle_changed()
186 def update(self, world, engine, dt):
187 super().update(world, engine, dt)
188 events = world.pop_events()
189 for friend in self._friends:
190 friend.pos = self.calc_offset(
191 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
192 for item in self._items:
193 item.pos = self.calc_offset(
194 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
195 more = self._check_held_keys(dt)
200 def _check_held_keys(self, dt):
201 for key in self._held_keys:
202 self._last_key_down += dt
203 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
204 return self._movement_key(key, dt)
206 return self._fire_key(dt)
208 def _movement_key(self, key, dt):
209 x, y = self._player_pos
210 for k, dp, angle in (
211 (keys.DOWN, (0, 1), 180),
212 (keys.UP, (0, -1), 0),
213 (keys.LEFT, (-1, 0), 90),
214 (keys.RIGHT, (1, 0), -90),
217 if (self._angle == angle and
218 self._last_key_down > self._key_rate):
219 nx, ny = x + dp[0], y + dp[1]
220 if self._can_move(nx, ny):
221 self._set_pos(nx, ny)
222 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
223 self._set_angle(angle)
224 self._last_key_down = 0
225 return [MoveViewportEvent(offset)]
228 self._set_angle(angle)
230 def _activate_key(self):
231 x, y = self._player_pos
232 if self._level.is_grate(x, y):
233 if (self._level_layer == 'floor' and
234 self._level.can_crawl(x, y, 'floor')):
235 if self._level.can_crawl(x, y, 'tunnels'):
236 self._level_layer = 'tunnels'
238 elif self._level.can_crawl(x, y, 'floor'):
239 # Must be in the tunnels already
240 self._level_layer = 'floor'
242 elif self._level.is_keypad(x, y):
243 self._level.press_keypad(x, y, self._roaches)
244 elif self._level.friend_at(x, y):
245 friend = self._level.friend_at(x, y)
246 self._level.remove_friend(friend)
247 self._friends.remove(friend)
249 elif self._level.item_at(x, y):
250 item = self._level.item_at(x, y)
251 self._level.remove_item(item)
252 self._items.remove(item)
253 self._gain_item(item)
254 elif self._level.is_exit(x, y):
255 next_level = self._level.get_exit_level()
257 WorldEvent('set', {'level.name': next_level}),
258 ChangeSceneEvent(GameLevelScene())]
260 def _fire_key(self, dt):
261 if self._last_key_down > self._key_rate:
262 self._last_key_down = 0
265 def _vehicle_management_key(self):
266 from .roach_management import RoachesScene
267 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
269 def on_key_down(self, key, mod, unicode):
270 x, y = self._player_pos
271 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
272 self._held_keys.clear()
273 self._held_keys.add(key)
274 # We do this so pressing the key has an instant effect, and can
276 self._last_key_down = self._key_rate + 0.01
277 return self._movement_key(key, 0.01)
279 return self._activate_key()
281 self._held_keys.clear()
282 self._held_keys.add(key)
283 self._last_key_down = self._key_rate + 0.01
284 return self._fire_key(0.01)
286 return self._change_vehicle()
288 return self._vehicle_management_key()
289 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
291 def on_key_up(self, key, mode):
292 self._held_keys.discard(key)
293 self._last_key_down = 0