Really gain items.
[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 ..roaches import build_roach
11 from ..vehicles.base import Vehicle
12
13
14 class BaseLevelScene(Scene):
15     """ Level scene. """
16
17     def __init__(self):
18         super().__init__()
19         self._level = None
20
21     def enter(self, world):
22         self._level = levels.load(world.level.name)
23         self._tiles = self._level.tiles
24         self._level_layer = 'floor'
25         self._surfaces = {}
26         self._overlay = {}
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:
34             self._doors.add(door)
35         for keypad in self._level.keypads:
36             self._keypads.add(keypad)
37
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
41         # overhead.
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
50                     continue
51                 surface.blit(tile[layer_key], pos)
52         return surface.convert_alpha()
53
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)
63
64     def draw(self, screen):
65         screen.clear()
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':
73             screen.surface.blit(
74                 self._overlay, (0, 0),
75                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
76                 special_flags=pgl.BLEND_MULT)
77         self.actors.draw(screen)
78
79     def on_key_down(self, key, mod, unicode):
80         if key == keys.ESCAPE:
81             from .menu import MenuScene
82             return [ChangeSceneEvent(MenuScene())]
83
84
85 class GameLevelScene(BaseLevelScene):
86
87     def enter(self, world):
88         self._held_keys = set()
89         if self._level is not None:
90             for generator in self._generators:
91                 generator.unpause()
92             return
93         super().enter(world)
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)
100         self._mode = 'walk'
101         self._angle = 0
102         self._init_items()
103         self._init_friendly_roaches()
104         self._init_generators()
105         self._key_rate = 0.2
106         self._last_key_down = 0
107         return self._init_roaches(world)
108
109     def _init_items(self):
110         for item in self._level.items:
111             self._items.add(item)
112
113     def _init_friendly_roaches(self):
114         for friend in self._level.friends:
115             self._friends.add(friend)
116
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
121             # management view)
122             generator.pause()
123
124     def _init_generators(self):
125         for generator in self._level.enemy_generators:
126             self._generators.add(generator)
127             generator.unpause()
128
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)
133         self._set_pos(x, y)
134         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
135         self._roaches.add(self._avatar)
136         # Fix viewport offset
137         return [
138             MoveViewportEvent((
139                 x * TILE_SIZE - WIDTH // 2,
140                 y * TILE_SIZE - HEIGHT // 2))]
141
142     def _set_pos(self, x, y):
143         self._player_pos = (x, y)
144         # print('At ', (x, y))
145
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)
153
154     def _set_angle(self, angle):
155         self._angle = angle
156         self._avatar.angle = angle
157
158     @defer_to_update
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)
166
167     @defer_to_update
168     def _add_roach(self, world):
169         world.roaches.append(build_roach(world))
170         self._vehicle_changed()
171
172     @defer_to_update
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()
179
180     @defer_to_update
181     def _change_vehicle(self, world):
182         vehicle = Vehicle.random()
183         world.vehicles.current = vehicle
184         self._vehicle_changed()
185
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)
196         if more:
197             events.extend(more)
198         return events
199
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)
205             elif key == keys.X:
206                 return self._fire_key(dt)
207
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),
215         ):
216             if key == k:
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)]
226                 else:
227                     # just turn
228                     self._set_angle(angle)
229
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'
237                     self._mode = 'crawl'
238             elif self._level.can_crawl(x, y, 'floor'):
239                 # Must be in the tunnels already
240                 self._level_layer = 'floor'
241                 self._mode = 'walk'
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)
248             self._add_roach()
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()
256             return [
257                 WorldEvent('set', {'level.name': next_level}),
258                 ChangeSceneEvent(GameLevelScene())]
259
260     def _fire_key(self, dt):
261         if self._last_key_down > self._key_rate:
262             self._last_key_down = 0
263             print('Boom')
264
265     def _vehicle_management_key(self):
266         from .roach_management import RoachesScene
267         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
268
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
275             # then be held
276             self._last_key_down = self._key_rate + 0.01
277             return self._movement_key(key, 0.01)
278         elif key == keys.C:
279             return self._activate_key()
280         elif key == keys.X:
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)
285         elif key == keys.V:
286             return self._change_vehicle()
287         elif key == keys.Z:
288             return self._vehicle_management_key()
289         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
290
291     def on_key_up(self, key, mode):
292         self._held_keys.discard(key)
293         self._last_key_down = 0