Drop old weapon when picking up new one.
[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             return self._level.can_walk(x, y, self._level_layer)
150         elif self._mode == 'fly':
151             return self._level.can_fly(x, y, self._level_layer)
152         elif self._mode == 'crawl':
153             return self._level.can_crawl(x, y, self._level_layer)
154
155     def _set_angle(self, angle):
156         self._angle = angle
157         self._avatar.angle = angle
158
159     @defer_to_update
160     def _vehicle_changed(self, world):
161         self._roaches.remove(self._avatar)
162         self._vehicle = Vehicle.current(world)
163         self._avatar = self._vehicle.get_avatar(world)
164         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
165         self._roaches.add(self._avatar)
166         self._set_angle(self._angle)
167
168     @defer_to_update
169     def _add_roach(self, world):
170         world.roaches.append(build_roach(world))
171         self._vehicle_changed()
172
173     @defer_to_update
174     def _gain_item(self, world, item):
175         if item.item_type == "serum":
176             world.serums.append(item.item_data["serum"])
177         elif item.item_type == "weapon":
178             old_weapon = world.weapons.current
179             world.weapons.current = item.item_data["weapon"]
180             if old_weapon != "spit":
181                 clone = clone_old_item(item, weapon=old_weapon)
182                 self._level.items.append(clone)
183                 self._items.add(clone)
184         self._vehicle_changed()
185
186     @defer_to_update
187     def _change_vehicle(self, world):
188         vehicle = Vehicle.random()
189         world.vehicles.current = vehicle
190         self._vehicle_changed()
191
192     def update(self, world, engine, dt):
193         super().update(world, engine, dt)
194         events = world.pop_events()
195         for friend in self._friends:
196             friend.pos = self.calc_offset(
197                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
198         for item in self._items:
199             item.pos = self.calc_offset(
200                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
201         more = self._check_held_keys(dt)
202         if more:
203             events.extend(more)
204         return events
205
206     def _check_held_keys(self, dt):
207         for key in self._held_keys:
208             self._last_key_down += dt
209             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
210                 return self._movement_key(key, dt)
211             elif key == keys.X:
212                 return self._fire_key(dt)
213
214     def _movement_key(self, key, dt):
215         x, y = self._player_pos
216         for k, dp, angle in (
217             (keys.DOWN, (0, 1), 180),
218             (keys.UP, (0, -1), 0),
219             (keys.LEFT, (-1, 0), 90),
220             (keys.RIGHT, (1, 0), -90),
221         ):
222             if key == k:
223                 if (self._angle == angle and
224                         self._last_key_down > self._key_rate):
225                     nx, ny = x + dp[0], y + dp[1]
226                     if self._can_move(nx, ny):
227                         self._set_pos(nx, ny)
228                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
229                         self._set_angle(angle)
230                         self._last_key_down = 0
231                         return [MoveViewportEvent(offset)]
232                 else:
233                     # just turn
234                     self._set_angle(angle)
235
236     def _activate_key(self):
237         x, y = self._player_pos
238         if self._level.is_grate(x, y):
239             if (self._level_layer == 'floor' and
240                     self._level.can_crawl(x, y, 'floor')):
241                 if self._level.can_crawl(x, y, 'tunnels'):
242                     self._level_layer = 'tunnels'
243                     self._mode = 'crawl'
244             elif self._level.can_crawl(x, y, 'floor'):
245                 # Must be in the tunnels already
246                 self._level_layer = 'floor'
247                 self._mode = 'walk'
248         elif self._level.is_keypad(x, y):
249             self._level.press_keypad(x, y, self._roaches)
250         elif self._level.friend_at(x, y):
251             friend = self._level.friend_at(x, y)
252             self._level.remove_friend(friend)
253             self._friends.remove(friend)
254             self._add_roach()
255         elif self._level.item_at(x, y):
256             item = self._level.item_at(x, y)
257             self._level.remove_item(item)
258             self._items.remove(item)
259             self._gain_item(item)
260         elif self._level.is_exit(x, y):
261             next_level = self._level.get_exit_level()
262             return [
263                 WorldEvent('set', {'level.name': next_level}),
264                 ChangeSceneEvent(GameLevelScene())]
265
266     def _fire_key(self, dt):
267         if self._last_key_down > self._key_rate:
268             self._last_key_down = 0
269             print('Boom')
270
271     def _vehicle_management_key(self):
272         from .roach_management import RoachesScene
273         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
274
275     def on_key_down(self, key, mod, unicode):
276         x, y = self._player_pos
277         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
278             self._held_keys.clear()
279             self._held_keys.add(key)
280             # We do this so pressing the key has an instant effect, and can
281             # then be held
282             self._last_key_down = self._key_rate + 0.01
283             return self._movement_key(key, 0.01)
284         elif key == keys.C:
285             return self._activate_key()
286         elif key == keys.X:
287             self._held_keys.clear()
288             self._held_keys.add(key)
289             self._last_key_down = self._key_rate + 0.01
290             return self._fire_key(0.01)
291         elif key == keys.V:
292             return self._change_vehicle()
293         elif key == keys.Z:
294             return self._vehicle_management_key()
295         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
296
297     def on_key_up(self, key, mode):
298         self._held_keys.discard(key)
299         self._last_key_down = 0