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 ..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
16 class BaseLevelScene(Scene):
23 def enter(self, world):
24 self._level = levels.load(world.level.name)
25 self._tiles = self._level.tiles
26 self._level_layer = 'floor'
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:
38 for keypad in self._level.keypads:
39 self._keypads.add(keypad)
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
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
54 surface.blit(tile[layer_key], pos)
55 return surface.convert_alpha()
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)
67 def draw(self, screen):
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':
77 self._overlay, (0, 0),
78 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
79 special_flags=pgl.BLEND_MULT)
80 self.actors.draw(screen)
82 def on_key_down(self, key, mod, unicode):
83 if key == keys.ESCAPE:
84 from .menu import MenuScene
85 return [ChangeSceneEvent(MenuScene())]
88 class GameLevelScene(BaseLevelScene):
90 def enter(self, world):
91 self._held_keys = set()
92 if self._level is not None:
93 for generator in self._generators:
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)
105 self._angle_dp = (0, -1) # up
107 self._init_friendly_roaches()
108 self._init_generators()
110 self._last_key_down = 0
111 return self._init_roaches(world)
113 def _init_items(self):
114 for item in self._level.items:
115 self._items.add(item)
117 def _init_friendly_roaches(self):
118 for friend in self._level.friends:
119 self._friends.add(friend)
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
128 def _init_generators(self):
129 for generator in self._level.enemy_generators:
130 self._generators.add(generator)
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)
138 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
139 self._roaches.add(self._avatar)
140 # Fix viewport offset
143 x * TILE_SIZE - WIDTH // 2,
144 y * TILE_SIZE - HEIGHT // 2))]
146 def _set_pos(self, x, y):
147 self._player_pos = (x, y)
148 # print('At ', (x, y))
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)
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)
160 def _set_angle(self, angle, dp):
163 self._avatar.angle = angle
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)
175 def _add_roach(self, world):
176 world.roaches.append(build_roach(world))
177 self._vehicle_changed()
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()
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)
198 def _fire_bullet(self, bullet, pos, dp):
199 if len(self._bullets) >= 10:
201 bullet.game_pos = pos
204 bullet.level_layer = self._level_layer
205 self._bullets.add(bullet)
207 def _update_bullet(self, bullet, dt):
211 bullet.game_pos = pos = (
212 bullet.game_pos[0] + bullet.game_dp[0],
213 bullet.game_pos[1] + bullet.game_dp[1])
214 if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
215 self._bullets.remove(bullet)
218 def _fire_weapon(self, world):
219 weapon = weapon_by_name(world.weapons.current)
221 if weapon.bullet_range > 0:
223 weapon.assemble_bullet(), self._player_pos, self._angle_dp)
226 pos, dp = self._player_pos, self._angle_dp
227 pos = (pos[0] + dp[0], pos[1] + dp[1])
228 enemy = self._level.get_enemy(pos[0], pos[1])
230 self._hit_enemy(enemy, weapon)
233 def _change_vehicle(self, world):
234 vehicle = Vehicle.random()
235 world.vehicles.current = vehicle
236 self._vehicle_changed()
238 def update(self, world, engine, dt):
239 super().update(world, engine, dt)
240 events = world.pop_events()
241 for friend in self._friends:
242 friend.pos = self.calc_offset(
243 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
244 for item in self._items:
245 item.pos = self.calc_offset(
246 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
247 self._check_enemies()
248 for enemy in self._enemies:
249 enemy.pos = self.calc_offset(
250 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
251 for bullet in list(self._bullets):
252 self._update_bullet(bullet, dt)
253 bullet.pos = self.calc_offset(
254 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
255 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
256 more = self._check_held_keys(dt)
261 def _check_enemies(self):
262 if len(self._level.enemies) != len(self._enemies):
263 # New nemy has spawned
264 for enemy in self._level.enemies:
265 if enemy not in self._enemies:
266 self._enemies.add(enemy)
268 def _check_held_keys(self, dt):
269 for key in self._held_keys:
270 self._last_key_down += dt
271 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
272 return self._movement_key(key, dt)
274 return self._fire_key(dt)
276 def _movement_key(self, key, dt):
277 x, y = self._player_pos
278 for k, dp, angle in (
279 (keys.DOWN, (0, 1), 180),
280 (keys.UP, (0, -1), 0),
281 (keys.LEFT, (-1, 0), 90),
282 (keys.RIGHT, (1, 0), -90),
285 if (self._angle == angle and
286 self._last_key_down > self._key_rate):
287 nx, ny = x + dp[0], y + dp[1]
288 if self._can_move(nx, ny):
289 self._set_pos(nx, ny)
290 offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
291 self._set_angle(angle, dp)
292 self._last_key_down = 0
293 return [MoveViewportEvent(offset)]
296 self._set_angle(angle, dp)
298 def _activate_key(self):
299 x, y = self._player_pos
300 if self._level.is_grate(x, y):
301 if (self._level_layer == 'floor' and
302 self._level.can_crawl(x, y, 'floor')):
303 if self._level.can_crawl(x, y, 'tunnels'):
304 self._level_layer = 'tunnels'
306 elif self._level.can_crawl(x, y, 'floor'):
307 # Must be in the tunnels already
308 self._level_layer = 'floor'
310 elif self._level.is_keypad(x, y):
311 self._level.press_keypad(x, y, self._roaches)
312 elif self._level.friend_at(x, y):
313 friend = self._level.friend_at(x, y)
314 self._level.remove_friend(friend)
315 self._friends.remove(friend)
317 elif self._level.item_at(x, y):
318 item = self._level.item_at(x, y)
319 self._level.remove_item(item)
320 self._items.remove(item)
321 self._gain_item(item)
322 elif self._level.is_exit(x, y):
323 next_level = self._level.get_exit_level()
325 WorldEvent('set', {'level.name': next_level}),
326 ChangeSceneEvent(GameLevelScene())]
328 def _fire_key(self, dt):
329 if self._last_key_down > self._key_rate:
330 self._last_key_down = 0
333 def _vehicle_management_key(self):
334 from .roach_management import RoachesScene
335 return [ChangeSceneEvent(RoachesScene(level_scene=self))]
337 def on_key_down(self, key, mod, unicode):
338 x, y = self._player_pos
339 if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
340 self._held_keys.clear()
341 self._held_keys.add(key)
342 # We do this so pressing the key has an instant effect, and can
344 self._last_key_down = self._key_rate + 0.01
345 return self._movement_key(key, 0.01)
347 return self._activate_key()
349 self._held_keys.clear()
350 self._held_keys.add(key)
351 self._last_key_down = self._key_rate + 0.01
352 return self._fire_key(0.01)
354 return self._change_vehicle()
356 return self._vehicle_management_key()
357 return super(GameLevelScene, self).on_key_down(key, mod, unicode)
359 def on_key_up(self, key, mode):
360 self._held_keys.discard(key)
361 self._last_key_down = 0