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 Scene, ChangeSceneEvent, MoveViewportEvent
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..vehicles.base import Vehicle
12 class BaseLevelScene(Scene):
15 def enter(self, world):
16 self._level = levels.load(world.level.name)
17 self._tiles = self._level.tiles
18 self._level_layer = 'floor'
21 for layer in ['floor', 'tunnels']:
22 self._surfaces[layer] = self._render(layer)
23 self._overlay = self._surfaces['floor'].copy()
24 self._doors = self.actors.add_layer("doors", level=9)
25 self._keypads = self.actors.add_layer("keypads", level=8)
26 # These are already Actors
27 for door in self._level.doors:
29 for keypad in self._level.keypads:
30 self._keypads.add(keypad)
32 def _render(self, layer):
33 # We cache the rendered surface to avoid doing a large number
34 # of blits each frame, as that introduces a large performance
36 surface = Surface((len(self._tiles[0]) * TILE_SIZE,
37 len(self._tiles) * TILE_SIZE))
38 layer_key = '%s image' % layer
39 for y, row in enumerate(self._tiles):
40 for x, tile in enumerate(row):
41 pos = (x * TILE_SIZE, y * TILE_SIZE)
42 if layer_key not in tile:
43 # Skip broken tiles for now
45 surface.blit(tile[layer_key], pos)
46 return surface.convert_alpha()
48 def update(self, world, engine, dt):
49 """Fix the door and keypad positions"""
50 for door in self._doors:
51 door.pos = engine.calc_offset(door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
52 for keypad in self._keypads:
53 keypad.pos = engine.calc_offset(keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
55 def draw(self, screen, viewport):
57 # Viewport is the position of the screen relative to the
58 # surface. We need the position of the surface relative to
59 # the screen for the blit, so this conversion
60 screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
61 area=(viewport[0], viewport[1], WIDTH, HEIGHT))
62 if self._level_layer != 'floor':
63 screen.surface.blit(self._overlay, (0, 0),
64 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
65 special_flags=pgl.BLEND_MULT)
66 self.actors.draw(screen)
68 def on_key_down(self, key, mod, unicode):
69 if key == keys.ESCAPE:
70 from .menu import MenuScene
71 return [ChangeSceneEvent(MenuScene())]
74 class GameLevelScene(BaseLevelScene):
76 def enter(self, world):
78 self._roaches = self.actors.add_layer("roaches", level=10)
79 self._vehicle = Vehicle.current(world)
82 return self._init_roaches(world)
84 def _init_roaches(self, world):
85 x, y = self._level.start_pos
86 self._level_layer = 'floor'
87 self._avatar = self._vehicle.get_avatar(world)
89 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
90 self._roaches.add(self._avatar)
92 return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
94 def _set_pos(self, x, y):
95 self._player_pos = (x, y)
96 print('Now at ', x, y)
98 def _can_move(self, x, y):
99 if self._mode == 'walk':
100 return self._level.can_walk(x, y, self._level_layer)
101 elif self._mode == 'fly':
102 return self._level.can_fly(x, y, self._level_layer)
103 elif self._mode == 'crawl':
104 return self._level.can_crawl(x, y, self._level_layer)
106 def _set_angle(self, angle):
108 self._avatar.angle = angle
110 def update(self, world, engine, dt):
111 if self._vehicle.changed():
112 self._roaches.remove(self._avatar)
113 self._avatar = self._vehicle.get_avatar(world)
114 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
115 self._roaches.add(self._avatar)
116 self._avatar.set_angle(self._angle)
117 super().update(world, engine, dt)
119 def on_key_down(self, key, mod, unicode):
121 x, y = self._player_pos
123 if self._can_move(x, y + 1):
124 self._set_pos(x, y + 1)
125 offset = (0, TILE_SIZE)
128 if self._can_move(x, y - 1):
129 self._set_pos(x, y - 1)
130 offset = (0, -TILE_SIZE)
132 elif key == keys.LEFT:
133 if self._can_move(x - 1, y):
134 self._set_pos(x - 1, y)
135 offset = (-TILE_SIZE, 0)
137 elif key == keys.RIGHT:
138 if self._can_move(x + 1, y):
139 self._set_pos(x + 1, y)
140 offset = (TILE_SIZE, 0)
144 if self._level.is_grate(x, y):
145 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
146 if self._level.can_crawl(x, y, 'tunnels'):
147 self._level_layer = 'tunnels'
149 elif self._level.can_crawl(x, y, 'floor'):
150 # Must be in the tunnels already
151 self._level_layer = 'floor'
153 elif self._level.is_keypad(x, y):
154 self._level.press_keypad(x, y, self._roaches)
161 print('Vehicle key pressed')
163 return [MoveViewportEvent(offset)]
164 return super(GameLevelScene, self).on_key_down(key, mod, unicode)