e26d11dbe5e1b8858be77d3d8ef8b2f2186afdba
[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 Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..roaches import build_roach
10 from ..vehicles.base import Vehicle
11
12
13 class BaseLevelScene(Scene):
14     """ Level scene. """
15
16     def __init__(self):
17         super().__init__()
18         self._level = None
19
20     def enter(self, world):
21         self._level = levels.load(world.level.name)
22         self._tiles = self._level.tiles
23         self._level_layer = 'floor'
24         self._surfaces = {}
25         self._overlay = {}
26         for layer in ['floor', 'tunnels']:
27             self._surfaces[layer] = self._render(layer)
28         self._overlay = self._surfaces['floor'].copy()
29         self._doors = self.actors.add_layer("doors", level=9)
30         self._keypads = self.actors.add_layer("keypads", level=8)
31         # These are already Actors
32         for door in self._level.doors:
33             self._doors.add(door)
34         for keypad in self._level.keypads:
35             self._keypads.add(keypad)
36
37     def _render(self, layer):
38         # We cache the rendered surface to avoid doing a large number
39         # of blits each frame, as that introduces a large performance
40         # overhead.
41         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
42                            len(self._tiles) * TILE_SIZE))
43         layer_key = '%s image' % layer
44         for y, row in enumerate(self._tiles):
45             for x, tile in enumerate(row):
46                 pos = (x * TILE_SIZE, y * TILE_SIZE)
47                 if layer_key not in tile:
48                     # Skip broken tiles for now
49                     continue
50                 surface.blit(tile[layer_key], pos)
51         return surface.convert_alpha()
52
53     def update(self, world, engine, dt):
54         """Fix the door and keypad positions"""
55         super().update(world, engine, dt)
56         for door in self._doors:
57             door.pos = self.calc_offset(
58                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
59         for keypad in self._keypads:
60             keypad.pos = self.calc_offset(
61                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
62
63     def draw(self, screen):
64         screen.clear()
65         # Viewport is the position of the screen relative to the
66         # surface. We need the position of the surface relative to
67         # the screen for the blit, so this conversion
68         viewport = self.viewport
69         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
70                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
71         if self._level_layer != 'floor':
72             screen.surface.blit(
73                 self._overlay, (0, 0),
74                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
75                 special_flags=pgl.BLEND_MULT)
76         self.actors.draw(screen)
77
78     def on_key_down(self, key, mod, unicode):
79         if key == keys.ESCAPE:
80             from .menu import MenuScene
81             return [ChangeSceneEvent(MenuScene())]
82
83
84 class GameLevelScene(BaseLevelScene):
85
86     def enter(self, world):
87         self._held_keys = set()
88         if self._level is not None:
89             for generator in self._generators:
90                 generator.unpause()
91             return
92         super().enter(world)
93         self._roaches = self.actors.add_layer("roaches", level=10)
94         self._friends = self.actors.add_layer("friendly roaches", level=9)
95         self._items = self.actors.add_layer("items", level=9)
96         self._generators = self.actors.add_layer("enemy generators", level=8)
97         self._enemies = self.actors.add_layer("enemies", level=7)
98         self._vehicle = Vehicle.current(world)
99         self._mode = 'walk'
100         self._angle = 0
101         self._init_items()
102         self._init_friendly_roaches()
103         self._init_generators()
104         self._key_rate = 0.2
105         self._last_key_down = 0
106         return self._init_roaches(world)
107
108     def _init_items(self):
109         for item in self._level.items:
110             self._items.add(item)
111
112     def _init_friendly_roaches(self):
113         for friend in self._level.friends:
114             self._friends.add(friend)
115
116     def exit(self, world):
117         for generator in self._generators:
118             # We don't want these running while we're on other levels, but we don't want to delete them
119             # here either (because of the vehicle management view)
120             generator.pause()
121
122     def _init_generators(self):
123         for generator in self._level.enemy_generators:
124             self._generators.add(generator)
125             generator.unpause()
126
127     def _init_roaches(self, world):
128         x, y = self._level.start_pos
129         self._level_layer = 'floor'
130         self._avatar = self._vehicle.get_avatar(world)
131         self._set_pos(x, y)
132         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
133         self._roaches.add(self._avatar)
134         # Fix viewport offset
135         return [
136             MoveViewportEvent((
137                 x * TILE_SIZE - WIDTH // 2,
138                 y * TILE_SIZE - HEIGHT // 2))]
139
140     def _set_pos(self, x, y):
141         self._player_pos = (x, y)
142         # print('At ', (x, y))
143
144     def _can_move(self, x, y):
145         if self._mode == 'walk':
146             return self._level.can_walk(x, y, self._level_layer)
147         elif self._mode == 'fly':
148             return self._level.can_fly(x, y, self._level_layer)
149         elif self._mode == 'crawl':
150             return self._level.can_crawl(x, y, self._level_layer)
151
152     def _set_angle(self, angle):
153         self._angle = angle
154         self._avatar.angle = angle
155
156     @defer_to_update
157     def _vehicle_changed(self, world):
158         self._roaches.remove(self._avatar)
159         self._vehicle = Vehicle.current(world)
160         self._avatar = self._vehicle.get_avatar(world)
161         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
162         self._roaches.add(self._avatar)
163         self._set_angle(self._angle)
164
165     @defer_to_update
166     def _add_roach(self, world):
167         world.roaches.append(build_roach(world))
168         self._vehicle_changed()
169
170     @defer_to_update
171     def _change_vehicle(self, world):
172         vehicle = Vehicle.random()
173         world.vehicles.current = vehicle
174         self._vehicle_changed()
175
176     def update(self, world, engine, dt):
177         super().update(world, engine, dt)
178         events = world.pop_events()
179         for friend in self._friends:
180             friend.pos = self.calc_offset(
181                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
182         for item in self._items:
183             item.pos = self.calc_offset(
184                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
185         more = self._check_held_keys(dt)
186         if more:
187             events.extend(more)
188         return events
189
190     def _check_held_keys(self, dt):
191         for key in self._held_keys:
192             self._last_key_down += dt
193             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
194                 return self._movement_key(key, dt)
195             elif key == keys.X:
196                 return self._fire_key(dt)
197
198     def _movement_key(self, key, dt):
199         x, y = self._player_pos
200         for k, dp, angle in (
201             (keys.DOWN, (0, 1), 180),
202             (keys.UP, (0, -1), 0),
203             (keys.LEFT, (-1, 0), 90),
204             (keys.RIGHT, (1, 0), -90),
205         ):
206             if key == k:
207                 if self._angle == angle and self._last_key_down > self._key_rate:
208                     nx, ny = x + dp[0], y + dp[1]
209                     if self._can_move(nx, ny):
210                         self._set_pos(nx, ny)
211                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
212                         self._set_angle(angle)
213                         self._last_key_down = 0
214                         return [MoveViewportEvent(offset)]
215                 else:
216                     # just turn
217                     self._set_angle(angle)
218
219     def _activate_key(self):
220         x, y = self._player_pos
221         if self._level.is_grate(x, y):
222             if (self._level_layer == 'floor' and
223                     self._level.can_crawl(x, y, 'floor')):
224                 if self._level.can_crawl(x, y, 'tunnels'):
225                     self._level_layer = 'tunnels'
226                     self._mode = 'crawl'
227             elif self._level.can_crawl(x, y, 'floor'):
228                 # Must be in the tunnels already
229                 self._level_layer = 'floor'
230                 self._mode = 'walk'
231         elif self._level.is_keypad(x, y):
232             self._level.press_keypad(x, y, self._roaches)
233         elif self._level.friend_at(x, y):
234             friend = self._level.friend_at(x, y)
235             self._level.remove_friend(friend)
236             self._friends.remove(friend)
237             self._add_roach()
238         elif self._level.item_at(x, y):
239             item = self._level.item_at(x, y)
240             self._level.remove_item(item)
241             self._items.remove(item)
242         elif self._level.is_exit(x, y):
243             next_level = self._level.get_exit_level()
244             return [
245                 WorldEvent('set', {'level.name': next_level}),
246                 ChangeSceneEvent(GameLevelScene())]
247
248     def _fire_key(self, dt):
249         if self._last_key_down > self._key_rate:
250             self._last_key_down = 0
251             print('Boom')
252
253     def _vehicle_management_key(self):
254         from .roach_management import RoachesScene
255         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
256
257     def on_key_down(self, key, mod, unicode):
258         x, y = self._player_pos
259         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
260             self._held_keys.clear()
261             self._held_keys.add(key)
262             # We do this so pressing the key has an instant effect, and can then be held
263             self._last_key_down = self._key_rate + 0.01
264             return self._movement_key(key, 0.01)
265         elif key == keys.C:
266             return self._activate_key()
267         elif key == keys.X:
268             self._held_keys.clear()
269             self._held_keys.add(key)
270             self._last_key_down = self._key_rate + 0.01
271             return self._fire_key(0.01)
272         elif key == keys.V:
273             return self._change_vehicle()
274         elif key == keys.Z:
275             return self._vehicle_management_key()
276         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
277
278     def on_key_up(self, key, mode):
279         self._held_keys.discard(key)
280         self._last_key_down = 0