Very statis hud.
[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, create_new_item
11 from ..hud import HudActor
12 from ..roaches import build_roach
13 from ..vehicles.base import Vehicle
14 from ..weapons import weapon_by_name
15
16
17 class PlayerStats:
18     def __init__(self, world):
19         roaches = world.roaches
20         self.health = sum(r.health for r in roaches)
21         self.smart = self._count_attr("smart", roaches)
22         self.fast = self._count_attr("fast", roaches)
23         self.strong = self._count_attr("strong", roaches)
24
25     def __str__(self):
26         return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
27             self.health, self.smart, self.fast, self.strong)
28
29     def __eq__(self, other):
30         if not isinstance(other, PlayerStats):
31             return NotImplemented
32         return all(
33             (self.health == other.health, self.smart == other.smart,
34              self.fast == other.fast, self.strong == other.strong))
35
36     def _count_attr(self, attr, roaches):
37         attrs = [r[attr] for r in roaches]
38         attrs = [a for a in attrs if a]
39         return len(attrs)
40
41
42 class BaseLevelScene(Scene):
43     """ Level scene. """
44
45     def __init__(self):
46         super().__init__()
47         self._level = None
48         self._stats = None
49
50     def enter(self, world):
51         self._level = levels.load(world.level.name)
52         self._tiles = self._level.tiles
53         self._level_layer = 'floor'
54         self._surfaces = {}
55         self._overlay = {}
56         for layer in ['floor', 'tunnels']:
57             self._surfaces[layer] = self._render(layer)
58         self._overlay = self._surfaces['floor'].copy()
59         self._doors = self.actors.add_layer("doors", level=9)
60         self._keypads = self.actors.add_layer("keypads", level=8)
61         self._bullets = self.actors.add_layer("bullets", level=10)
62         # These are already Actors
63         for door in self._level.doors:
64             self._doors.add(door)
65         for keypad in self._level.keypads:
66             self._keypads.add(keypad)
67
68     def _render(self, layer):
69         # We cache the rendered surface to avoid doing a large number
70         # of blits each frame, as that introduces a large performance
71         # overhead.
72         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
73                            len(self._tiles) * TILE_SIZE))
74         layer_key = '%s image' % layer
75         for y, row in enumerate(self._tiles):
76             for x, tile in enumerate(row):
77                 pos = (x * TILE_SIZE, y * TILE_SIZE)
78                 if layer_key not in tile:
79                     # Skip broken tiles for now
80                     continue
81                 surface.blit(tile[layer_key], pos)
82         return surface.convert_alpha()
83
84     def update(self, world, engine, dt):
85         """Fix the door and keypad positions"""
86         super().update(world, engine, dt)
87         for door in self._doors:
88             door.pos = self.calc_offset(
89                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
90         for keypad in self._keypads:
91             keypad.pos = self.calc_offset(
92                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
93
94     def draw(self, screen):
95         screen.clear()
96         # Viewport is the position of the screen relative to the
97         # surface. We need the position of the surface relative to
98         # the screen for the blit, so this conversion
99         viewport = self.viewport
100         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
101                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
102         if self._level_layer != 'floor':
103             screen.surface.blit(
104                 self._overlay, (0, 0),
105                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
106                 special_flags=pgl.BLEND_MULT)
107         self.actors.draw(screen)
108
109     def on_key_down(self, key, mod, unicode):
110         if key == keys.ESCAPE:
111             from .menu import MenuScene
112             return [ChangeSceneEvent(MenuScene())]
113
114
115 class GameLevelScene(BaseLevelScene):
116
117     def enter(self, world):
118         self._held_keys = set()
119         if self._level is not None:
120             for generator in self._generators:
121                 generator.unpause()
122             return
123         self._update_player_stats(world)
124         super().enter(world)
125         self._roaches = self.actors.add_layer("roaches", level=10)
126         self._friends = self.actors.add_layer("friendly roaches", level=9)
127         self._items = self.actors.add_layer("items", level=9)
128         self._generators = self.actors.add_layer("enemy generators", level=8)
129         self._enemies = self.actors.add_layer("enemies", level=11)
130         self._hud = self.actors.add_layer("hud", level=12)
131         self._hud.add(HudActor(
132             self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
133         self._vehicle = Vehicle.current(world)
134         self._mode = 'walk'
135         self._angle = 0  # up
136         self._angle_dp = (0, -1)  # up
137         self._init_items()
138         self._init_friendly_roaches()
139         self._init_generators()
140         self._key_rate = 0.2
141         self._last_key_down = 0
142         return self._init_roaches(world)
143
144     def _init_items(self):
145         for item in self._level.items:
146             self._items.add(item)
147
148     def _init_friendly_roaches(self):
149         for friend in self._level.friends:
150             self._friends.add(friend)
151
152     def exit(self, world):
153         for generator in self._generators:
154             # We don't want these running while we're on other levels, but we
155             # don't want to delete them here either (because of the vehicle
156             # management view)
157             generator.pause()
158
159     def _init_generators(self):
160         for generator in self._level.enemy_generators:
161             self._generators.add(generator)
162             generator.unpause()
163
164     def _init_roaches(self, world):
165         x, y = self._level.start_pos
166         self._level_layer = 'floor'
167         self._avatar = self._vehicle.get_avatar(world)
168         self._set_pos(x, y)
169         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
170         self._roaches.add(self._avatar)
171         # Fix viewport offset
172         return [
173             MoveViewportEvent((
174                 x * TILE_SIZE - WIDTH // 2,
175                 y * TILE_SIZE - HEIGHT // 2))]
176
177     def _set_pos(self, x, y):
178         self._player_pos = (x, y)
179         # print('At ', (x, y))
180
181     def _can_move(self, x, y):
182         if self._mode == 'walk':
183             if not self._level.enemy_at(x, y):
184                 return self._level.can_walk(x, y, self._level_layer)
185             return False
186         elif self._mode == 'fly':
187             return self._level.can_fly(x, y, self._level_layer)
188         elif self._mode == 'crawl':
189             return self._level.can_crawl(x, y, self._level_layer)
190
191     def _set_angle(self, angle, dp):
192         self._angle = angle
193         self._angle_dp = dp
194         self._avatar.angle = angle
195
196     @defer_to_update
197     def _vehicle_changed(self, world):
198         self._roaches.remove(self._avatar)
199         self._vehicle = Vehicle.current(world)
200         self._avatar = self._vehicle.get_avatar(world)
201         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
202         self._roaches.add(self._avatar)
203         self._set_angle(self._angle, self._angle_dp)
204
205     @defer_to_update
206     def _add_roach(self, world):
207         world.roaches.append(build_roach(world))
208         self._vehicle_changed()
209
210     @defer_to_update
211     def _gain_item(self, world, item):
212         if item.item_type == "serum":
213             world.serums.append(item.item_data["serum"])
214         elif item.item_type == "weapon":
215             old_weapon = world.weapons.current
216             world.weapons.current = item.item_data["weapon"]
217             if old_weapon != "spit":
218                 clone = clone_old_item(item, weapon=old_weapon)
219                 self._level.items.append(clone)
220                 self._items.add(clone)
221         self._vehicle_changed()
222
223     def _hit_enemy(self, enemy, weapon):
224         enemy.health -= weapon.damage
225         if enemy.health <= 0:
226             self._level.remove_enemy(enemy)
227             self._enemies.remove(enemy)
228
229     def _fire_bullet(self, bullet, pos, dp, angle):
230         if len(self._bullets) >= 10:
231             return
232         bullet.game_pos = pos
233         bullet.game_dp = dp
234         bullet.dt = 0
235         bullet.level_layer = self._level_layer
236         bullet.angle = angle
237         self._bullets.add(bullet)
238
239     def _check_for_bullet_hits(self):
240         for bullet in list(self._bullets):
241             for enemy in list(self._enemies):
242                 if enemy.collidepoint(bullet.pos):
243                     self._hit_enemy(enemy, bullet.weapon)
244                     self._bullets.remove(bullet)
245
246     def _update_bullet(self, bullet, dt):
247         bullet.dt += dt
248         if bullet.dt > 0.1:
249             bullet.dt = 0
250             bullet.game_pos = pos = (
251                 bullet.game_pos[0] + bullet.game_dp[0],
252                 bullet.game_pos[1] + bullet.game_dp[1])
253             if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
254                 self._bullets.remove(bullet)
255
256     @defer_to_update
257     def _fire_weapon(self, world):
258         weapon = weapon_by_name(world.weapons.current)
259         weapon.play_sound()
260         if weapon.bullet_range > 0:
261             self._fire_bullet(
262                 weapon.assemble_bullet(), self._player_pos, self._angle_dp,
263                 self._angle)
264         else:
265             # melee
266             pos, dp = self._player_pos, self._angle_dp
267             pos = (pos[0] + dp[0], pos[1] + dp[1])
268             enemy = self._level.get_enemy(pos[0], pos[1])
269             if enemy:
270                 self._hit_enemy(enemy, weapon)
271
272     @defer_to_update
273     def _change_vehicle(self, world):
274         x, y = self._player_pos
275
276         old_vehicle = world.vehicles.current
277
278         item = self._level.item_at(x, y)
279
280         if item and item.item_type == "vehicle":
281             world.vehicles.current = item.item_data["vehicle"]
282             self._level.remove_item(item)
283             self._items.remove(item)
284         else:
285             world.vehicles.current = "walking"
286
287         if old_vehicle != "walking":
288             dropped_vehicle = create_new_item(
289                 "vehicle", (x, y), vehicle=old_vehicle)
290             self._level.items.append(dropped_vehicle)
291             self._items.add(dropped_vehicle)
292
293         self._vehicle_changed()
294
295     def update(self, world, engine, dt):
296         super().update(world, engine, dt)
297         events = world.pop_events()
298         for friend in self._friends:
299             friend.pos = self.calc_offset(
300                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
301         for item in self._items:
302             item.pos = self.calc_offset(
303                 item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
304         self._check_enemies()
305         for enemy in self._enemies:
306             enemy.pos = self.calc_offset(
307                 enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
308         for bullet in list(self._bullets):
309             self._update_bullet(bullet, dt)
310             bullet.pos = self.calc_offset(
311                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
312                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
313         self._check_for_bullet_hits()
314         self._update_player_stats(world)
315         self._hud[0].stats = self._stats
316         more = self._check_held_keys(dt)
317         if more:
318             events.extend(more)
319         return events
320
321     def _update_player_stats(self, world):
322         self._stats = PlayerStats(world)
323
324     def _check_enemies(self):
325         if len(self._level.enemies) != len(self._enemies):
326             # New nemy has spawned
327             for enemy in self._level.enemies:
328                 if enemy not in self._enemies:
329                     self._enemies.add(enemy)
330
331     def _check_held_keys(self, dt):
332         for key in self._held_keys:
333             self._last_key_down += dt
334             if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
335                 return self._movement_key(key, dt)
336             elif key == keys.X:
337                 return self._fire_key(dt)
338
339     def _movement_key(self, key, dt):
340         x, y = self._player_pos
341         for k, dp, angle in (
342             (keys.DOWN, (0, 1), 180),
343             (keys.UP, (0, -1), 0),
344             (keys.LEFT, (-1, 0), 90),
345             (keys.RIGHT, (1, 0), -90),
346         ):
347             if key == k:
348                 if (self._angle == angle and
349                         self._last_key_down > self._key_rate):
350                     nx, ny = x + dp[0], y + dp[1]
351                     if self._can_move(nx, ny):
352                         self._set_pos(nx, ny)
353                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
354                         self._set_angle(angle, dp)
355                         self._last_key_down = 0
356                         return [MoveViewportEvent(offset)]
357                 else:
358                     # just turn
359                     self._set_angle(angle, dp)
360
361     def _activate_key(self):
362         x, y = self._player_pos
363         if self._level.is_grate(x, y):
364             if (self._level_layer == 'floor' and
365                     self._level.can_crawl(x, y, 'floor')):
366                 if self._level.can_crawl(x, y, 'tunnels'):
367                     self._level_layer = 'tunnels'
368                     self._mode = 'crawl'
369             elif self._level.can_crawl(x, y, 'floor'):
370                 # Must be in the tunnels already
371                 self._level_layer = 'floor'
372                 self._mode = 'walk'
373         elif self._level.is_keypad(x, y):
374             self._level.press_keypad(x, y, self._roaches)
375         elif self._level.friend_at(x, y):
376             friend = self._level.friend_at(x, y)
377             self._level.remove_friend(friend)
378             self._friends.remove(friend)
379             self._add_roach()
380         elif self._level.item_at(x, y):
381             item = self._level.item_at(x, y)
382             if item.item_type != "vehicle":
383                 self._level.remove_item(item)
384                 self._items.remove(item)
385                 self._gain_item(item)
386         elif self._level.is_exit(x, y):
387             next_level = self._level.get_exit_level()
388             return [
389                 WorldEvent('set', {'level.name': next_level}),
390                 ChangeSceneEvent(GameLevelScene())]
391
392     def _fire_key(self, dt):
393         if self._last_key_down > self._key_rate:
394             self._last_key_down = 0
395             self._fire_weapon()
396
397     def _vehicle_management_key(self):
398         from .roach_management import RoachesScene
399         return [ChangeSceneEvent(RoachesScene(level_scene=self))]
400
401     def on_key_down(self, key, mod, unicode):
402         x, y = self._player_pos
403         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
404             firing = (keys.X in self._held_keys)
405             self._held_keys.clear()
406             self._held_keys.add(key)
407             if firing:
408                 self._held_keys.add(keys.X)
409             # We do this so pressing the key has an instant effect, and can
410             # then be held
411             self._last_key_down = self._key_rate + 0.01
412             return self._movement_key(key, 0.01)
413         elif key == keys.C:
414             return self._activate_key()
415         elif key == keys.X:
416             self._held_keys.clear()
417             self._held_keys.add(key)
418             self._last_key_down = self._key_rate + 0.01
419             return self._fire_key(0.01)
420         elif key == keys.V:
421             return self._change_vehicle()
422         elif key == keys.Z:
423             return self._vehicle_management_key()
424         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
425
426     def on_key_up(self, key, mode):
427         self._held_keys.discard(key)
428         self._last_key_down = 0