Doors can open (and also close)
[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
8 from ..constants import TILE_SIZE, WIDTH, HEIGHT
9 from ..roaches import default_roaches
10
11
12 class BaseLevelScene(Scene):
13     """ Level scene. """
14
15     def enter(self, world):
16         self._level = levels.load(world.level.name)
17         self._tiles = self._level.tiles
18         self._level_layer = 'floor'
19         self._surfaces = {}
20         self._overlay = {}
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:
28             self._doors.add(door)
29         for keypad in self._level.keypads:
30             self._keypads.add(keypad)
31
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
35         # overhead.
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
44                     continue
45                 surface.blit(tile[layer_key], pos)
46         return surface.convert_alpha()
47
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)
54
55     def draw(self, screen, viewport):
56         screen.clear()
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)
67
68     def on_key_down(self, key, mod, unicode):
69         if key == keys.ESCAPE:
70             from .menu import MenuScene
71             return [ChangeSceneEvent(MenuScene())]
72
73
74 class GameLevelScene(BaseLevelScene):
75
76     def enter(self, world):
77         super().enter(world)
78         self._roaches = self.actors.add_layer("roaches", level=10)
79         self._mode = 'walk'
80         return self._init_roaches(world.roaches)
81
82     def _init_roaches(self, roaches):
83         for roach in roaches:
84             roach_actor = self._roaches.add(default_roaches.assemble(roach))
85             roach_actor.anchor = (0, 0)
86             roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
87         x, y = self._level.start_pos
88         self._set_pos(x, y)
89         self._level_layer = 'floor'
90         # Fix viewport offset
91         return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
92
93     def _set_pos(self, x, y):
94         self._player_pos = (x, y)
95         print('Now at ', x, y)
96
97     def _can_move(self, x, y):
98         if self._mode == 'walk':
99             return self._level.can_walk(x, y, self._level_layer)
100         elif self._mode == 'fly':
101             return self._level.can_fly(x, y, self._level_layer)
102         elif self._mode == 'crawl':
103             return self._level.can_crawl(x, y, self._level_layer)
104
105     def _set_angle(self, angle):
106         for roach in self._roaches:
107             roach.angle = angle
108
109     def on_key_down(self, key, mod, unicode):
110         offset = None
111         x, y = self._player_pos
112         if key == keys.DOWN:
113             if self._can_move(x, y + 1):
114                 self._set_pos(x, y + 1)
115                 offset = (0, TILE_SIZE)
116                 self._set_angle(180)
117         elif key == keys.UP:
118             if self._can_move(x, y - 1):
119                 self._set_pos(x, y - 1)
120                 offset = (0, -TILE_SIZE)
121                 self._set_angle(0)
122         elif key == keys.LEFT:
123             if self._can_move(x - 1, y):
124                 self._set_pos(x - 1, y)
125                 offset = (-TILE_SIZE, 0)
126                 self._set_angle(90)
127         elif key == keys.RIGHT:
128             if self._can_move(x + 1, y):
129                 self._set_pos(x + 1, y)
130                 offset = (TILE_SIZE, 0)
131                 self._set_angle(270)
132         elif key == keys.C:
133             # Activate
134             if self._level.is_grate(x, y):
135                 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
136                     if self._level.can_crawl(x, y, 'tunnels'):
137                         self._level_layer = 'tunnels'
138                         self._mode = 'crawl'
139                 elif self._level.can_crawl(x, y, 'floor'):
140                     # Must be in the tunnels already
141                     self._level_layer = 'floor'
142                     self._mode = 'walk'
143             elif self._level.is_keypad(x, y):
144                 self._level.press_keypad(x, y, self._roaches)
145             return
146         elif key == keys.X:
147             # Fire
148             print('Boom')
149         elif key == keys.V:
150             # Leave vehicle
151             print('Vehicle key pressed')
152             
153         if offset:
154             return [MoveViewportEvent(offset)]
155         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
156         
157