Minor clean-ups.
[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 ..vehicles.base import Vehicle
10
11
12 class BaseLevelScene(Scene):
13     """ Level scene. """
14
15     def __init__(self):
16         super().__init__()
17         self._level = None
18
19     def enter(self, world):
20         self._level = levels.load(world.level.name)
21         self._tiles = self._level.tiles
22         self._level_layer = 'floor'
23         self._surfaces = {}
24         self._overlay = {}
25         for layer in ['floor', 'tunnels']:
26             self._surfaces[layer] = self._render(layer)
27         self._overlay = self._surfaces['floor'].copy()
28         self._doors = self.actors.add_layer("doors", level=9)
29         self._keypads = self.actors.add_layer("keypads", level=8)
30         # These are already Actors
31         for door in self._level.doors:
32             self._doors.add(door)
33         for keypad in self._level.keypads:
34             self._keypads.add(keypad)
35
36     def _render(self, layer):
37         # We cache the rendered surface to avoid doing a large number
38         # of blits each frame, as that introduces a large performance
39         # overhead.
40         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
41                            len(self._tiles) * TILE_SIZE))
42         layer_key = '%s image' % layer
43         for y, row in enumerate(self._tiles):
44             for x, tile in enumerate(row):
45                 pos = (x * TILE_SIZE, y * TILE_SIZE)
46                 if layer_key not in tile:
47                     # Skip broken tiles for now
48                     continue
49                 surface.blit(tile[layer_key], pos)
50         return surface.convert_alpha()
51
52     def update(self, world, engine, dt):
53         """Fix the door and keypad positions"""
54         for door in self._doors:
55             door.pos = engine.calc_offset(
56                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
57         for keypad in self._keypads:
58             keypad.pos = engine.calc_offset(
59                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
60
61     def draw(self, screen, viewport):
62         screen.clear()
63         # Viewport is the position of the screen relative to the
64         # surface. We need the position of the surface relative to
65         # the screen for the blit, so this conversion
66         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
67                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
68         if self._level_layer != 'floor':
69             screen.surface.blit(
70                 self._overlay, (0, 0),
71                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
72                 special_flags=pgl.BLEND_MULT)
73         self.actors.draw(screen)
74
75     def on_key_down(self, key, mod, unicode):
76         if key == keys.ESCAPE:
77             from .menu import MenuScene
78             return [ChangeSceneEvent(MenuScene())]
79
80
81 class GameLevelScene(BaseLevelScene):
82
83     def enter(self, world):
84         super().enter(world)
85         self._roaches = self.actors.add_layer("roaches", level=10)
86         self._vehicle = Vehicle.current(world)
87         self._mode = 'walk'
88         self._angle = 0
89         return self._init_roaches(world)
90
91     def _init_roaches(self, world):
92         x, y = self._level.start_pos
93         self._level_layer = 'floor'
94         self._avatar = self._vehicle.get_avatar(world)
95         self._set_pos(x, y)
96         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
97         self._roaches.add(self._avatar)
98         # Fix viewport offset
99         return [
100             MoveViewportEvent((
101                 x * TILE_SIZE - WIDTH // 2,
102                 y * TILE_SIZE - HEIGHT // 2))]
103
104     def _set_pos(self, x, y):
105         self._player_pos = (x, y)
106
107     def _can_move(self, x, y):
108         if self._mode == 'walk':
109             return self._level.can_walk(x, y, self._level_layer)
110         elif self._mode == 'fly':
111             return self._level.can_fly(x, y, self._level_layer)
112         elif self._mode == 'crawl':
113             return self._level.can_crawl(x, y, self._level_layer)
114
115     def _set_angle(self, angle):
116         self._angle = angle
117         self._avatar.angle = angle
118
119     def update(self, world, engine, dt):
120         if self._vehicle.changed():
121             self._roaches.remove(self._avatar)
122             self._avatar = self._vehicle.get_avatar(world)
123             self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
124             self._roaches.add(self._avatar)
125             self._avatar.set_angle(self._angle)
126         super().update(world, engine, dt)
127
128     def on_key_down(self, key, mod, unicode):
129         offset = None
130         x, y = self._player_pos
131         if key == keys.DOWN:
132             if self._can_move(x, y + 1):
133                 self._set_pos(x, y + 1)
134                 offset = (0, TILE_SIZE)
135                 self._set_angle(180)
136         elif key == keys.UP:
137             if self._can_move(x, y - 1):
138                 self._set_pos(x, y - 1)
139                 offset = (0, -TILE_SIZE)
140                 self._set_angle(0)
141         elif key == keys.LEFT:
142             if self._can_move(x - 1, y):
143                 self._set_pos(x - 1, y)
144                 offset = (-TILE_SIZE, 0)
145                 self._set_angle(90)
146         elif key == keys.RIGHT:
147             if self._can_move(x + 1, y):
148                 self._set_pos(x + 1, y)
149                 offset = (TILE_SIZE, 0)
150                 self._set_angle(270)
151         elif key == keys.C:
152             # Activate
153             if self._level.is_grate(x, y):
154                 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
155                     if self._level.can_crawl(x, y, 'tunnels'):
156                         self._level_layer = 'tunnels'
157                         self._mode = 'crawl'
158                 elif self._level.can_crawl(x, y, 'floor'):
159                     # Must be in the tunnels already
160                     self._level_layer = 'floor'
161                     self._mode = 'walk'
162             elif self._level.is_keypad(x, y):
163                 self._level.press_keypad(x, y, self._roaches)
164             return
165         elif key == keys.X:
166             # Fire
167             print('Boom')
168         elif key == keys.V:
169             # Leave vehicle
170             print('Vehicle key pressed')
171         elif key == keys.Z:
172             # Vehicle management
173             from .roach_management import RoachesScene
174             return[ChangeSceneEvent(RoachesScene(level_scene=self))]
175         if offset:
176             return [MoveViewportEvent(offset)]
177         return super(GameLevelScene, self).on_key_down(key, mod, unicode)