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):
19 def enter(self, world):
20 self._level = levels.load(world.level.name)
21 self._tiles = self._level.tiles
22 self._level_layer = 'floor'
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:
33 for keypad in self._level.keypads:
34 self._keypads.add(keypad)
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
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
49 surface.blit(tile[layer_key], pos)
50 return surface.convert_alpha()
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)
61 def draw(self, screen, viewport):
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':
70 self._overlay, (0, 0),
71 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
72 special_flags=pgl.BLEND_MULT)
73 self.actors.draw(screen)
75 def on_key_down(self, key, mod, unicode):
76 if key == keys.ESCAPE:
77 from .menu import MenuScene
78 return [ChangeSceneEvent(MenuScene())]
81 class GameLevelScene(BaseLevelScene):
83 def enter(self, world):
85 self._roaches = self.actors.add_layer("roaches", level=10)
86 self._vehicle = Vehicle.current(world)
89 return self._init_roaches(world)
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)
96 self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
97 self._roaches.add(self._avatar)
101 x * TILE_SIZE - WIDTH // 2,
102 y * TILE_SIZE - HEIGHT // 2))]
104 def _set_pos(self, x, y):
105 self._player_pos = (x, y)
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)
115 def _set_angle(self, angle):
117 self._avatar.angle = angle
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)
128 def on_key_down(self, key, mod, unicode):
130 x, y = self._player_pos
132 if self._can_move(x, y + 1):
133 self._set_pos(x, y + 1)
134 offset = (0, TILE_SIZE)
137 if self._can_move(x, y - 1):
138 self._set_pos(x, y - 1)
139 offset = (0, -TILE_SIZE)
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)
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)
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'
158 elif self._level.can_crawl(x, y, 'floor'):
159 # Must be in the tunnels already
160 self._level_layer = 'floor'
162 elif self._level.is_keypad(x, y):
163 self._level.press_keypad(x, y, self._roaches)
170 print('Vehicle key pressed')
173 from .roach_management import RoachesScene
174 return[ChangeSceneEvent(RoachesScene(level_scene=self))]
176 return [MoveViewportEvent(offset)]
177 return super(GameLevelScene, self).on_key_down(key, mod, unicode)