Many-angled roaches
[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
25     def _render(self, layer):
26         # We cache the rendered surface to avoid doing a large number
27         # of blits each frame, as that introduces a large performance
28         # overhead.
29         surface = Surface((len(self._tiles[0]) * TILE_SIZE,
30                            len(self._tiles) * TILE_SIZE))
31         layer_key = '%s image' % layer
32         for y, row in enumerate(self._tiles):
33             for x, tile in enumerate(row):
34                 pos = (x * TILE_SIZE, y * TILE_SIZE)
35                 if layer_key not in tile:
36                     # Skip broken tiles for now
37                     continue
38                 surface.blit(tile[layer_key], pos)
39         return surface.convert_alpha()
40
41     def draw(self, screen, viewport):
42         screen.clear()
43         # Viewport is the position of the screen relative to the
44         # surface. We need the position of the surface relative to
45         # the screen for the blit, so this conversion
46         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
47                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
48         if self._level_layer != 'floor':
49             screen.surface.blit(self._overlay, (0, 0),
50                          area=(viewport[0], viewport[1], WIDTH, HEIGHT), 
51                          special_flags=pgl.BLEND_MULT)
52         self.actors.draw(screen)
53
54     def on_key_down(self, key, mod, unicode):
55         if key == keys.ESCAPE:
56             from .menu import MenuScene
57             return [ChangeSceneEvent(MenuScene())]
58
59
60 class GameLevelScene(BaseLevelScene):
61
62     def enter(self, world):
63         super().enter(world)
64         self._roaches = self.actors.add_layer("roaches", level=10)
65         self._mode = 'walk'
66         return self._init_roaches(world.roaches)
67
68     def _init_roaches(self, roaches):
69         for roach in roaches:
70             roach_actor = self._roaches.add(default_roaches.assemble(roach))
71             roach_actor.anchor = (0, 0)
72             roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
73         x, y = self._level.start_pos
74         self._set_pos(x, y)
75         self._level_layer = 'floor'
76         # Fix viewport offset
77         return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
78
79     def _set_pos(self, x, y):
80         self._player_pos = (x, y)
81
82     def _can_move(self, x, y):
83         if self._mode == 'walk':
84             return self._level.can_walk(x, y, self._level_layer)
85         elif self._mode == 'fly':
86             return self._level.can_fly(x, y, self._level_layer)
87         elif self._mode == 'crawl':
88             return self._level.can_crawl(x, y, self._level_layer)
89
90     def _set_angle(self, angle):
91         for roach in self._roaches:
92             roach.angle = angle
93
94     def on_key_down(self, key, mod, unicode):
95         offset = None
96         x, y = self._player_pos
97         if key == keys.DOWN:
98             if self._can_move(x, y + 1):
99                 self._set_pos(x, y + 1)
100                 offset = (0, TILE_SIZE)
101                 self._set_angle(180)
102         elif key == keys.UP:
103             if self._can_move(x, y - 1):
104                 self._set_pos(x, y - 1)
105                 offset = (0, -TILE_SIZE)
106                 self._set_angle(0)
107         elif key == keys.LEFT:
108             if self._can_move(x - 1, y):
109                 self._set_pos(x - 1, y)
110                 offset = (-TILE_SIZE, 0)
111                 self._set_angle(90)
112         elif key == keys.RIGHT:
113             if self._can_move(x + 1, y):
114                 self._set_pos(x + 1, y)
115                 offset = (TILE_SIZE, 0)
116                 self._set_angle(270)
117         elif key == keys.S:
118             if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
119                 # We're probably on a grate
120                 if self._level.can_crawl(x, y, 'tunnels'):
121                     self._level_layer = 'tunnels'
122                     self._mode = 'crawl'
123             elif self._level.can_crawl(x, y, 'floor'):
124                 # Must be in the tunnels already
125                 self._level_layer = 'floor'
126                 self._mode = 'walk'
127             return
128         if offset:
129             return [MoveViewportEvent(offset)]
130         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
131         
132