Door hacking
[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=15)
25         self._keypads = self.actors.add_layer("keypads", level=16)
26         # These are already Actors
27         for door in self._level.doors:
28             self._doors.append(door)
29         for keypad in self._level.keypads:
30             self._keypads.append(keypads)
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 draw(self, screen, viewport):
49         screen.clear()
50         # Viewport is the position of the screen relative to the
51         # surface. We need the position of the surface relative to
52         # the screen for the blit, so this conversion
53         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
54                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
55         if self._level_layer != 'floor':
56             screen.surface.blit(self._overlay, (0, 0),
57                          area=(viewport[0], viewport[1], WIDTH, HEIGHT), 
58                          special_flags=pgl.BLEND_MULT)
59         self.actors.draw(screen)
60
61     def on_key_down(self, key, mod, unicode):
62         if key == keys.ESCAPE:
63             from .menu import MenuScene
64             return [ChangeSceneEvent(MenuScene())]
65
66
67 class GameLevelScene(BaseLevelScene):
68
69     def enter(self, world):
70         super().enter(world)
71         self._roaches = self.actors.add_layer("roaches", level=10)
72         self._mode = 'walk'
73         return self._init_roaches(world.roaches)
74
75     def _init_roaches(self, roaches):
76         for roach in roaches:
77             roach_actor = self._roaches.add(default_roaches.assemble(roach))
78             roach_actor.anchor = (0, 0)
79             roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
80         x, y = self._level.start_pos
81         self._set_pos(x, y)
82         self._level_layer = 'floor'
83         # Fix viewport offset
84         return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
85
86     def _set_pos(self, x, y):
87         self._player_pos = (x, y)
88         print('Now at ', x, y)
89
90     def _can_move(self, x, y):
91         if self._mode == 'walk':
92             return self._level.can_walk(x, y, self._level_layer)
93         elif self._mode == 'fly':
94             return self._level.can_fly(x, y, self._level_layer)
95         elif self._mode == 'crawl':
96             return self._level.can_crawl(x, y, self._level_layer)
97
98     def _set_angle(self, angle):
99         for roach in self._roaches:
100             roach.angle = angle
101
102     def on_key_down(self, key, mod, unicode):
103         offset = None
104         x, y = self._player_pos
105         if key == keys.DOWN:
106             if self._can_move(x, y + 1):
107                 self._set_pos(x, y + 1)
108                 offset = (0, TILE_SIZE)
109                 self._set_angle(180)
110         elif key == keys.UP:
111             if self._can_move(x, y - 1):
112                 self._set_pos(x, y - 1)
113                 offset = (0, -TILE_SIZE)
114                 self._set_angle(0)
115         elif key == keys.LEFT:
116             if self._can_move(x - 1, y):
117                 self._set_pos(x - 1, y)
118                 offset = (-TILE_SIZE, 0)
119                 self._set_angle(90)
120         elif key == keys.RIGHT:
121             if self._can_move(x + 1, y):
122                 self._set_pos(x + 1, y)
123                 offset = (TILE_SIZE, 0)
124                 self._set_angle(270)
125         elif key == keys.S:
126             if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
127                 # We're probably on a grate
128                 if self._level.can_crawl(x, y, 'tunnels'):
129                     self._level_layer = 'tunnels'
130                     self._mode = 'crawl'
131             elif self._level.can_crawl(x, y, 'floor'):
132                 # Must be in the tunnels already
133                 self._level_layer = 'floor'
134                 self._mode = 'walk'
135             return
136         if offset:
137             return [MoveViewportEvent(offset)]
138         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
139         
140