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
12 class BaseLevelScene(Scene):
15 def enter(self, world):
16 self._level = levels.load(world.level.name)
17 self._tiles = self._level.tiles
18 self._level_layer = 'floor'
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)
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
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
45 surface.blit(tile[layer_key], pos)
46 return surface.convert_alpha()
48 def draw(self, screen, viewport):
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)
61 def on_key_down(self, key, mod, unicode):
62 if key == keys.ESCAPE:
63 from .menu import MenuScene
64 return [ChangeSceneEvent(MenuScene())]
67 class GameLevelScene(BaseLevelScene):
69 def enter(self, world):
71 self._roaches = self.actors.add_layer("roaches", level=10)
73 return self._init_roaches(world.roaches)
75 def _init_roaches(self, 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
82 self._level_layer = 'floor'
84 return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
86 def _set_pos(self, x, y):
87 self._player_pos = (x, y)
88 print('Now at ', x, y)
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)
98 def _set_angle(self, angle):
99 for roach in self._roaches:
102 def on_key_down(self, key, mod, unicode):
104 x, y = self._player_pos
106 if self._can_move(x, y + 1):
107 self._set_pos(x, y + 1)
108 offset = (0, TILE_SIZE)
111 if self._can_move(x, y - 1):
112 self._set_pos(x, y - 1)
113 offset = (0, -TILE_SIZE)
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)
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)
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'
131 elif self._level.can_crawl(x, y, 'floor'):
132 # Must be in the tunnels already
133 self._level_layer = 'floor'
137 return [MoveViewportEvent(offset)]
138 return super(GameLevelScene, self).on_key_down(key, mod, unicode)