Random vehicle swapping.
[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, defer_to_update
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         super().update(world, engine, dt)
55         for door in self._doors:
56             door.pos = self.calc_offset(
57                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
58         for keypad in self._keypads:
59             keypad.pos = self.calc_offset(
60                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
61
62     def draw(self, screen):
63         screen.clear()
64         # Viewport is the position of the screen relative to the
65         # surface. We need the position of the surface relative to
66         # the screen for the blit, so this conversion
67         viewport = self.viewport
68         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
69                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
70         if self._level_layer != 'floor':
71             screen.surface.blit(
72                 self._overlay, (0, 0),
73                 area=(viewport[0], viewport[1], WIDTH, HEIGHT),
74                 special_flags=pgl.BLEND_MULT)
75         self.actors.draw(screen)
76
77     def on_key_down(self, key, mod, unicode):
78         if key == keys.ESCAPE:
79             from .menu import MenuScene
80             return [ChangeSceneEvent(MenuScene())]
81
82
83 class GameLevelScene(BaseLevelScene):
84
85     def enter(self, world):
86         if self._level is not None:
87             return
88         super().enter(world)
89         self._roaches = self.actors.add_layer("roaches", level=10)
90         self._vehicle = Vehicle.current(world)
91         self._mode = 'walk'
92         self._angle = 0
93         return self._init_roaches(world)
94
95     def _init_roaches(self, world):
96         x, y = self._level.start_pos
97         self._level_layer = 'floor'
98         self._avatar = self._vehicle.get_avatar(world)
99         self._set_pos(x, y)
100         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
101         self._roaches.add(self._avatar)
102         # Fix viewport offset
103         return [
104             MoveViewportEvent((
105                 x * TILE_SIZE - WIDTH // 2,
106                 y * TILE_SIZE - HEIGHT // 2))]
107
108     def _set_pos(self, x, y):
109         self._player_pos = (x, y)
110
111     def _can_move(self, x, y):
112         if self._mode == 'walk':
113             return self._level.can_walk(x, y, self._level_layer)
114         elif self._mode == 'fly':
115             return self._level.can_fly(x, y, self._level_layer)
116         elif self._mode == 'crawl':
117             return self._level.can_crawl(x, y, self._level_layer)
118
119     def _set_angle(self, angle):
120         self._angle = angle
121         self._avatar.angle = angle
122
123     @defer_to_update
124     def _vehicle_changed(self, world):
125         self._roaches.remove(self._avatar)
126         self._vehicle = Vehicle.current(world)
127         self._avatar = self._vehicle.get_avatar(world)
128         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
129         self._roaches.add(self._avatar)
130         self._set_angle(self._angle)
131
132     @defer_to_update
133     def _change_vehicle(self, world):
134         vehicle = Vehicle.random()
135         world.vehicles.current = vehicle
136         self._vehicle_changed()
137
138     def update(self, world, engine, dt):
139         super().update(world, engine, dt)
140         events = world.pop_events()
141         return events
142
143     def on_key_down(self, key, mod, unicode):
144         offset = None
145         x, y = self._player_pos
146         if key == keys.DOWN:
147             if self._can_move(x, y + 1):
148                 self._set_pos(x, y + 1)
149                 offset = (0, TILE_SIZE)
150                 self._set_angle(180)
151         elif key == keys.UP:
152             if self._can_move(x, y - 1):
153                 self._set_pos(x, y - 1)
154                 offset = (0, -TILE_SIZE)
155                 self._set_angle(0)
156         elif key == keys.LEFT:
157             if self._can_move(x - 1, y):
158                 self._set_pos(x - 1, y)
159                 offset = (-TILE_SIZE, 0)
160                 self._set_angle(90)
161         elif key == keys.RIGHT:
162             if self._can_move(x + 1, y):
163                 self._set_pos(x + 1, y)
164                 offset = (TILE_SIZE, 0)
165                 self._set_angle(270)
166         elif key == keys.C:
167             # Activate
168             if self._level.is_grate(x, y):
169                 if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
170                     if self._level.can_crawl(x, y, 'tunnels'):
171                         self._level_layer = 'tunnels'
172                         self._mode = 'crawl'
173                 elif self._level.can_crawl(x, y, 'floor'):
174                     # Must be in the tunnels already
175                     self._level_layer = 'floor'
176                     self._mode = 'walk'
177             elif self._level.is_keypad(x, y):
178                 self._level.press_keypad(x, y, self._roaches)
179             return
180         elif key == keys.X:
181             # Fire
182             print('Boom')
183         elif key == keys.V:
184             # Leave vehicle
185             self._change_vehicle()
186         elif key == keys.Z:
187             # Vehicle management
188             from .roach_management import RoachesScene
189             return[ChangeSceneEvent(RoachesScene(level_scene=self))]
190         if offset:
191             return [MoveViewportEvent(offset)]
192         return super(GameLevelScene, self).on_key_down(key, mod, unicode)