Redimentary player stats.
[koperkapel.git] / koperkapel / scenes / level.py
index ca20f732a75f2d5d2f88a22e062e69d60f768ab3..22662a2513017d5fea8c9848cc762f2cfea0fa18 100644 (file)
@@ -13,12 +13,31 @@ from ..vehicles.base import Vehicle
 from ..weapons import weapon_by_name
 
 
+class PlayerStats:
+    def __init__(self, world):
+        roaches = world.roaches
+        self.health = sum(r.health for r in roaches)
+        self.smart = self._count_attr("smart", roaches)
+        self.fast = self._count_attr("fast", roaches)
+        self.strong = self._count_attr("strong", roaches)
+
+    def __str__(self):
+        return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
+            self.health, self.smart, self.fast, self.strong)
+
+    def _count_attr(self, attr, roaches):
+        attrs = [r[attr] for r in roaches]
+        attrs = [a for a in attrs if a]
+        return len(attrs)
+
+
 class BaseLevelScene(Scene):
     """ Level scene. """
 
     def __init__(self):
         super().__init__()
         self._level = None
+        self._stats = None
 
     def enter(self, world):
         self._level = levels.load(world.level.name)
@@ -93,12 +112,13 @@ class GameLevelScene(BaseLevelScene):
             for generator in self._generators:
                 generator.unpause()
             return
+        self._update_player_stats(world)
         super().enter(world)
         self._roaches = self.actors.add_layer("roaches", level=10)
         self._friends = self.actors.add_layer("friendly roaches", level=9)
         self._items = self.actors.add_layer("items", level=9)
         self._generators = self.actors.add_layer("enemy generators", level=8)
-        self._enemies = self.actors.add_layer("enemies", level=7)
+        self._enemies = self.actors.add_layer("enemies", level=11)
         self._vehicle = Vehicle.current(world)
         self._mode = 'walk'
         self._angle = 0  # up
@@ -195,13 +215,14 @@ class GameLevelScene(BaseLevelScene):
             self._level.remove_enemy(enemy)
             self._enemies.remove(enemy)
 
-    def _fire_bullet(self, bullet, pos, dp):
+    def _fire_bullet(self, bullet, pos, dp, angle):
         if len(self._bullets) >= 10:
             return
         bullet.game_pos = pos
         bullet.game_dp = dp
         bullet.dt = 0
         bullet.level_layer = self._level_layer
+        bullet.angle = angle
         self._bullets.add(bullet)
 
     def _check_for_bullet_hits(self):
@@ -227,7 +248,8 @@ class GameLevelScene(BaseLevelScene):
         weapon.play_sound()
         if weapon.bullet_range > 0:
             self._fire_bullet(
-                weapon.assemble_bullet(), self._player_pos, self._angle_dp)
+                weapon.assemble_bullet(), self._player_pos, self._angle_dp,
+                self._angle)
         else:
             # melee
             pos, dp = self._player_pos, self._angle_dp
@@ -278,11 +300,15 @@ class GameLevelScene(BaseLevelScene):
                 bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
         self._check_for_bullet_hits()
+        self._update_player_stats(world)
         more = self._check_held_keys(dt)
         if more:
             events.extend(more)
         return events
 
+    def _update_player_stats(self, world):
+        self._stats = PlayerStats(world)
+
     def _check_enemies(self):
         if len(self._level.enemies) != len(self._enemies):
             # New nemy has spawned
@@ -363,8 +389,11 @@ class GameLevelScene(BaseLevelScene):
     def on_key_down(self, key, mod, unicode):
         x, y = self._player_pos
         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+            firing = (keys.X in self._held_keys)
             self._held_keys.clear()
             self._held_keys.add(key)
+            if firing:
+                self._held_keys.add(keys.X)
             # We do this so pressing the key has an instant effect, and can
             # then be held
             self._last_key_down = self._key_rate + 0.01