The enemies are a threat (sort of)
[koperkapel.git] / koperkapel / scenes / level.py
index 5da355f934aa3f0472a0219708cebe6860718cc6..54041baa7cc20e863e0c0457ba8a9cbe70a77b47 100644 (file)
@@ -1,13 +1,35 @@
 """Render a level"""
 
+import random
 from pgzero.constants import keys
 from pygame import Surface
 import pygame.locals as pgl
 from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
+from .base import (
+    Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
 from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..gamelib.items import clone_old_item, create_new_item
 from ..roaches import build_roach
 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):
@@ -16,6 +38,7 @@ class BaseLevelScene(Scene):
     def __init__(self):
         super().__init__()
         self._level = None
+        self._stats = None
 
     def enter(self, world):
         self._level = levels.load(world.level.name)
@@ -28,6 +51,7 @@ class BaseLevelScene(Scene):
         self._overlay = self._surfaces['floor'].copy()
         self._doors = self.actors.add_layer("doors", level=9)
         self._keypads = self.actors.add_layer("keypads", level=8)
+        self._bullets = self.actors.add_layer("bullets", level=10)
         # These are already Actors
         for door in self._level.doors:
             self._doors.add(door)
@@ -84,17 +108,50 @@ class BaseLevelScene(Scene):
 class GameLevelScene(BaseLevelScene):
 
     def enter(self, world):
-        print('enter', world['level']['name'], self._level)
+        self._held_keys = set()
         if self._level is not None:
+            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=11)
         self._vehicle = Vehicle.current(world)
         self._mode = 'walk'
-        self._angle = 0
+        self._angle = 0  # up
+        self._angle_dp = (0, -1)  # up
+        self._init_items()
+        self._init_friendly_roaches()
+        self._init_generators()
+        self._key_rate = 0.2
+        self._last_key_down = 0
+        self._last_dmg = 0
         return self._init_roaches(world)
 
+    def _init_items(self):
+        for item in self._level.items:
+            self._items.add(item)
+
+    def _init_friendly_roaches(self):
+        for friend in self._level.friends:
+            self._friends.add(friend)
+
+    def exit(self, world):
+        for generator in self._generators:
+            # We don't want these running while we're on other levels, but we
+            # don't want to delete them here either (because of the vehicle
+            # management view)
+            generator.pause()
+
+    def _init_generators(self):
+        for generator in self._level.enemy_generators:
+            self._generators.add(generator)
+            generator.unpause()
+
     def _init_roaches(self, world):
         x, y = self._level.start_pos
         self._level_layer = 'floor'
@@ -102,8 +159,6 @@ class GameLevelScene(BaseLevelScene):
         self._set_pos(x, y)
         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
         self._roaches.add(self._avatar)
-        for friend in self._level.friends:
-            self._friends.add(friend)
         # Fix viewport offset
         return [
             MoveViewportEvent((
@@ -116,14 +171,17 @@ class GameLevelScene(BaseLevelScene):
 
     def _can_move(self, x, y):
         if self._mode == 'walk':
-            return self._level.can_walk(x, y, self._level_layer)
+            if not self._level.enemy_at(x, y):
+                return self._level.can_walk(x, y, self._level_layer)
+            return False
         elif self._mode == 'fly':
             return self._level.can_fly(x, y, self._level_layer)
         elif self._mode == 'crawl':
             return self._level.can_crawl(x, y, self._level_layer)
 
-    def _set_angle(self, angle):
+    def _set_angle(self, angle, dp):
         self._angle = angle
+        self._angle_dp = dp
         self._avatar.angle = angle
 
     @defer_to_update
@@ -133,28 +191,167 @@ class GameLevelScene(BaseLevelScene):
         self._avatar = self._vehicle.get_avatar(world)
         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
         self._roaches.add(self._avatar)
-        self._set_angle(self._angle)
+        self._set_angle(self._angle, self._angle_dp)
 
     @defer_to_update
     def _add_roach(self, world):
         world.roaches.append(build_roach(world))
         self._vehicle_changed()
 
+    @defer_to_update
+    def _damage_player(self, world):
+        if not world.roaches:
+            # Skip out if we're already dead
+            return
+        roach = random.choice(world.roaches)
+        roach.health -= self._last_dmg
+        self._last_dmg = 0
+        if roach.health < 0:
+            index = [x.name for x in world.roaches].index(roach.name)
+            world.roaches.pop(index)
+            # We can't check for empty, because updates will be processed later
+            if len(world.roaches) > 1:
+                self._vehicle_changed()
+
+    @defer_to_update
+    def _gain_item(self, world, item):
+        if item.item_type == "serum":
+            world.serums.append(item.item_data["serum"])
+        elif item.item_type == "weapon":
+            old_weapon = world.weapons.current
+            world.weapons.current = item.item_data["weapon"]
+            if old_weapon != "spit":
+                clone = clone_old_item(item, weapon=old_weapon)
+                self._level.items.append(clone)
+                self._items.add(clone)
+        self._vehicle_changed()
+
+    def _hit_enemy(self, enemy, weapon):
+        enemy.health -= weapon.damage
+        if enemy.health <= 0:
+            self._level.remove_enemy(enemy)
+            self._enemies.remove(enemy)
+
+    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):
+        for bullet in list(self._bullets):
+            for enemy in list(self._enemies):
+                if enemy.collidepoint(bullet.pos):
+                    self._hit_enemy(enemy, bullet.weapon)
+                    self._bullets.remove(bullet)
+
+    def _update_bullet(self, bullet, dt):
+        bullet.dt += dt
+        if bullet.dt > 0.1:
+            bullet.dt = 0
+            bullet.game_pos = pos = (
+                bullet.game_pos[0] + bullet.game_dp[0],
+                bullet.game_pos[1] + bullet.game_dp[1])
+            if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
+                self._bullets.remove(bullet)
+
+    @defer_to_update
+    def _fire_weapon(self, world):
+        weapon = weapon_by_name(world.weapons.current)
+        weapon.play_sound()
+        if weapon.bullet_range > 0:
+            self._fire_bullet(
+                weapon.assemble_bullet(), self._player_pos, self._angle_dp,
+                self._angle)
+        else:
+            # melee
+            pos, dp = self._player_pos, self._angle_dp
+            pos = (pos[0] + dp[0], pos[1] + dp[1])
+            enemy = self._level.get_enemy(pos[0], pos[1])
+            if enemy:
+                self._hit_enemy(enemy, weapon)
+
     @defer_to_update
     def _change_vehicle(self, world):
-        vehicle = Vehicle.random()
-        world.vehicles.current = vehicle
+        x, y = self._player_pos
+
+        old_vehicle = world.vehicles.current
+
+        item = self._level.item_at(x, y)
+
+        if item and item.item_type == "vehicle":
+            world.vehicles.current = item.item_data["vehicle"]
+            self._level.remove_item(item)
+            self._items.remove(item)
+        else:
+            world.vehicles.current = "walking"
+
+        if old_vehicle != "walking":
+            dropped_vehicle = create_new_item(
+                "vehicle", (x, y), vehicle=old_vehicle)
+            self._level.items.append(dropped_vehicle)
+            self._items.add(dropped_vehicle)
+
         self._vehicle_changed()
 
     def update(self, world, engine, dt):
+        if not world.roaches:
+            # Catch death here
+            from .menu import MenuScene
+            return [ChangeSceneEvent(MenuScene())]
         super().update(world, engine, dt)
         events = world.pop_events()
         for friend in self._friends:
             friend.pos = self.calc_offset(
                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
+        for item in self._items:
+            item.pos = self.calc_offset(
+                item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
+        self._check_enemies(dt)
+        for enemy in self._enemies:
+            enemy.pos = self.calc_offset(
+                enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
+        for bullet in list(self._bullets):
+            self._update_bullet(bullet, dt)
+            bullet.pos = self.calc_offset(
+                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 _movement_key(self, key):
+    def _update_player_stats(self, world):
+        self._stats = PlayerStats(world)
+
+    def _check_enemies(self, dt):
+        if len(self._level.enemies) != len(self._enemies):
+            # New nemy has spawned
+            for enemy in self._level.enemies:
+                if enemy not in self._enemies:
+                    self._enemies.add(enemy)
+        for enemy in self._enemies:
+            dmg = enemy.attack(self._player_pos, self._level_layer, dt)
+            if dmg is not None:
+                self._last_dmg += dmg
+        if self._last_dmg:
+            self._damage_player()
+
+    def _check_held_keys(self, dt):
+        for key in self._held_keys:
+            self._last_key_down += dt
+            if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+                return self._movement_key(key, dt)
+            elif key == keys.X:
+                return self._fire_key(dt)
+
+    def _movement_key(self, key, dt):
         x, y = self._player_pos
         for k, dp, angle in (
             (keys.DOWN, (0, 1), 180),
@@ -163,12 +360,18 @@ class GameLevelScene(BaseLevelScene):
             (keys.RIGHT, (1, 0), -90),
         ):
             if key == k:
-                nx, ny = x + dp[0], y + dp[1]
-                if self._can_move(nx, ny):
-                    self._set_pos(nx, ny)
-                    offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
-                    self._set_angle(angle)
-                    return [MoveViewportEvent(offset)]
+                if (self._angle == angle and
+                        self._last_key_down > self._key_rate):
+                    nx, ny = x + dp[0], y + dp[1]
+                    if self._can_move(nx, ny):
+                        self._set_pos(nx, ny)
+                        offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
+                        self._set_angle(angle, dp)
+                        self._last_key_down = 0
+                        return [MoveViewportEvent(offset)]
+                else:
+                    # just turn
+                    self._set_angle(angle, dp)
 
     def _activate_key(self):
         x, y = self._player_pos
@@ -184,16 +387,27 @@ class GameLevelScene(BaseLevelScene):
                 self._mode = 'walk'
         elif self._level.is_keypad(x, y):
             self._level.press_keypad(x, y, self._roaches)
-        elif self._level.is_on_friend(x, y):
-            friend = self._level.remove_friend(x, y)
+        elif self._level.friend_at(x, y):
+            friend = self._level.friend_at(x, y)
+            self._level.remove_friend(friend)
             self._friends.remove(friend)
             self._add_roach()
+        elif self._level.item_at(x, y):
+            item = self._level.item_at(x, y)
+            if item.item_type != "vehicle":
+                self._level.remove_item(item)
+                self._items.remove(item)
+                self._gain_item(item)
         elif self._level.is_exit(x, y):
             next_level = self._level.get_exit_level()
-            return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())]
+            return [
+                WorldEvent('set', {'level.name': next_level}),
+                ChangeSceneEvent(GameLevelScene())]
 
-    def _fire_key(self):
-        print('Boom')
+    def _fire_key(self, dt):
+        if self._last_key_down > self._key_rate:
+            self._last_key_down = 0
+            self._fire_weapon()
 
     def _vehicle_management_key(self):
         from .roach_management import RoachesScene
@@ -202,13 +416,28 @@ 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):
-            return self._movement_key(key)
+            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
+            return self._movement_key(key, 0.01)
         elif key == keys.C:
             return self._activate_key()
         elif key == keys.X:
-            return self._fire_key()
+            self._held_keys.clear()
+            self._held_keys.add(key)
+            self._last_key_down = self._key_rate + 0.01
+            return self._fire_key(0.01)
         elif key == keys.V:
             return self._change_vehicle()
         elif key == keys.Z:
             return self._vehicle_management_key()
         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
+
+    def on_key_up(self, key, mode):
+        self._held_keys.discard(key)
+        self._last_key_down = 0