Able to consume items.
[koperkapel.git] / koperkapel / scenes / level.py
index a58c51d450ee3d8b04200e138b0687f3fef60f30..735ed28dadde623962fe417b45920b3b9aeba8d4 100644 (file)
 """Render a level"""
 
 from pgzero.constants import keys
+from pygame import Surface
+import pygame.locals as pgl
 from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent
-from .constants import TILE_SIZE
+from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..roaches import build_roach
+from ..vehicles.base import Vehicle
 
 
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
     """ Level scene. """
 
-    def __init__(self, level_name):
-        self._level_data = levels.load(level_name)
-        self._tiles = self._level_data['tiles']
+    def __init__(self):
+        super().__init__()
+        self._level = None
+
+    def enter(self, world):
+        self._level = levels.load(world.level.name)
+        self._tiles = self._level.tiles
+        self._level_layer = 'floor'
+        self._surfaces = {}
+        self._overlay = {}
+        for layer in ['floor', 'tunnels']:
+            self._surfaces[layer] = self._render(layer)
+        self._overlay = self._surfaces['floor'].copy()
+        self._doors = self.actors.add_layer("doors", level=9)
+        self._keypads = self.actors.add_layer("keypads", level=8)
+        # These are already Actors
+        for door in self._level.doors:
+            self._doors.add(door)
+        for keypad in self._level.keypads:
+            self._keypads.add(keypad)
+
+    def _render(self, layer):
+        # We cache the rendered surface to avoid doing a large number
+        # of blits each frame, as that introduces a large performance
+        # overhead.
+        surface = Surface((len(self._tiles[0]) * TILE_SIZE,
+                           len(self._tiles) * TILE_SIZE))
+        layer_key = '%s image' % layer
+        for y, row in enumerate(self._tiles):
+            for x, tile in enumerate(row):
+                pos = (x * TILE_SIZE, y * TILE_SIZE)
+                if layer_key not in tile:
+                    # Skip broken tiles for now
+                    continue
+                surface.blit(tile[layer_key], pos)
+        return surface.convert_alpha()
+
+    def update(self, world, engine, dt):
+        """Fix the door and keypad positions"""
+        super().update(world, engine, dt)
+        for door in self._doors:
+            door.pos = self.calc_offset(
+                door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
+        for keypad in self._keypads:
+            keypad.pos = self.calc_offset(
+                keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
 
     def draw(self, screen):
         screen.clear()
-        for tile in self._tiles:
-            pos = tile['pos']
-            pos = [pos[0] * TILE_SIZE, pos[1] * TILE_SIZE]
-            if 'image' not in tile:
-                # Skip broken tiles for now
-                continue
-            screen.blit(tile['image'], pos)
+        # Viewport is the position of the screen relative to the
+        # surface. We need the position of the surface relative to
+        # the screen for the blit, so this conversion
+        viewport = self.viewport
+        screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
+                            area=(viewport[0], viewport[1], WIDTH, HEIGHT))
+        if self._level_layer != 'floor':
+            screen.surface.blit(
+                self._overlay, (0, 0),
+                area=(viewport[0], viewport[1], WIDTH, HEIGHT),
+                special_flags=pgl.BLEND_MULT)
+        self.actors.draw(screen)
 
     def on_key_down(self, key, mod, unicode):
         if key == keys.ESCAPE:
             from .menu import MenuScene
             return [ChangeSceneEvent(MenuScene())]
+
+
+class GameLevelScene(BaseLevelScene):
+
+    def enter(self, world):
+        if self._level is not None:
+            for generator in self._generators:
+                generator.unpause()
+            return
+        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._vehicle = Vehicle.current(world)
+        self._mode = 'walk'
+        self._angle = 0
+        self._init_items()
+        self._init_friendly_roaches()
+        self._init_generators()
+        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'
+        self._avatar = self._vehicle.get_avatar(world)
+        self._set_pos(x, y)
+        self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+        self._roaches.add(self._avatar)
+        # Fix viewport offset
+        return [
+            MoveViewportEvent((
+                x * TILE_SIZE - WIDTH // 2,
+                y * TILE_SIZE - HEIGHT // 2))]
+
+    def _set_pos(self, x, y):
+        self._player_pos = (x, y)
+        # print('At ', (x, y))
+
+    def _can_move(self, x, y):
+        if self._mode == 'walk':
+            return self._level.can_walk(x, y, self._level_layer)
+        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):
+        self._angle = angle
+        self._avatar.angle = angle
+
+    @defer_to_update
+    def _vehicle_changed(self, world):
+        self._roaches.remove(self._avatar)
+        self._vehicle = Vehicle.current(world)
+        self._avatar = self._vehicle.get_avatar(world)
+        self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+        self._roaches.add(self._avatar)
+        self._set_angle(self._angle)
+
+    @defer_to_update
+    def _add_roach(self, world):
+        world.roaches.append(build_roach(world))
+        self._vehicle_changed()
+
+    @defer_to_update
+    def _change_vehicle(self, world):
+        vehicle = Vehicle.random()
+        world.vehicles.current = vehicle
+        self._vehicle_changed()
+
+    def update(self, world, engine, dt):
+        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)
+        return events
+
+    def _movement_key(self, key):
+        x, y = self._player_pos
+        for k, dp, angle in (
+            (keys.DOWN, (0, 1), 180),
+            (keys.UP, (0, -1), 0),
+            (keys.LEFT, (-1, 0), 90),
+            (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)]
+
+    def _activate_key(self):
+        x, y = self._player_pos
+        if self._level.is_grate(x, y):
+            if (self._level_layer == 'floor' and
+                    self._level.can_crawl(x, y, 'floor')):
+                if self._level.can_crawl(x, y, 'tunnels'):
+                    self._level_layer = 'tunnels'
+                    self._mode = 'crawl'
+            elif self._level.can_crawl(x, y, 'floor'):
+                # Must be in the tunnels already
+                self._level_layer = 'floor'
+                self._mode = 'walk'
+        elif self._level.is_keypad(x, y):
+            self._level.press_keypad(x, y, self._roaches)
+        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)
+            self._level.remove_item(item)
+            self._items.remove(item)
+        elif self._level.is_exit(x, y):
+            next_level = self._level.get_exit_level()
+            return [
+                WorldEvent('set', {'level.name': next_level}),
+                ChangeSceneEvent(GameLevelScene())]
+
+    def _fire_key(self):
+        print('Boom')
+
+    def _vehicle_management_key(self):
+        from .roach_management import RoachesScene
+        return [ChangeSceneEvent(RoachesScene(level_scene=self))]
+
+    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)
+        elif key == keys.C:
+            return self._activate_key()
+        elif key == keys.X:
+            return self._fire_key()
+        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)