A roach wanders into the world
[koperkapel.git] / koperkapel / scenes / level.py
index 70f82c59d338133f9bf7173412a54e199be3714a..a800ba0d842d0f5c3d130b16acbef92f6c0aa958 100644 (file)
 
 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
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..roaches import default_roaches
 
 
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
     """ Level scene. """
 
     def enter(self, world):
-        self._level_data = levels.load(world.level["name"])
-        self._tiles = self._level_data['tiles']
-        self._surface = None
-        self._render()
+        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()
 
-    def _render(self):
+    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.
-        self._surface = Surface((len(self._tiles[0]) * TILE_SIZE,
-                                 len(self._tiles) * TILE_SIZE))
+        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 'image' not in tile:
+                if layer_key not in tile:
                     # Skip broken tiles for now
                     continue
-                self._surface.blit(tile['image'], pos)
+                surface.blit(tile[layer_key], pos)
+        return surface.convert_alpha()
 
     def draw(self, screen, viewport):
         screen.clear()
         # 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
-        screen_pos = -viewport[0], -viewport[1]
-        screen.blit(self._surface, screen_pos)
+        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):
+        super().enter(world)
+        self._roaches = self.actors.add_layer("roaches", level=10)
+        self._init_roaches(world.roaches)
+
+    def _init_roaches(self, roaches):
+        x, y = self._level.start_pos
+        for roach in roaches:
+            roach_actor = self._roaches.add(default_roaches.assemble(roach))
+            roach_actor.anchor = (0, 0)
+            roach_actor.pos = (x * TILE_SIZE, y * TILE_SIZE)
+        self._set_pos(x, y)
+        self._level_layer = 'floor'
+
+    def _set_pos(self, x, y):
+        self._player_pos = (x, y)
+
+    def on_key_down(self, key, mod, unicode):
+        offset = None
+        x, y = self._player_pos
+        if key == keys.DOWN:
+            if self._level.can_walk(x, y + 1, self._level_layer):
+                self._set_pos(x, y + 1)
+                offset = (0, TILE_SIZE)
+        elif key == keys.UP:
+            if self._level.can_walk(x, y - 1, self._level_layer):
+                self._set_pos(x, y - 1)
+                offset = (0, -TILE_SIZE)
+        elif key == keys.LEFT:
+            if self._level.can_walk(x - 1, y, self._level_layer):
+                self._set_pos(x - 1, y)
+                offset = (-TILE_SIZE, 0)
+        elif key == keys.RIGHT:
+            if self._level.can_walk(x + 1, y, self._level_layer):
+                self._set_pos(x + 1, y)
+                offset = (TILE_SIZE, 0)
+        elif key == keys.S:
+            if self._level_layer == 'floor':
+                if self._level.can_walk(x, y, 'tunnels'):
+                    self._level_layer = 'tunnels'
+            elif self._level.can_walk(x, y, 'floor'):
+                # Must be in the tunnels already
+                self._level_layer = 'floor'
+            return
+        if offset:
+            return [MoveViewportEvent(offset)]
+        return super(GameLevelScene, self).on_key_down(key, mod, unicode)
+        
+