get in and out of vehicles
[koperkapel.git] / koperkapel / scenes / level.py
index e26d11dbe5e1b8858be77d3d8ef8b2f2186afdba..c5a847b37de719da32810dd786ad36a7e78aa998 100644 (file)
@@ -4,10 +4,13 @@ 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 BaseLevelScene(Scene):
@@ -28,6 +31,7 @@ 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)
@@ -97,7 +101,8 @@ class GameLevelScene(BaseLevelScene):
         self._enemies = self.actors.add_layer("enemies", level=7)
         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()
@@ -115,8 +120,9 @@ class GameLevelScene(BaseLevelScene):
 
     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)
+            # 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):
@@ -143,14 +149,17 @@ 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
@@ -160,17 +169,86 @@ 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 _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):
+        if len(self._bullets) >= 10:
+            return
+        bullet.game_pos = pos
+        bullet.game_dp = dp
+        bullet.dt = 0
+        bullet.level_layer = self._level_layer
+        self._bullets.add(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)
+        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):
@@ -182,11 +260,27 @@ class GameLevelScene(BaseLevelScene):
         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()
+        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))
         more = self._check_held_keys(dt)
         if more:
             events.extend(more)
         return events
 
+    def _check_enemies(self):
+        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)
+
     def _check_held_keys(self, dt):
         for key in self._held_keys:
             self._last_key_down += dt
@@ -204,17 +298,18 @@ class GameLevelScene(BaseLevelScene):
             (keys.RIGHT, (1, 0), -90),
         ):
             if key == k:
-                if self._angle == angle and self._last_key_down > self._key_rate:
+                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)
+                        self._set_angle(angle, dp)
                         self._last_key_down = 0
                         return [MoveViewportEvent(offset)]
                 else:
                     # just turn
-                    self._set_angle(angle)
+                    self._set_angle(angle, dp)
 
     def _activate_key(self):
         x, y = self._player_pos
@@ -237,8 +332,10 @@ class GameLevelScene(BaseLevelScene):
             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)
+            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 [
@@ -248,7 +345,7 @@ class GameLevelScene(BaseLevelScene):
     def _fire_key(self, dt):
         if self._last_key_down > self._key_rate:
             self._last_key_down = 0
-            print('Boom')
+            self._fire_weapon()
 
     def _vehicle_management_key(self):
         from .roach_management import RoachesScene
@@ -259,7 +356,8 @@ class GameLevelScene(BaseLevelScene):
         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
             self._held_keys.clear()
             self._held_keys.add(key)
-            # We do this so pressing the key has an instant effect, and can then be held
+            # 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: