Check bullets and enemies are on the same level
[koperkapel.git] / koperkapel / scenes / level.py
index 22662a2513017d5fea8c9848cc762f2cfea0fa18..d4f3b0d12e3f8285f8c7278b185ba09f3aeb3a5f 100644 (file)
@@ -1,6 +1,8 @@
 """Render a level"""
 
+import random
 from pgzero.constants import keys
+from pgzero.loaders import sounds
 from pygame import Surface
 import pygame.locals as pgl
 from ..loaders.levelloader import levels
@@ -8,6 +10,7 @@ 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 ..hud import HudActor
 from ..roaches import build_roach
 from ..vehicles.base import Vehicle
 from ..weapons import weapon_by_name
@@ -25,6 +28,13 @@ class PlayerStats:
         return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
             self.health, self.smart, self.fast, self.strong)
 
+    def __eq__(self, other):
+        if not isinstance(other, PlayerStats):
+            return NotImplemented
+        return all(
+            (self.health == other.health, self.smart == other.smart,
+             self.fast == other.fast, self.strong == other.strong))
+
     def _count_attr(self, attr, roaches):
         attrs = [r[attr] for r in roaches]
         attrs = [a for a in attrs if a]
@@ -119,6 +129,9 @@ class GameLevelScene(BaseLevelScene):
         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._hud = self.actors.add_layer("hud", level=12)
+        self._hud.add(HudActor(
+            self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
         self._vehicle = Vehicle.current(world)
         self._mode = 'walk'
         self._angle = 0  # up
@@ -128,6 +141,8 @@ class GameLevelScene(BaseLevelScene):
         self._init_generators()
         self._key_rate = 0.2
         self._last_key_down = 0
+        self._last_dmg = 0
+        self._screech = sounds.load("screech")
         return self._init_roaches(world)
 
     def _init_items(self):
@@ -196,6 +211,22 @@ class GameLevelScene(BaseLevelScene):
         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._screech.play()
+        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":
@@ -228,7 +259,7 @@ class GameLevelScene(BaseLevelScene):
     def _check_for_bullet_hits(self):
         for bullet in list(self._bullets):
             for enemy in list(self._enemies):
-                if enemy.collidepoint(bullet.pos):
+                if enemy.collidepoint(bullet.pos) and bullet.level_layer == enemy.level_layer:
                     self._hit_enemy(enemy, bullet.weapon)
                     self._bullets.remove(bullet)
 
@@ -282,6 +313,10 @@ class GameLevelScene(BaseLevelScene):
         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:
@@ -290,7 +325,7 @@ 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()
+        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)
@@ -301,6 +336,7 @@ class GameLevelScene(BaseLevelScene):
                 bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
         self._check_for_bullet_hits()
         self._update_player_stats(world)
+        self._hud[0].stats = self._stats
         more = self._check_held_keys(dt)
         if more:
             events.extend(more)
@@ -309,12 +345,18 @@ class GameLevelScene(BaseLevelScene):
     def _update_player_stats(self, world):
         self._stats = PlayerStats(world)
 
-    def _check_enemies(self):
+    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:
@@ -359,7 +401,7 @@ class GameLevelScene(BaseLevelScene):
                 self._level_layer = 'floor'
                 self._mode = 'walk'
         elif self._level.is_keypad(x, y):
-            self._level.press_keypad(x, y, self._roaches)
+            self._level.press_keypad(x, y, self._stats.smart)
         elif self._level.friend_at(x, y):
             friend = self._level.friend_at(x, y)
             self._level.remove_friend(friend)