Play weapon sounds when firing.
[koperkapel.git] / koperkapel / scenes / level.py
index 867eaacebea738a350fc27c73cdc94d870525c60..ea32bc1eaa63107850cb9c3b82e79f22cc8a63e1 100644 (file)
@@ -4,14 +4,22 @@ 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
+from .base import (
+    Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
 from ..constants import TILE_SIZE, WIDTH, HEIGHT
-from ..roaches import default_roaches
+from ..gamelib.items import clone_old_item
+from ..roaches import build_roach
+from ..vehicles.base import Vehicle
+from ..weapons import weapon_by_name
 
 
 class BaseLevelScene(Scene):
     """ Level scene. """
 
+    def __init__(self):
+        super().__init__()
+        self._level = None
+
     def enter(self, world):
         self._level = levels.load(world.level.name)
         self._tiles = self._level.tiles
@@ -21,6 +29,13 @@ class BaseLevelScene(Scene):
         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
@@ -38,17 +53,29 @@ class BaseLevelScene(Scene):
                 surface.blit(tile[layer_key], pos)
         return surface.convert_alpha()
 
-    def draw(self, screen, viewport):
+    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()
         # 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)
+            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):
@@ -60,55 +87,194 @@ class BaseLevelScene(Scene):
 class GameLevelScene(BaseLevelScene):
 
     def enter(self, world):
+        self._held_keys = set()
+        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'
-        return self._init_roaches(world.roaches)
+        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
+        return self._init_roaches(world)
+
+    def _init_items(self):
+        for item in self._level.items:
+            self._items.add(item)
 
-    def _init_roaches(self, roaches):
-        for roach in roaches:
-            roach_actor = self._roaches.add(default_roaches.assemble(roach))
-            roach_actor.anchor = (0, 0)
-            roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
+    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._set_pos(x, y)
         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))]
+        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)
+            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 on_key_down(self, key, mod, unicode):
-        offset = None
+    def _set_angle(self, angle, dp):
+        self._angle = angle
+        self._angle_dp = dp
+        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, 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)
+
+    @defer_to_update
+    def _fire_weapon(self, world):
+        weapon = weapon_by_name(world.weapons.current)
+        weapon.play_sound()
+        if weapon.bullet_range > 0:
+            # ranged, fire bullet
+            print("Pew.")
+        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
+        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)
+        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)
+        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
+            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),
+            (keys.UP, (0, -1), 0),
+            (keys.LEFT, (-1, 0), 90),
+            (keys.RIGHT, (1, 0), -90),
+        ):
+            if key == k:
+                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
-        if key == keys.DOWN:
-            if self._can_move(x, y + 1):
-                self._set_pos(x, y + 1)
-                offset = (0, TILE_SIZE)
-        elif key == keys.UP:
-            if self._can_move(x, y - 1):
-                self._set_pos(x, y - 1)
-                offset = (0, -TILE_SIZE)
-        elif key == keys.LEFT:
-            if self._can_move(x - 1, y):
-                self._set_pos(x - 1, y)
-                offset = (-TILE_SIZE, 0)
-        elif key == keys.RIGHT:
-            if self._can_move(x + 1, y):
-                self._set_pos(x + 1, y)
-                offset = (TILE_SIZE, 0)
-        elif key == keys.S:
-            if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
-                # We're probably on a grate
+        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'
@@ -116,9 +282,55 @@ class GameLevelScene(BaseLevelScene):
                 # Must be in the tunnels already
                 self._level_layer = 'floor'
                 self._mode = 'walk'
-            return
-        if offset:
-            return [MoveViewportEvent(offset)]
+        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)
+            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())]
+
+    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
+        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):
+            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
+            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:
+            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