Use projectile images.
[koperkapel.git] / koperkapel / weapons.py
index d09c570b9a33d04e6b7ee3f44d00d3a8f6553730..80d1e93c5353b9a51c926d0bfad244f675fc8092 100644 (file)
@@ -1,49 +1,93 @@
 """ Tools for dealing with weapons. """
 
-from pgzero.loaders import images
-from .actors.animsurf import AnimatedSurfActor
+from pygame.surface import Surface
+from pygame.draw import circle
+from pgzero.loaders import images, sounds
+from .actors.anim import AnimatedSurfActor
+from .util import safepath
 
 
 class Weapon:
     def __init__(self, name, damage, image_name=None, bullet_range=0,
-                 can_tape=True, frames=("_1", "_2")):
+                 can_tape=True, frames=("_1",), projectile=None, sound=None):
         self.name = name
         self.image_name = image_name or name
         self.frames = frames
         self.damage = damage
         self.bullet_range = bullet_range
         self.can_tape = can_tape
+        self.projectile = projectile
+        self.sound = None
+        if sound:
+            self.sound = sounds.load(sound)
+
+    def play_sound(self):
+        if self.sound:
+            self.sound.play()
+
+    def assemble_bullet(self):
+        return BulletActor(self)
 
 
 WEAPONS = [
     Weapon("spit", damage=1, bullet_range=2, can_tape=False,
-           image_name="blank", frames=("",)),
+           image_name="blank", frames=("",), sound="fire_spit",
+           projectile="spit"),
     Weapon("butter_knife", damage=2),
     Weapon("crowbar", damage=4),
-    Weapon("gun", damage=4, bullet_range=4),
+    Weapon("gun", damage=4, bullet_range=4, sound='gun_fire',
+           projectile="bullet"),
 ]
 
 WEAPON_LOOKUP = {w.name: w for w in WEAPONS}
 
 
+def weapon_by_name(weapon_name):
+    return WEAPON_LOOKUP[weapon_name]
+
+
 class WeaponActor(AnimatedSurfActor):
     def __init__(self, weapon, **kw):
         super().__init__(**kw)
         self.weapon = weapon
 
 
+class BulletActor(AnimatedSurfActor):
+    def __init__(self, weapon, **kw):
+        frames = self._shiny_frames(weapon)
+        if frames is None:
+            frames = self._ugly_circle_frames(weapon)
+        super().__init__(frames=frames, **kw)
+        self.weapon = weapon
+
+    def _shiny_frames(self, weapon):
+        if weapon.projectile is None:
+            return None
+        surf = images.load(safepath("projectiles/%s" % (weapon.projectile,)))
+        return [surf]
+
+    def _ugly_circle_frames(self, weapon):
+        radius = min(weapon.damage * 5, 32)
+        surf = Surface((radius * 2, radius * 2))
+        surf.convert_alpha()
+        surf.fill((255, 255, 255, 0))
+        circle(surf, (255, 0, 255, 32), (radius, radius), radius)
+        return [surf]
+
+
 class WeaponFactory:
 
     def assemble_frame(self, suffix, weapon, tape):
-        surf = images.load("weapons/%s%s" % (weapon.image_name, suffix))
+        surf = images.load(safepath("weapons/%s%s")
+                           % (weapon.image_name, suffix))
         frame = surf.copy()
         if tape:
-            tape_surf = images.load("weapons/tape")
+            tape_surf = images.load(safepath("weapons/tape"))
             frame.blit(tape_surf, (0, 0))
         return frame
 
     def assemble(self, weapon_name, tape=False):
-        weapon = WEAPON_LOOKUP[weapon_name]
+        weapon = weapon_by_name(weapon_name)
         tape = tape and weapon.can_tape
         frames = [
             self.assemble_frame(suffix, weapon, tape)