fixed eyeball colour; associated popping sound with eyeball
[tabakrolletjie.git] / tabakrolletjie / enemies.py
1 # Boyd, the friendly, misunderstood turnip loving, light hating space mould
2
3 import random
4
5 import pymunk
6 import pymunk.pygame_util
7 import pygame.draw
8 import pygame.surface
9 import pygame.display
10
11 from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY,
12                         TURNIP_CATEGORY, COLOURS)
13 from .loader import loader
14 from .sound import sound
15 from .transforms import Multiply
16 from .utils import debug_timer
17
18 MOULD_FILTER = pymunk.ShapeFilter(
19     mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
20     categories=MOULD_CATEGORY)
21
22 EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
23
24
25 # Boyd parameters
26 SPAWN_RATE = 5
27 MAX_AGE = 30
28 MAX_ELEMENTS = 400
29 MAX_HEALTH = 100
30
31 # Increase in health per day
32 DAY_HEALTH = 10
33
34 HEAL_FACTOR = 1
35
36 MOULD_STAGES = [7, 13]
37
38 MOULD_RADIUS = 16
39
40
41 def calc_colour_transform(resistances):
42     fr = fg = fb = 0
43     for colour, value in resistances.items():
44         if value:
45             new_value = 63 + 64 * value
46             r, g, b = COLOURS[colour]
47             if r:
48                 fr += new_value
49             if g:
50                 fg += new_value
51             if b:
52                 fb += new_value
53     # Scale if we've exceeded 255
54     # Should only be required when we have lights that aren't soley red,
55     # green or blue
56     max_value = max(fr, fg, fb)
57     if max_value > 255:
58         fr = int(255 * fr / float(max_value))
59         fg = int(255 * fg / float(max_value))
60         fb = int(255 * fb / float(max_value))
61     return Multiply(colour=(fr, fg, fb))
62
63
64 class Mould(pymunk.Body):
65     """A segment of Boyd"""
66
67     def __init__(self, gamestate, space, pos, resistances, transform):
68         super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
69         self.position = pos
70         self._shape = pymunk.Circle(self, MOULD_RADIUS)
71         space.add(self, self._shape)
72         self._shape.filter = MOULD_FILTER
73         self._age = 0
74         self._img = None
75         self._health = 500
76         self.has_eyeball = False
77         self._eyeball = None
78         self._resistances = resistances
79         self._transform = transform
80
81     def pygame_pos(self, surface):
82         """Convert to pygame coordinates and offset position so
83            our position is the centre of the image."""
84         # The odd sign combination is because of the pymunk / pygame
85         # transform, but we do it this way to exploit Vec2d math magic
86         return pymunk.pygame_util.to_pygame(
87             self.position + (-MOULD_RADIUS, MOULD_RADIUS), surface)
88
89     def get_image(self):
90         if not self._img:
91             name = random.choice(
92                 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
93             size = (
94                 "16" if self._age < MOULD_STAGES[0] else
95                 "32" if self._age < MOULD_STAGES[1] else "64")
96             self._img = loader.load_image(size, name,
97                                           transform=self._transform)
98         return self._img
99
100     def get_eyeball(self):
101         if not self._eyeball:
102             name = random.choice(
103                 ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
104             self._eyeball = loader.load_image("32", name)
105             eyelid = loader.load_image("32", "eyelid.png", transform=self._transform)
106             self._eyeball.blit(eyelid, (0, 0), None)
107         return self._eyeball
108
109     def set_health(self, new_health):
110         self._health = new_health
111
112     def tick(self, gamestate, space, moulds):
113         """Grow and / or Die"""
114
115         self._age += 1
116
117         # we regain a health every tick, so we heal in the dark
118         if self._health < MAX_HEALTH:
119             self._health += HEAL_FACTOR
120
121         refresh = False
122
123         if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS:
124             # Spawn a new child, if we can
125             spawn = True
126             choice = random.randint(0, 3)
127             if choice == 0:
128                 pos = self.position + (0, 24)
129             elif choice == 1:
130                 pos = self.position + (24, 0)
131             elif choice == 2:
132                 pos = self.position + (-24, 0)
133             else:
134                 pos = self.position + (0, -24)
135             # check for bounds
136             if pos[0] < 0 or pos[0] >= SCREEN_SIZE[0]:
137                 spawn = False
138             if pos[1] < 0 or pos[1] >= SCREEN_SIZE[1]:
139                 spawn = False
140             # Check for free space
141             # We allow some overlap, hence not checking full radius
142             query = space.point_query(pos, 8, MOULD_FILTER)
143             if query:
144                 spawn = False
145             if spawn:
146                 child = Mould(gamestate, space, pos, self._resistances,
147                               self._transform)
148                 child._health = self._health
149                 moulds.append(child)
150                 refresh = True
151
152         if self._age in MOULD_STAGES:
153             # We grow in size
154             refresh = True
155             self._img = None  # invalidate cached image
156
157         if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
158             # Maybe we grow an eyeball
159             self.has_eyeball = True
160             sound.play_sound("mouth_pop_2a.ogg")
161
162         if self._age > MAX_AGE:
163             # We die of old age
164             space.remove(self, self._shape)
165             moulds.remove(self)
166             refresh = True
167         else:
168             # Check for turnips we can eat
169             # Note that we can only eat a tick after we spawn
170             query = space.point_query(self.position, MOULD_RADIUS,
171                                       EAT_TURNIP_FILTER)
172             if query:
173                 query[0].shape.body.turnip.eaten = True
174         return refresh
175
176     def damage(self, light, space, moulds):
177         """Take damage for light, adjusted for resistances."""
178         damage = light.base_damage()
179         colour = light.colour
180         damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
181         self._health -= damage
182         if self._health <= 0 and self._age <= MAX_AGE:
183             # We die of damage
184             space.remove(self, self._shape)
185             moulds.remove(self)
186             return True
187         return False
188
189
190 class Boyd(object):
191
192     def __init__(self, gamestate, space):
193         self._moulds = []
194         self._seen_colours = set()
195         self._mould_transform = calc_colour_transform(gamestate.resistances)
196         for position in gamestate.get_spawn_positions():
197             seed = Mould(gamestate, space, position,
198                          gamestate.resistances, self._mould_transform)
199             seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
200             self._moulds.append(seed)
201         self._image = pygame.surface.Surface(SCREEN_SIZE)
202         self._image = self._image.convert_alpha(pygame.display.get_surface())
203         self._draw_moulds()
204
205     def _draw_moulds(self):
206         self._image.fill((0, 0, 0, 0))
207         for m in self._moulds:
208             self._image.blit(m.get_image(),
209                              m.pygame_pos(self._image), None,
210                              0)
211         for m in self._moulds:
212             if m.has_eyeball:
213                 self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
214                                  None, 0)
215
216     @debug_timer('Boyd.tick')
217     def tick(self, gamestate, space, lights):
218         redraw = False
219         # Handle spawn events
220         for mould in self._moulds[:]:
221             # Handle updates
222             if mould.tick(gamestate, space, self._moulds):
223                 redraw = True
224             # Check for damage
225             lit_by = lights.lit_by(mould.position, MOULD_RADIUS)
226             for light in lit_by:
227                 self._seen_colours.add(light.colour)
228                 if mould.damage(light, space, self._moulds):
229                     redraw = True
230                     break  # we only die once
231         if redraw:
232             self._draw_moulds()
233
234     def render(self, surface):
235         """Draw ourselves"""
236         surface.blit(self._image, (0, 0), None, 0)
237
238     def alive(self):
239         return len(self._moulds) > 0
240
241     def update_resistances(self, gamestate):
242         for colour in self._seen_colours:
243             cur_reistance = gamestate.resistances.get(colour, 0)
244             gamestate.resistances[colour] = cur_reistance + 2
245         for colour in gamestate.resistances:
246             gamestate.resistances[colour] -= 1
247             if gamestate.resistances[colour] > 3:
248                 gamestate.resistances[colour] = 3
249             if gamestate.resistances[colour] < 0:
250                 gamestate.resistances[colour] = 0