1 # Boyd, the friendly, misunderstood turnip loving, light hating space mould
6 import pymunk.pygame_util
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
17 MOULD_FILTER = pymunk.ShapeFilter(
18 mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
19 categories=MOULD_CATEGORY)
21 EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
30 # Increase in health per day
35 MOULD_STAGES = [15, 25]
38 def calc_colour_transform(resistances):
40 for colour, value in resistances.items():
42 new_value = 63 + 64 * value
43 r, g, b = COLOURS[colour]
50 # Scale if we've exceeded 255
51 # Should only be required when we have lights that aren't soley red,
53 max_value = max(fr, fg, fb)
55 fr = int(255 * fr / float(max_value))
56 fg = int(255 * fg / float(max_value))
57 fb = int(255 * fb / float(max_value))
58 return Multiply(colour=(fr, fg, fb))
61 class Mould(pymunk.Body):
62 """A segment of Boyd"""
64 def __init__(self, gamestate, space, pos, resistances, transform):
65 super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
67 self._shape = pymunk.Circle(self, 16)
68 space.add(self, self._shape)
69 self._shape.filter = MOULD_FILTER
73 self.has_eyeball = False
75 self._resistances = resistances
76 self._transform = transform
78 def pygame_pos(self, surface):
79 """Convert to pygame coordinates and offset position so
80 our position is the centre of the image."""
81 # The odd sign combination is because of the pymunk / pygame
82 # transform, but we do it this way to exploit Vec2d math magic
83 return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface)
88 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
89 size = "16" if self._age < MOULD_STAGES[0] else "32" if self._age < MOULD_STAGES[1] else "64"
90 self._img = loader.load_image(size, name,
91 transform=self._transform)
94 def get_eyeball(self):
97 ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
98 self._eyeball = loader.load_image("32", name)
101 def set_health(self, new_health):
102 self._health = new_health
104 def tick(self, gamestate, space, moulds):
105 """Grow and / or Die"""
109 # we regain a health every tick, so we heal in the dark
110 if self._health < MAX_HEALTH:
111 self._health += HEAL_FACTOR
115 if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS:
116 # Spawn a new child, if we can
118 choice = random.randint(0, 3)
120 pos = self.position + (0, 24)
122 pos = self.position + (24, 0)
124 pos = self.position + (-24, 0)
126 pos = self.position + (0, -24)
128 if pos[0] < 0 or pos[0] >= SCREEN_SIZE[0]:
130 if pos[1] < 0 or pos[1] >= SCREEN_SIZE[1]:
132 # Check for free space
133 # We allow some overlap, hence not checking full radius
134 query = space.point_query(pos, 8, MOULD_FILTER)
138 child = Mould(gamestate, space, pos, self._resistances,
140 child._health = self._health
143 if random.randint(0, 10) < 2:
144 sound.play_sound("mouth_pop_2a.ogg")
146 if self._age in MOULD_STAGES:
149 self._img = None # invalidate cached image
151 if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
152 # Maybe we grow an eyeball
153 self.has_eyeball = True
155 if self._age > MAX_AGE:
157 space.remove(self, self._shape)
161 # Check for turnips we can eat
162 # Note that we can only eat a tick after we spawn
163 query = space.point_query(self.position, 16, EAT_TURNIP_FILTER)
165 query[0].shape.body.turnip.eaten = True
168 def damage(self, light, space, moulds):
169 """Take damage for light, adjusted for resistances."""
170 damage = light.base_damage()
171 colour = light.colour
172 damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
173 self._health -= damage
174 if self._health <= 0 and self._age <= MAX_AGE:
176 space.remove(self, self._shape)
184 def __init__(self, gamestate, space):
186 self._seen_colours = set()
187 self._mould_transform = calc_colour_transform(gamestate.resistances)
188 for position in gamestate.get_spawn_positions():
189 seed = Mould(gamestate, space, position,
190 gamestate.resistances, self._mould_transform)
191 seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
192 self._moulds.append(seed)
193 self._image = pygame.surface.Surface(SCREEN_SIZE)
194 self._image = self._image.convert_alpha(pygame.display.get_surface())
197 def _draw_moulds(self):
198 self._image.fill((0, 0, 0, 0))
199 for m in self._moulds:
200 self._image.blit(m.get_image(),
201 m.pygame_pos(self._image), None,
203 for m in self._moulds:
205 self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
208 def tick(self, gamestate, space, lights):
210 # Handle spawn events
211 for mould in self._moulds[:]:
213 if mould.tick(gamestate, space, self._moulds):
216 lit_by = lights.light_query(mould._shape)
218 self._seen_colours.add(light.colour)
219 if mould.damage(light, space, self._moulds):
221 break # we only die once
225 def render(self, surface):
227 surface.blit(self._image, (0, 0), None, 0)
230 return len(self._moulds) > 0
232 def update_resistances(self, gamestate):
233 for colour in self._seen_colours:
234 cur_reistance = gamestate.resistances.get(colour, 0)
235 gamestate.resistances[colour] = cur_reistance + 2
236 for colour in gamestate.resistances:
237 gamestate.resistances[colour] -= 1
238 if gamestate.resistances[colour] > 3:
239 gamestate.resistances[colour] = 3
240 if gamestate.resistances[colour] < 0:
241 gamestate.resistances[colour] = 0