Increase Boyd's starting health over time
[tabakrolletjie.git] / tabakrolletjie / enemies.py
index c76e2b2f85c32c400257621f5c32661788810c31..02491aa5138fabd40c12e89dda350e98822e45ef 100644 (file)
@@ -8,15 +8,31 @@ import pygame.draw
 import pygame.surface
 import pygame.display
 
-import pygame.locals as pgl
-
-from .constants import SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY
+from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY,
+                        TURNIP_CATEGORY)
 from .loader import loader
+from .sound import sound
 
 MOULD_FILTER = pymunk.ShapeFilter(
     mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
     categories=MOULD_CATEGORY)
 
+EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
+
+
+# Boyd parameters
+SPAWN_RATE = 10
+MAX_AGE = 60
+MAX_ELEMENTS = 400
+MAX_HEALTH = 100
+
+# Increase in health per day
+DAY_HEALTH = 10
+
+HEAL_FACTOR = 1
+
+MOULD_STAGES = [15, 25]
+
 
 class Mould(pymunk.Body):
     """A segment of Boyd"""
@@ -31,6 +47,8 @@ class Mould(pymunk.Body):
         self._age = 0
         self._img = None
         self._health = 500
+        self.has_eyeball = False
+        self._eyeball = None
 
     def pygame_pos(self, surface):
         """Convert to pygame coordinates and offset position so
@@ -43,23 +61,35 @@ class Mould(pymunk.Body):
         if not self._img:
             name = random.choice(
                 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
-            self._img = loader.load_image("32", name)
+            size = "16" if self._age < MOULD_STAGES[0] else "32" if self._age < MOULD_STAGES[1] else "64"
+            self._img = loader.load_image(size, name)
         return self._img
 
+    def get_eyeball(self):
+        if not self._eyeball:
+            name = random.choice(
+                ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
+            self._eyeball = loader.load_image("32", name)
+        return self._eyeball
+
+    def set_health(self, new_health):
+        self._health = new_health
+
     def tick(self, gamestate, space, moulds):
         """Grow and / or Die"""
+
         self._age += 1
 
         # we regain a health every tick, so we heal in the dark
-        if self._health < 100:
-            self._health += 1
+        if self._health < MAX_HEALTH:
+            self._health += HEAL_FACTOR
 
         refresh = False
 
-        if (self._age % 15) == 0 and len(moulds) < 1000:
+        if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS:
             # Spawn a new child, if we can
             spawn = True
-            choice = random.randint(0, 4)
+            choice = random.randint(0, 3)
             if choice == 0:
                 pos = self.position + (0, 24)
             elif choice == 1:
@@ -86,18 +116,35 @@ class Mould(pymunk.Body):
                 child._health = self._health
                 moulds.append(child)
                 refresh = True
+                if random.randint(0, 10) < 2:
+                    sound.play_sound("mouth_pop_2a.ogg")
+
+        if self._age in MOULD_STAGES:
+            # We grow in size
+            refresh = True
+            self._img = None  # invalidate cached image
 
-        if self._age > 120:
+        if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
+            # Maybe we grow an eyeball
+            self.has_eyeball = True
+
+        if self._age > MAX_AGE:
             # We die of old age
             space.remove(self, self._shape)
             moulds.remove(self)
             refresh = True
+        else:
+            # Check for turnips we can eat
+            # Note that we can only eat a tick after we spawn
+            query = space.point_query(self.position, 16, EAT_TURNIP_FILTER)
+            if query:
+                query[0].shape.body.turnip.eaten = True
         return refresh
 
-    def damage(self, light_color, intensity, space, moulds):
+    def damage(self, light, space, moulds):
         """Take damage for light, adjusted for resistances."""
-        self._health -= 3
-        if self._health <= 0 and self._age <= 120:
+        self._health -= light.base_damage()
+        if self._health <= 0 and self._age <= MAX_AGE:
             # We die of damage
             space.remove(self, self._shape)
             moulds.remove(self)
@@ -108,14 +155,25 @@ class Mould(pymunk.Body):
 class Boyd(object):
 
     def __init__(self, gamestate, space):
-        seed = Mould(gamestate, space, (350, 370))
-        self._moulds = [seed]
+        self._moulds = []
+        for position in gamestate.get_spawn_positions():
+            seed = Mould(gamestate, space, position)
+            seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
+            self._moulds.append(seed)
         self._image = pygame.surface.Surface(SCREEN_SIZE)
-        self._image.convert_alpha(pygame.display.get_surface())
+        self._image = self._image.convert_alpha(pygame.display.get_surface())
+        self._draw_moulds()
+
+    def _draw_moulds(self):
         self._image.fill((0, 0, 0, 0))
-        self._image.blit(seed.get_image(),
-                         seed.pygame_pos(self._image), None,
-                         pgl.BLEND_RGBA_ADD)
+        for m in self._moulds:
+            self._image.blit(m.get_image(),
+                             m.pygame_pos(self._image), None,
+                             0)
+        for m in self._moulds:
+            if m.has_eyeball:
+                self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
+                                 None, 0)
 
     def tick(self, gamestate, space, lights):
         redraw = False
@@ -125,16 +183,18 @@ class Boyd(object):
             if mould.tick(gamestate, space, self._moulds):
                 redraw = True
             # Check for damage
-            if lights.lit_by(mould.position):
-                if mould.damage(None, None, space, self._moulds):
+            lit_by = lights.light_query(mould._shape)
+            for light in lit_by:
+                # Todo: extract colour and intensity from light
+                if mould.damage(light, space, self._moulds):
                     redraw = True
+                    break  # we only die once
         if redraw:
-            self._image.fill((0, 0, 0, 0))
-            for mould in self._moulds:
-                self._image.blit(mould.get_image(),
-                                 mould.pygame_pos(self._image), None,
-                                 pgl.BLEND_RGBA_ADD)
+            self._draw_moulds()
 
     def render(self, surface):
         """Draw ourselves"""
-        surface.blit(self._image, (0, 0), None, pgl.BLEND_RGBA_ADD)
+        surface.blit(self._image, (0, 0), None, 0)
+
+    def alive(self):
+        return len(self._moulds) > 0