from .base import (
Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
from ..constants import TILE_SIZE, WIDTH, HEIGHT
-from ..gamelib.items import clone_old_item
+from ..gamelib.items import clone_old_item, create_new_item
from ..roaches import build_roach
from ..vehicles.base import Vehicle
from ..weapons import weapon_by_name
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._enemies = self.actors.add_layer("enemies", level=11)
self._vehicle = Vehicle.current(world)
self._mode = 'walk'
self._angle = 0 # up
self._level.remove_enemy(enemy)
self._enemies.remove(enemy)
- def _fire_bullet(self, bullet, pos, dp):
+ def _fire_bullet(self, bullet, pos, dp, angle):
if len(self._bullets) >= 10:
return
bullet.game_pos = pos
bullet.game_dp = dp
bullet.dt = 0
bullet.level_layer = self._level_layer
+ bullet.angle = angle
self._bullets.add(bullet)
def _check_for_bullet_hits(self):
weapon.play_sound()
if weapon.bullet_range > 0:
self._fire_bullet(
- weapon.assemble_bullet(), self._player_pos, self._angle_dp)
+ weapon.assemble_bullet(), self._player_pos, self._angle_dp,
+ self._angle)
else:
# melee
pos, dp = self._player_pos, self._angle_dp
@defer_to_update
def _change_vehicle(self, world):
- vehicle = Vehicle.random()
- world.vehicles.current = vehicle
+ x, y = self._player_pos
+
+ old_vehicle = world.vehicles.current
+
+ item = self._level.item_at(x, y)
+
+ if item and item.item_type == "vehicle":
+ world.vehicles.current = item.item_data["vehicle"]
+ self._level.remove_item(item)
+ self._items.remove(item)
+ else:
+ world.vehicles.current = "walking"
+
+ if old_vehicle != "walking":
+ dropped_vehicle = create_new_item(
+ "vehicle", (x, y), vehicle=old_vehicle)
+ self._level.items.append(dropped_vehicle)
+ self._items.add(dropped_vehicle)
+
self._vehicle_changed()
def update(self, world, engine, dt):
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)
+ if item.item_type != "vehicle":
+ 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 [
def on_key_down(self, key, mod, unicode):
x, y = self._player_pos
if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+ firing = (keys.X in self._held_keys)
self._held_keys.clear()
self._held_keys.add(key)
+ if firing:
+ self._held_keys.add(keys.X)
# 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