+
+
+class GameLevelScene(BaseLevelScene):
+
+ def enter(self, world):
+ super().enter(world)
+ self._roaches = self.actors.add_layer("roaches", level=10)
+ self._mode = 'walk'
+ return self._init_roaches(world.roaches)
+
+ def _init_roaches(self, roaches):
+ for roach in roaches:
+ roach_actor = self._roaches.add(default_roaches.assemble(roach))
+ roach_actor.anchor = (0, 0)
+ roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
+ x, y = self._level.start_pos
+ self._set_pos(x, y)
+ self._level_layer = 'floor'
+ # Fix viewport offset
+ return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
+
+ def _set_pos(self, x, y):
+ self._player_pos = (x, y)
+
+ def _can_move(self, x, y):
+ if self._mode == 'walk':
+ return self._level.can_walk(x, y, self._level_layer)
+ elif self._mode == 'fly':
+ return self._level.can_fly(x, y, self._level_layer)
+ elif self._mode == 'crawl':
+ return self._level.can_crawl(x, y, self._level_layer)
+
+ def _set_angle(self, angle):
+ for roach in self._roaches:
+ roach.angle = angle
+
+ def on_key_down(self, key, mod, unicode):
+ offset = None
+ x, y = self._player_pos
+ if key == keys.DOWN:
+ if self._can_move(x, y + 1):
+ self._set_pos(x, y + 1)
+ offset = (0, TILE_SIZE)
+ self._set_angle(180)
+ elif key == keys.UP:
+ if self._can_move(x, y - 1):
+ self._set_pos(x, y - 1)
+ offset = (0, -TILE_SIZE)
+ self._set_angle(0)
+ elif key == keys.LEFT:
+ if self._can_move(x - 1, y):
+ self._set_pos(x - 1, y)
+ offset = (-TILE_SIZE, 0)
+ self._set_angle(90)
+ elif key == keys.RIGHT:
+ if self._can_move(x + 1, y):
+ self._set_pos(x + 1, y)
+ offset = (TILE_SIZE, 0)
+ self._set_angle(270)
+ elif key == keys.S:
+ if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
+ # We're probably on a grate
+ if self._level.can_crawl(x, y, 'tunnels'):
+ self._level_layer = 'tunnels'
+ self._mode = 'crawl'
+ elif self._level.can_crawl(x, y, 'floor'):
+ # Must be in the tunnels already
+ self._level_layer = 'floor'
+ self._mode = 'walk'
+ return
+ if offset:
+ return [MoveViewportEvent(offset)]
+ return super(GameLevelScene, self).on_key_down(key, mod, unicode)
+
+