+ @defer_to_update
+ def _gain_item(self, world, item):
+ if item.item_type == "serum":
+ world.serums.append(item.item_data["serum"])
+ elif item.item_type == "weapon":
+ old_weapon = world.weapons.current
+ world.weapons.current = item.item_data["weapon"]
+ if old_weapon != "spit":
+ clone = clone_old_item(item, weapon=old_weapon)
+ self._level.items.append(clone)
+ self._items.add(clone)
+ self._vehicle_changed()
+
+ def _hit_enemy(self, enemy, weapon):
+ enemy.health -= weapon.damage
+ if enemy.health <= 0:
+ self._level.remove_enemy(enemy)
+ self._enemies.remove(enemy)
+
+ @defer_to_update
+ def _fire_weapon(self, world):
+ weapon = weapon_by_name(world.weapons.current)
+ if weapon.bullet_range > 0:
+ # ranged, fire bullet
+ print("Pew.")
+ else:
+ # melee
+ pos, dp = self._player_pos, self._angle_dp
+ pos = (pos[0] + dp[0], pos[1] + dp[1])
+ enemy = self._level.get_enemy(pos[0], pos[1])
+ if enemy:
+ self._hit_enemy(enemy, weapon)
+