+
+
+class GameLevelScene(BaseLevelScene):
+
+ def enter(self, world):
+ print('enter', world['level']['name'], self._level)
+ if self._level is not None:
+ return
+ super().enter(world)
+ self._roaches = self.actors.add_layer("roaches", level=10)
+ self._friends = self.actors.add_layer("friendly roaches", level=9)
+ self._items = self.actors.add_layer("items", level=9)
+ self._vehicle = Vehicle.current(world)
+ self._mode = 'walk'
+ self._angle = 0
+ self._init_items()
+ self._init_friendly_roaches()
+ return self._init_roaches(world)
+
+ def _init_items(self):
+ for item in self._level.items:
+ self._items.add(item)
+
+ def _init_friendly_roaches(self):
+ for friend in self._level.friends:
+ self._friends.add(friend)
+
+ def _init_roaches(self, world):
+ x, y = self._level.start_pos
+ self._level_layer = 'floor'
+ self._avatar = self._vehicle.get_avatar(world)
+ self._set_pos(x, y)
+ self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+ self._roaches.add(self._avatar)
+ # 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)
+ # print('At ', (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):
+ self._angle = angle
+ self._avatar.angle = angle
+
+ @defer_to_update
+ def _vehicle_changed(self, world):
+ self._roaches.remove(self._avatar)
+ self._vehicle = Vehicle.current(world)
+ self._avatar = self._vehicle.get_avatar(world)
+ self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+ self._roaches.add(self._avatar)
+ self._set_angle(self._angle)
+
+ @defer_to_update
+ def _add_roach(self, world):
+ world.roaches.append(build_roach(world))
+ self._vehicle_changed()
+
+ @defer_to_update
+ def _change_vehicle(self, world):
+ vehicle = Vehicle.random()
+ world.vehicles.current = vehicle
+ self._vehicle_changed()
+
+ def update(self, world, engine, dt):
+ super().update(world, engine, dt)
+ events = world.pop_events()
+ for friend in self._friends:
+ friend.pos = self.calc_offset(
+ friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
+ for item in self._items:
+ item.pos = self.calc_offset(
+ item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
+ return events
+
+ def _movement_key(self, key):
+ x, y = self._player_pos
+ for k, dp, angle in (
+ (keys.DOWN, (0, 1), 180),
+ (keys.UP, (0, -1), 0),
+ (keys.LEFT, (-1, 0), 90),
+ (keys.RIGHT, (1, 0), -90),
+ ):
+ if key == k:
+ nx, ny = x + dp[0], y + dp[1]
+ if self._can_move(nx, ny):
+ self._set_pos(nx, ny)
+ offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
+ self._set_angle(angle)
+ return [MoveViewportEvent(offset)]
+
+ def _activate_key(self):
+ x, y = self._player_pos
+ if self._level.is_grate(x, y):
+ if (self._level_layer == 'floor' and
+ self._level.can_crawl(x, y, 'floor')):
+ 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'
+ elif self._level.is_keypad(x, y):
+ self._level.press_keypad(x, y, self._roaches)
+ elif self._level.is_on_friend(x, y):
+ friend = self._level.remove_friend(x, y)
+ self._friends.remove(friend)
+ self._add_roach()
+ elif self._level.is_exit(x, y):
+ next_level = self._level.get_exit_level()
+ return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())]
+
+ def _fire_key(self):
+ print('Boom')
+
+ def _vehicle_management_key(self):
+ from .roach_management import RoachesScene
+ return [ChangeSceneEvent(RoachesScene(level_scene=self))]
+
+ def on_key_down(self, key, mod, unicode):
+ x, y = self._player_pos
+ if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+ return self._movement_key(key)
+ elif key == keys.C:
+ return self._activate_key()
+ elif key == keys.X:
+ return self._fire_key()
+ elif key == keys.V:
+ return self._change_vehicle()
+ elif key == keys.Z:
+ return self._vehicle_management_key()
+ return super(GameLevelScene, self).on_key_down(key, mod, unicode)