+ def _set_angle(self, angle, dp):
+ self._angle = angle
+ self._angle_dp = dp
+ 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, self._angle_dp)
+
+ @defer_to_update
+ def _add_roach(self, world):
+ world.roaches.append(build_roach(world))
+ self._vehicle_changed()
+
+ @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)
+
+ def _fire_bullet(self, bullet, pos, dp):
+ if len(self._bullets) >= 10:
+ return
+ bullet.game_pos = pos
+ bullet.game_dp = dp
+ bullet.dt = 0
+ bullet.level_layer = self._level_layer
+ self._bullets.add(bullet)
+
+ def _update_bullet(self, bullet, dt):
+ bullet.dt += dt
+ if bullet.dt > 0.1:
+ bullet.dt = 0
+ bullet.game_pos = pos = (
+ bullet.game_pos[0] + bullet.game_dp[0],
+ bullet.game_pos[1] + bullet.game_dp[1])
+ if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
+ self._bullets.remove(bullet)
+
+ @defer_to_update
+ def _fire_weapon(self, world):
+ weapon = weapon_by_name(world.weapons.current)
+ weapon.play_sound()
+ if weapon.bullet_range > 0:
+ self._fire_bullet(
+ weapon.assemble_bullet(), self._player_pos, self._angle_dp)
+ 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)
+
+ @defer_to_update
+ def _change_vehicle(self, world):
+ 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):
+ 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)
+ self._check_enemies()
+ for enemy in self._enemies:
+ enemy.pos = self.calc_offset(
+ enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
+ for bullet in list(self._bullets):
+ self._update_bullet(bullet, dt)
+ bullet.pos = self.calc_offset(
+ bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
+ bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
+ more = self._check_held_keys(dt)
+ if more:
+ events.extend(more)
+ return events
+
+ def _check_enemies(self):
+ if len(self._level.enemies) != len(self._enemies):
+ # New nemy has spawned
+ for enemy in self._level.enemies:
+ if enemy not in self._enemies:
+ self._enemies.add(enemy)
+
+ def _check_held_keys(self, dt):
+ for key in self._held_keys:
+ self._last_key_down += dt
+ if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+ return self._movement_key(key, dt)
+ elif key == keys.X:
+ return self._fire_key(dt)
+
+ def _movement_key(self, key, dt):
+ 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:
+ if (self._angle == angle and
+ self._last_key_down > self._key_rate):
+ 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, dp)
+ self._last_key_down = 0
+ return [MoveViewportEvent(offset)]
+ else:
+ # just turn
+ self._set_angle(angle, dp)
+
+ 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.friend_at(x, y):
+ friend = self._level.friend_at(x, y)
+ self._level.remove_friend(friend)
+ self._friends.remove(friend)
+ self._add_roach()
+ elif self._level.item_at(x, y):
+ item = self._level.item_at(x, y)
+ 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 [
+ WorldEvent('set', {'level.name': next_level}),
+ ChangeSceneEvent(GameLevelScene())]
+
+ def _fire_key(self, dt):
+ if self._last_key_down > self._key_rate:
+ self._last_key_down = 0
+ self._fire_weapon()
+
+ def _vehicle_management_key(self):
+ from .roach_management import RoachesScene
+ return [ChangeSceneEvent(RoachesScene(level_scene=self))]