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Merge branch 'master' of ctpug.org.za:koperkapel
[koperkapel.git]
/
koperkapel
/
scenes
/
level.py
diff --git
a/koperkapel/scenes/level.py
b/koperkapel/scenes/level.py
index c5a847b37de719da32810dd786ad36a7e78aa998..c68ac6dc03731a70269e7d1a5e928ddbafd60531 100644
(file)
--- a/
koperkapel/scenes/level.py
+++ b/
koperkapel/scenes/level.py
@@
-98,7
+98,7
@@
class GameLevelScene(BaseLevelScene):
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._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._vehicle = Vehicle.current(world)
self._mode = 'walk'
self._angle = 0 # up
@@
-195,15
+195,23
@@
class GameLevelScene(BaseLevelScene):
self._level.remove_enemy(enemy)
self._enemies.remove(enemy)
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
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)
self._bullets.add(bullet)
+ def _check_for_bullet_hits(self):
+ for bullet in list(self._bullets):
+ for enemy in list(self._enemies):
+ if enemy.collidepoint(bullet.pos):
+ self._hit_enemy(enemy, bullet.weapon)
+ self._bullets.remove(bullet)
+
def _update_bullet(self, bullet, dt):
bullet.dt += dt
if bullet.dt > 0.1:
def _update_bullet(self, bullet, dt):
bullet.dt += dt
if bullet.dt > 0.1:
@@
-220,7
+228,8
@@
class GameLevelScene(BaseLevelScene):
weapon.play_sound()
if weapon.bullet_range > 0:
self._fire_bullet(
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
else:
# melee
pos, dp = self._player_pos, self._angle_dp
@@
-234,9
+243,9
@@
class GameLevelScene(BaseLevelScene):
x, y = self._player_pos
old_vehicle = world.vehicles.current
x, y = self._player_pos
old_vehicle = world.vehicles.current
-
+
item = self._level.item_at(x, y)
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)
if item and item.item_type == "vehicle":
world.vehicles.current = item.item_data["vehicle"]
self._level.remove_item(item)
@@
-245,7
+254,8
@@
class GameLevelScene(BaseLevelScene):
world.vehicles.current = "walking"
if old_vehicle != "walking":
world.vehicles.current = "walking"
if old_vehicle != "walking":
- dropped_vehicle = create_new_item("vehicle", (x, y), vehicle=old_vehicle)
+ dropped_vehicle = create_new_item(
+ "vehicle", (x, y), vehicle=old_vehicle)
self._level.items.append(dropped_vehicle)
self._items.add(dropped_vehicle)
self._level.items.append(dropped_vehicle)
self._items.add(dropped_vehicle)
@@
-269,6
+279,7
@@
class GameLevelScene(BaseLevelScene):
bullet.pos = self.calc_offset(
bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
bullet.pos = self.calc_offset(
bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
+ self._check_for_bullet_hits()
more = self._check_held_keys(dt)
if more:
events.extend(more)
more = self._check_held_keys(dt)
if more:
events.extend(more)
@@
-354,8
+365,11
@@
class GameLevelScene(BaseLevelScene):
def on_key_down(self, key, mod, unicode):
x, y = self._player_pos
if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
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)
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
# 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