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Poppable.
[koperkapel.git]
/
koperkapel
/
scenes
/
level.py
diff --git
a/koperkapel/scenes/level.py
b/koperkapel/scenes/level.py
index 0aaa33d487dea765feeaa6776552fc26cefdfb3e..c68ac6dc03731a70269e7d1a5e928ddbafd60531 100644
(file)
--- a/
koperkapel/scenes/level.py
+++ b/
koperkapel/scenes/level.py
@@
-195,13
+195,14
@@
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)
def _check_for_bullet_hits(self):
self._bullets.add(bullet)
def _check_for_bullet_hits(self):
@@
-227,7
+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
@@
-363,8
+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