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Check bullets and enemies are on the same level
[koperkapel.git]
/
koperkapel
/
scenes
/
level.py
diff --git
a/koperkapel/scenes/level.py
b/koperkapel/scenes/level.py
index ca85884b75a2ccb0e4cbd3aec0494faf5ee4fff1..d4f3b0d12e3f8285f8c7278b185ba09f3aeb3a5f 100644
(file)
--- a/
koperkapel/scenes/level.py
+++ b/
koperkapel/scenes/level.py
@@
-2,6
+2,7
@@
import random
from pgzero.constants import keys
import random
from pgzero.constants import keys
+from pgzero.loaders import sounds
from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
@@
-9,6
+10,7
@@
from .base import (
Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
from ..constants import TILE_SIZE, WIDTH, HEIGHT
from ..gamelib.items import clone_old_item, create_new_item
Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
from ..constants import TILE_SIZE, WIDTH, HEIGHT
from ..gamelib.items import clone_old_item, create_new_item
+from ..hud import HudActor
from ..roaches import build_roach
from ..vehicles.base import Vehicle
from ..weapons import weapon_by_name
from ..roaches import build_roach
from ..vehicles.base import Vehicle
from ..weapons import weapon_by_name
@@
-26,6
+28,13
@@
class PlayerStats:
return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
self.health, self.smart, self.fast, self.strong)
return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
self.health, self.smart, self.fast, self.strong)
+ def __eq__(self, other):
+ if not isinstance(other, PlayerStats):
+ return NotImplemented
+ return all(
+ (self.health == other.health, self.smart == other.smart,
+ self.fast == other.fast, self.strong == other.strong))
+
def _count_attr(self, attr, roaches):
attrs = [r[attr] for r in roaches]
attrs = [a for a in attrs if a]
def _count_attr(self, attr, roaches):
attrs = [r[attr] for r in roaches]
attrs = [a for a in attrs if a]
@@
-120,6
+129,9
@@
class GameLevelScene(BaseLevelScene):
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=11)
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=11)
+ self._hud = self.actors.add_layer("hud", level=12)
+ self._hud.add(HudActor(
+ self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
self._vehicle = Vehicle.current(world)
self._mode = 'walk'
self._angle = 0 # up
self._vehicle = Vehicle.current(world)
self._mode = 'walk'
self._angle = 0 # up
@@
-130,6
+142,7
@@
class GameLevelScene(BaseLevelScene):
self._key_rate = 0.2
self._last_key_down = 0
self._last_dmg = 0
self._key_rate = 0.2
self._last_key_down = 0
self._last_dmg = 0
+ self._screech = sounds.load("screech")
return self._init_roaches(world)
def _init_items(self):
return self._init_roaches(world)
def _init_items(self):
@@
-205,6
+218,7
@@
class GameLevelScene(BaseLevelScene):
return
roach = random.choice(world.roaches)
roach.health -= self._last_dmg
return
roach = random.choice(world.roaches)
roach.health -= self._last_dmg
+ self._screech.play()
self._last_dmg = 0
if roach.health < 0:
index = [x.name for x in world.roaches].index(roach.name)
self._last_dmg = 0
if roach.health < 0:
index = [x.name for x in world.roaches].index(roach.name)
@@
-245,7
+259,7
@@
class GameLevelScene(BaseLevelScene):
def _check_for_bullet_hits(self):
for bullet in list(self._bullets):
for enemy in list(self._enemies):
def _check_for_bullet_hits(self):
for bullet in list(self._bullets):
for enemy in list(self._enemies):
- if enemy.collidepoint(bullet.pos):
+ if enemy.collidepoint(bullet.pos)
and bullet.level_layer == enemy.level_layer
:
self._hit_enemy(enemy, bullet.weapon)
self._bullets.remove(bullet)
self._hit_enemy(enemy, bullet.weapon)
self._bullets.remove(bullet)
@@
-322,6
+336,7
@@
class GameLevelScene(BaseLevelScene):
bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
self._check_for_bullet_hits()
self._update_player_stats(world)
bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
self._check_for_bullet_hits()
self._update_player_stats(world)
+ self._hud[0].stats = self._stats
more = self._check_held_keys(dt)
if more:
events.extend(more)
more = self._check_held_keys(dt)
if more:
events.extend(more)