Random vehicle swapping.
[koperkapel.git] / koperkapel / scenes / level.py
index 0c57ae08d2c72614bdf03ec18e1d9cedc6640a2a..54449dcc8513f7d2d91b5768d7549307f54e1e94 100644 (file)
@@ -4,7 +4,7 @@ from pgzero.constants import keys
 from pygame import Surface
 import pygame.locals as pgl
 from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent, MoveViewportEvent
+from .base import Scene, ChangeSceneEvent, MoveViewportEvent, defer_to_update
 from ..constants import TILE_SIZE, WIDTH, HEIGHT
 from ..vehicles.base import Vehicle
 
@@ -51,18 +51,20 @@ class BaseLevelScene(Scene):
 
     def update(self, world, engine, dt):
         """Fix the door and keypad positions"""
+        super().update(world, engine, dt)
         for door in self._doors:
-            door.pos = engine.calc_offset(
+            door.pos = self.calc_offset(
                 door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
         for keypad in self._keypads:
-            keypad.pos = engine.calc_offset(
+            keypad.pos = self.calc_offset(
                 keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
 
-    def draw(self, screen, viewport):
+    def draw(self, screen):
         screen.clear()
         # Viewport is the position of the screen relative to the
         # surface. We need the position of the surface relative to
         # the screen for the blit, so this conversion
+        viewport = self.viewport
         screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
         if self._level_layer != 'floor':
@@ -118,14 +120,25 @@ class GameLevelScene(BaseLevelScene):
         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 _change_vehicle(self, world):
+        vehicle = Vehicle.random()
+        world.vehicles.current = vehicle
+        self._vehicle_changed()
+
     def update(self, world, engine, dt):
-        if self._vehicle.changed():
-            self._roaches.remove(self._avatar)
-            self._avatar = self._vehicle.get_avatar(world)
-            self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
-            self._roaches.add(self._avatar)
-            self._avatar.set_angle(self._angle)
         super().update(world, engine, dt)
+        events = world.pop_events()
+        return events
 
     def on_key_down(self, key, mod, unicode):
         offset = None
@@ -169,7 +182,7 @@ class GameLevelScene(BaseLevelScene):
             print('Boom')
         elif key == keys.V:
             # Leave vehicle
-            print('Vehicle key pressed')
+            self._change_vehicle()
         elif key == keys.Z:
             # Vehicle management
             from .roach_management import RoachesScene