for layer in ['floor', 'tunnels']:
self._surfaces[layer] = self._render(layer)
self._overlay = self._surfaces['floor'].copy()
+ self._doors = self.actors.add_layer("doors", level=9)
+ self._keypads = self.actors.add_layer("keypads", level=8)
+ # These are already Actors
+ for door in self._level.doors:
+ self._doors.add(door)
+ for keypad in self._level.keypads:
+ self._keypads.add(keypad)
def _render(self, layer):
# We cache the rendered surface to avoid doing a large number
surface.blit(tile[layer_key], pos)
return surface.convert_alpha()
+ def update(self, world, engine, dt):
+ """Fix the door and keypad positions"""
+ for door in self._doors:
+ door.pos = engine.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.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
+
def draw(self, screen, viewport):
screen.clear()
# Viewport is the position of the screen relative to the
def _set_pos(self, x, y):
self._player_pos = (x, y)
+ print('Now at ', x, y)
def _can_move(self, x, y):
if self._mode == 'walk':