X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;ds=sidebyside;f=koperkapel%2Fscenes%2Flevel.py;h=606a0db038b1dae954e1d51d57e6826c862ab24b;hb=3e3bc411ef3560d254c9e4de10f8adf818ae3850;hp=5da355f934aa3f0472a0219708cebe6860718cc6;hpb=31ec0ae3dc918618849b41c4df6b064d6a47c69f;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 5da355f..606a0db 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -84,17 +84,46 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): - print('enter', world['level']['name'], self._level) + self._held_keys = set() if self._level is not None: + for generator in self._generators: + generator.unpause() return super().enter(world) self._roaches = self.actors.add_layer("roaches", level=10) 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._vehicle = Vehicle.current(world) self._mode = 'walk' self._angle = 0 + self._init_items() + self._init_friendly_roaches() + self._init_generators() + self._key_rate = 0.2 + self._last_key_down = 0 return self._init_roaches(world) + def _init_items(self): + for item in self._level.items: + self._items.add(item) + + def _init_friendly_roaches(self): + for friend in self._level.friends: + self._friends.add(friend) + + def exit(self, world): + for generator in self._generators: + # We don't want these running while we're on other levels, but we don't want to delete them + # here either (because of the vehicle management view) + generator.pause() + + def _init_generators(self): + for generator in self._level.enemy_generators: + self._generators.add(generator) + generator.unpause() + def _init_roaches(self, world): x, y = self._level.start_pos self._level_layer = 'floor' @@ -102,8 +131,6 @@ class GameLevelScene(BaseLevelScene): self._set_pos(x, y) self._avatar.pos = (WIDTH // 2, HEIGHT // 2) self._roaches.add(self._avatar) - for friend in self._level.friends: - self._friends.add(friend) # Fix viewport offset return [ MoveViewportEvent(( @@ -152,9 +179,23 @@ class GameLevelScene(BaseLevelScene): for friend in self._friends: friend.pos = self.calc_offset( friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE) + for item in self._items: + item.pos = self.calc_offset( + item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE) + more = self._check_held_keys(dt) + if more: + events.extend(more) return events - def _movement_key(self, key): + def _check_held_keys(self, dt): + for key in self._held_keys: + self._last_key_down += dt + if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT): + return self._movement_key(key, dt) + elif key == keys.X: + return self._fire_key(dt) + + def _movement_key(self, key, dt): x, y = self._player_pos for k, dp, angle in ( (keys.DOWN, (0, 1), 180), @@ -163,12 +204,17 @@ class GameLevelScene(BaseLevelScene): (keys.RIGHT, (1, 0), -90), ): if key == k: - nx, ny = x + dp[0], y + dp[1] - if self._can_move(nx, ny): - self._set_pos(nx, ny) - offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1]) + if self._angle == angle and self._last_key_down > self._key_rate: + nx, ny = x + dp[0], y + dp[1] + if self._can_move(nx, ny): + self._set_pos(nx, ny) + offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1]) + self._set_angle(angle) + self._last_key_down = 0 + return [MoveViewportEvent(offset)] + else: + # just turn self._set_angle(angle) - return [MoveViewportEvent(offset)] def _activate_key(self): x, y = self._player_pos @@ -192,8 +238,10 @@ class GameLevelScene(BaseLevelScene): next_level = self._level.get_exit_level() return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())] - def _fire_key(self): - print('Boom') + def _fire_key(self, dt): + if self._last_key_down > self._key_rate: + self._last_key_down = 0 + print('Boom') def _vehicle_management_key(self): from .roach_management import RoachesScene @@ -202,13 +250,24 @@ 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): - return self._movement_key(key) + self._held_keys.clear() + self._held_keys.add(key) + # 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 + return self._movement_key(key, 0.01) elif key == keys.C: return self._activate_key() elif key == keys.X: - return self._fire_key() + self._held_keys.clear() + self._held_keys.add(key) + self._last_key_down = self._key_rate + 0.01 + return self._fire_key(0.01) elif key == keys.V: return self._change_vehicle() elif key == keys.Z: return self._vehicle_management_key() return super(GameLevelScene, self).on_key_down(key, mod, unicode) + + def on_key_up(self, key, mode): + self._held_keys.discard(key) + self._last_key_down = 0