X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=22662a2513017d5fea8c9848cc762f2cfea0fa18;hb=b6db416920a423ad58363e32e4858c579d9f6fa5;hp=6845ea2fcac2b7e6326029c77d9de3e2812625cf;hpb=c286465018f7a246e38c4d70b5bffb7e5f37556b;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 6845ea2..22662a2 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -13,12 +13,31 @@ from ..vehicles.base import Vehicle from ..weapons import weapon_by_name +class PlayerStats: + def __init__(self, world): + roaches = world.roaches + self.health = sum(r.health for r in roaches) + self.smart = self._count_attr("smart", roaches) + self.fast = self._count_attr("fast", roaches) + self.strong = self._count_attr("strong", roaches) + + def __str__(self): + return "" % ( + self.health, self.smart, self.fast, self.strong) + + def _count_attr(self, attr, roaches): + attrs = [r[attr] for r in roaches] + attrs = [a for a in attrs if a] + return len(attrs) + + class BaseLevelScene(Scene): """ Level scene. """ def __init__(self): super().__init__() self._level = None + self._stats = None def enter(self, world): self._level = levels.load(world.level.name) @@ -93,12 +112,13 @@ class GameLevelScene(BaseLevelScene): for generator in self._generators: generator.unpause() return + self._update_player_stats(world) 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._enemies = self.actors.add_layer("enemies", level=11) self._vehicle = Vehicle.current(world) self._mode = 'walk' self._angle = 0 # up @@ -195,13 +215,14 @@ class GameLevelScene(BaseLevelScene): 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 + bullet.angle = angle self._bullets.add(bullet) def _check_for_bullet_hits(self): @@ -227,7 +248,8 @@ class GameLevelScene(BaseLevelScene): 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 @@ -241,9 +263,9 @@ class GameLevelScene(BaseLevelScene): x, y = self._player_pos old_vehicle = world.vehicles.current - + item = self._level.item_at(x, y) - + if item and item.item_type == "vehicle": world.vehicles.current = item.item_data["vehicle"] self._level.remove_item(item) @@ -252,7 +274,8 @@ class GameLevelScene(BaseLevelScene): world.vehicles.current = "walking" if old_vehicle != "walking": - dropped_vehicle = create_new_item("vehicle", (x, y), vehicle=old_vehicle) + dropped_vehicle = create_new_item( + "vehicle", (x, y), vehicle=old_vehicle) self._level.items.append(dropped_vehicle) self._items.add(dropped_vehicle) @@ -277,11 +300,15 @@ class GameLevelScene(BaseLevelScene): bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2), bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2)) self._check_for_bullet_hits() + self._update_player_stats(world) more = self._check_held_keys(dt) if more: events.extend(more) return events + def _update_player_stats(self, world): + self._stats = PlayerStats(world) + def _check_enemies(self): if len(self._level.enemies) != len(self._enemies): # New nemy has spawned @@ -362,8 +389,11 @@ 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): + firing = (keys.X in self._held_keys) 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