X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=2484119350570d93fdfb49b37f5d0c02106876d6;hb=4ab7905e566ee4c310be928c4a0976bb49744d43;hp=9dd8b61e3d7958ab67f7f25ae62b9467de770c7a;hpb=8dadf9accd2b841312131667c69f4a801fb93782;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 9dd8b61..2484119 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -62,6 +62,7 @@ class GameLevelScene(BaseLevelScene): def enter(self, world): super().enter(world) self._roaches = self.actors.add_layer("roaches", level=10) + self._mode = 'walk' return self._init_roaches(world.roaches) def _init_roaches(self, roaches): @@ -78,32 +79,51 @@ class GameLevelScene(BaseLevelScene): def _set_pos(self, x, y): self._player_pos = (x, y) + def _can_move(self, x, y): + if self._mode == 'walk': + return self._level.can_walk(x, y, self._level_layer) + elif self._mode == 'fly': + return self._level.can_fly(x, y, self._level_layer) + elif self._mode == 'crawl': + return self._level.can_crawl(x, y, self._level_layer) + + def _set_angle(self, angle): + for roach in self._roaches: + roach.angle = angle + def on_key_down(self, key, mod, unicode): offset = None x, y = self._player_pos if key == keys.DOWN: - if self._level.can_walk(x, y + 1, self._level_layer): + if self._can_move(x, y + 1): self._set_pos(x, y + 1) offset = (0, TILE_SIZE) + self._set_angle(180) elif key == keys.UP: - if self._level.can_walk(x, y - 1, self._level_layer): + if self._can_move(x, y - 1): self._set_pos(x, y - 1) offset = (0, -TILE_SIZE) + self._set_angle(0) elif key == keys.LEFT: - if self._level.can_walk(x - 1, y, self._level_layer): + if self._can_move(x - 1, y): self._set_pos(x - 1, y) offset = (-TILE_SIZE, 0) + self._set_angle(90) elif key == keys.RIGHT: - if self._level.can_walk(x + 1, y, self._level_layer): + if self._can_move(x + 1, y): self._set_pos(x + 1, y) offset = (TILE_SIZE, 0) + self._set_angle(270) elif key == keys.S: - if self._level_layer == 'floor': - if self._level.can_walk(x, y, 'tunnels'): + if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'): + # We're probably on a grate + if self._level.can_crawl(x, y, 'tunnels'): self._level_layer = 'tunnels' - elif self._level.can_walk(x, y, 'floor'): + self._mode = 'crawl' + elif self._level.can_crawl(x, y, 'floor'): # Must be in the tunnels already self._level_layer = 'floor' + self._mode = 'walk' return if offset: return [MoveViewportEvent(offset)]