X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=856f4cec8e9ead960cc666a1866d48fdd38363b1;hb=03537d4fda708994f08f17ae33f461eb6fbd14ba;hp=ea37e154ed643a39f166a1fcd8ada72553fd8af3;hpb=086b92efc52a09908e7186b906f6ca6dfb1607e6;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index ea37e15..856f4ce 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -6,12 +6,16 @@ import pygame.locals as pgl from ..loaders.levelloader import levels from .base import Scene, ChangeSceneEvent, MoveViewportEvent from ..constants import TILE_SIZE, WIDTH, HEIGHT -from ..roaches import default_roaches +from ..vehicles.base import Vehicle class BaseLevelScene(Scene): """ Level scene. """ + def __init__(self): + super().__init__() + self._level = None + def enter(self, world): self._level = levels.load(world.level.name) self._tiles = self._level.tiles @@ -48,21 +52,25 @@ class BaseLevelScene(Scene): 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) + 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.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE) + 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': - screen.surface.blit(self._overlay, (0, 0), - area=(viewport[0], viewport[1], WIDTH, HEIGHT), - special_flags=pgl.BLEND_MULT) + screen.surface.blit( + self._overlay, (0, 0), + area=(viewport[0], viewport[1], WIDTH, HEIGHT), + special_flags=pgl.BLEND_MULT) self.actors.draw(screen) def on_key_down(self, key, mod, unicode): @@ -74,25 +82,30 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): + if self._level is not None: + return super().enter(world) self._roaches = self.actors.add_layer("roaches", level=10) + self._vehicle = Vehicle.current(world) self._mode = 'walk' - return self._init_roaches(world.roaches) + self._angle = 0 + return self._init_roaches(world) - def _init_roaches(self, roaches): - for roach in roaches: - roach_actor = self._roaches.add(default_roaches.assemble(roach)) - roach_actor.anchor = (0, 0) - roach_actor.pos = (WIDTH // 2, HEIGHT // 2) + def _init_roaches(self, world): x, y = self._level.start_pos - self._set_pos(x, y) self._level_layer = 'floor' + self._avatar = self._vehicle.get_avatar(world) + self._set_pos(x, y) + self._avatar.pos = (WIDTH // 2, HEIGHT // 2) + self._roaches.add(self._avatar) # Fix viewport offset - return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))] + return [ + MoveViewportEvent(( + x * TILE_SIZE - WIDTH // 2, + y * TILE_SIZE - HEIGHT // 2))] 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': @@ -103,8 +116,17 @@ class GameLevelScene(BaseLevelScene): return self._level.can_crawl(x, y, self._level_layer) def _set_angle(self, angle): - for roach in self._roaches: - roach.angle = angle + self._angle = angle + self._avatar.angle = angle + + 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) def on_key_down(self, key, mod, unicode): offset = None @@ -149,9 +171,10 @@ class GameLevelScene(BaseLevelScene): elif key == keys.V: # Leave vehicle print('Vehicle key pressed') - + elif key == keys.Z: + # Vehicle management + from .roach_management import RoachesScene + return[ChangeSceneEvent(RoachesScene(level_scene=self))] if offset: return [MoveViewportEvent(offset)] return super(GameLevelScene, self).on_key_down(key, mod, unicode) - -