X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=9b54435df80fb43151737a6c9f7d6421bb905cdf;hb=9d3fee60d4fb75d183d6db5af8468c2d9dbf9e85;hp=735ed28dadde623962fe417b45920b3b9aeba8d4;hpb=5729b7d89f992ba3d5b3f779ecc1094a48a85459;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 735ed28..9b54435 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -4,7 +4,8 @@ from pgzero.constants import keys from pygame import Surface import pygame.locals as pgl from ..loaders.levelloader import levels -from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update +from .base import ( + Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update) from ..constants import TILE_SIZE, WIDTH, HEIGHT from ..roaches import build_roach from ..vehicles.base import Vehicle @@ -84,6 +85,7 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): + self._held_keys = set() if self._level is not None: for generator in self._generators: generator.unpause() @@ -100,6 +102,8 @@ class GameLevelScene(BaseLevelScene): 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): @@ -112,8 +116,9 @@ class GameLevelScene(BaseLevelScene): 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) + # 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): @@ -164,6 +169,14 @@ class GameLevelScene(BaseLevelScene): world.roaches.append(build_roach(world)) self._vehicle_changed() + @defer_to_update + def _gain_item(self, world, item): + if item.item_type == "serum": + world.serums.append(item.item_data["serum"]) + elif item.item_type == "weapon": + world.weapons.current = item.item_data["weapon"] + self._vehicle_changed() + @defer_to_update def _change_vehicle(self, world): vehicle = Vehicle.random() @@ -179,9 +192,20 @@ class GameLevelScene(BaseLevelScene): 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), @@ -190,12 +214,18 @@ 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 @@ -220,14 +250,17 @@ class GameLevelScene(BaseLevelScene): item = self._level.item_at(x, y) self._level.remove_item(item) self._items.remove(item) + self._gain_item(item) elif self._level.is_exit(x, y): 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 @@ -236,13 +269,25 @@ 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