X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=9c96b8dfeafe44124a526f00c36f88df89598be3;hb=6dd254908eb2a256c9d49b936a22caa4f1fcb140;hp=7978a73546cdcc5f2a1d2f5e66eb33d211fa15c2;hpb=c6c34ad340c5a1cf273b64b4983ef3e8510a728c;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index 7978a73..9c96b8d 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -7,9 +7,10 @@ from ..loaders.levelloader import levels from .base import ( Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update) from ..constants import TILE_SIZE, WIDTH, HEIGHT -from ..gamelib.items import clone_old_item +from ..gamelib.items import clone_old_item, create_new_item from ..roaches import build_roach from ..vehicles.base import Vehicle +from ..weapons import weapon_by_name class BaseLevelScene(Scene): @@ -30,6 +31,7 @@ class BaseLevelScene(Scene): self._overlay = self._surfaces['floor'].copy() self._doors = self.actors.add_layer("doors", level=9) self._keypads = self.actors.add_layer("keypads", level=8) + self._bullets = self.actors.add_layer("bullets", level=10) # These are already Actors for door in self._level.doors: self._doors.add(door) @@ -99,7 +101,8 @@ class GameLevelScene(BaseLevelScene): self._enemies = self.actors.add_layer("enemies", level=7) self._vehicle = Vehicle.current(world) self._mode = 'walk' - self._angle = 0 + self._angle = 0 # up + self._angle_dp = (0, -1) # up self._init_items() self._init_friendly_roaches() self._init_generators() @@ -154,8 +157,9 @@ class GameLevelScene(BaseLevelScene): elif self._mode == 'crawl': return self._level.can_crawl(x, y, self._level_layer) - def _set_angle(self, angle): + def _set_angle(self, angle, dp): self._angle = angle + self._angle_dp = dp self._avatar.angle = angle @defer_to_update @@ -165,7 +169,7 @@ class GameLevelScene(BaseLevelScene): self._avatar = self._vehicle.get_avatar(world) self._avatar.pos = (WIDTH // 2, HEIGHT // 2) self._roaches.add(self._avatar) - self._set_angle(self._angle) + self._set_angle(self._angle, self._angle_dp) @defer_to_update def _add_roach(self, world): @@ -185,10 +189,76 @@ class GameLevelScene(BaseLevelScene): self._items.add(clone) self._vehicle_changed() + def _hit_enemy(self, enemy, weapon): + enemy.health -= weapon.damage + if enemy.health <= 0: + self._level.remove_enemy(enemy) + self._enemies.remove(enemy) + + 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): + for bullet in list(self._bullets): + for enemy in list(self._enemies): + if enemy.collidepoint(bullet.pos): + self._hit_enemy(enemy, bullet.weapon) + self._bullets.remove(bullet) + + def _update_bullet(self, bullet, dt): + bullet.dt += dt + if bullet.dt > 0.1: + bullet.dt = 0 + bullet.game_pos = pos = ( + bullet.game_pos[0] + bullet.game_dp[0], + bullet.game_pos[1] + bullet.game_dp[1]) + if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer): + self._bullets.remove(bullet) + + @defer_to_update + def _fire_weapon(self, world): + weapon = weapon_by_name(world.weapons.current) + weapon.play_sound() + if weapon.bullet_range > 0: + self._fire_bullet( + weapon.assemble_bullet(), self._player_pos, self._angle_dp, + self._angle) + else: + # melee + pos, dp = self._player_pos, self._angle_dp + pos = (pos[0] + dp[0], pos[1] + dp[1]) + enemy = self._level.get_enemy(pos[0], pos[1]) + if enemy: + self._hit_enemy(enemy, weapon) + @defer_to_update def _change_vehicle(self, world): - vehicle = Vehicle.random() - world.vehicles.current = vehicle + 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) + self._items.remove(item) + else: + world.vehicles.current = "walking" + + if old_vehicle != "walking": + dropped_vehicle = create_new_item( + "vehicle", (x, y), vehicle=old_vehicle) + self._level.items.append(dropped_vehicle) + self._items.add(dropped_vehicle) + self._vehicle_changed() def update(self, world, engine, dt): @@ -204,6 +274,12 @@ class GameLevelScene(BaseLevelScene): for enemy in self._enemies: enemy.pos = self.calc_offset( enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE) + for bullet in list(self._bullets): + self._update_bullet(bullet, dt) + bullet.pos = self.calc_offset( + bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2), + bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2)) + self._check_for_bullet_hits() more = self._check_held_keys(dt) if more: events.extend(more) @@ -239,12 +315,12 @@ class GameLevelScene(BaseLevelScene): 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._set_angle(angle, dp) self._last_key_down = 0 return [MoveViewportEvent(offset)] else: # just turn - self._set_angle(angle) + self._set_angle(angle, dp) def _activate_key(self): x, y = self._player_pos @@ -267,9 +343,10 @@ class GameLevelScene(BaseLevelScene): self._add_roach() elif self._level.item_at(x, y): item = self._level.item_at(x, y) - self._level.remove_item(item) - self._items.remove(item) - self._gain_item(item) + if item.item_type != "vehicle": + 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 [ @@ -279,7 +356,7 @@ class GameLevelScene(BaseLevelScene): def _fire_key(self, dt): if self._last_key_down > self._key_rate: self._last_key_down = 0 - print('Boom') + self._fire_weapon() def _vehicle_management_key(self): from .roach_management import RoachesScene