X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=9c96b8dfeafe44124a526f00c36f88df89598be3;hb=6dd254908eb2a256c9d49b936a22caa4f1fcb140;hp=ea32bc1eaa63107850cb9c3b82e79f22cc8a63e1;hpb=11394cc68ca2f312c93706c52bb02a0e0999b01f;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index ea32bc1..9c96b8d 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -7,7 +7,7 @@ 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 @@ -31,6 +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) @@ -194,13 +195,41 @@ class GameLevelScene(BaseLevelScene): 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: - # ranged, fire bullet - print("Pew.") + self._fire_bullet( + weapon.assemble_bullet(), self._player_pos, self._angle_dp, + self._angle) else: # melee pos, dp = self._player_pos, self._angle_dp @@ -211,8 +240,25 @@ class GameLevelScene(BaseLevelScene): @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): @@ -228,6 +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) @@ -291,9 +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 [