X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Flevel.py;h=a16e99f9fec60ba6427faa011dd511edf6411624;hb=923be78dc52aa3334d658a8958672d0dfe23ac6a;hp=a800ba0d842d0f5c3d130b16acbef92f6c0aa958;hpb=455a4b9a6d1687e48b847a1232cc25d13064dd71;p=koperkapel.git diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index a800ba0..a16e99f 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -21,6 +21,13 @@ class BaseLevelScene(Scene): for layer in ['floor', 'tunnels']: self._surfaces[layer] = self._render(layer) self._overlay = self._surfaces['floor'].copy() + self._doors = self.actors.add_layer("doors", level=15) + self._keypads = self.actors.add_layer("keypads", level=16) + # These are already Actors + for door in self._level.doors: + self._doors.append(door) + for keypad in self._level.keypads: + self._keypads.append(keypads) def _render(self, layer): # We cache the rendered surface to avoid doing a large number @@ -62,46 +69,69 @@ class GameLevelScene(BaseLevelScene): def enter(self, world): super().enter(world) self._roaches = self.actors.add_layer("roaches", level=10) - self._init_roaches(world.roaches) + self._mode = 'walk' + return self._init_roaches(world.roaches) def _init_roaches(self, roaches): - x, y = self._level.start_pos for roach in roaches: roach_actor = self._roaches.add(default_roaches.assemble(roach)) roach_actor.anchor = (0, 0) - roach_actor.pos = (x * TILE_SIZE, y * TILE_SIZE) + roach_actor.pos = (WIDTH // 2, HEIGHT // 2) + x, y = self._level.start_pos self._set_pos(x, y) self._level_layer = 'floor' + # Fix viewport offset + 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': + 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)]