Refactor giant on_key_down.
authorSimon Cross <hodgestar@gmail.com>
Sat, 5 Mar 2016 17:18:46 +0000 (19:18 +0200)
committerSimon Cross <hodgestar@gmail.com>
Sat, 5 Mar 2016 17:18:46 +0000 (19:18 +0200)
koperkapel/scenes/level.py

index 31e1269f281a47e3a396ce1e49e16e5fa5894e81..a17de55d70ece5aa8a37e2bf88891580eadf728c 100644 (file)
@@ -153,57 +153,58 @@ class GameLevelScene(BaseLevelScene):
                 friend.game_pos[0] * TILE_SIZE, friend.game_pos[1] * TILE_SIZE)
         return events
 
+    def _movement_key(self, key):
+        x, y = self._player_pos
+        for k, dp, angle in (
+            (keys.DOWN, (0, 1), 180),
+            (keys.UP, (0, -1), 0),
+            (keys.LEFT, (-1, 0), 90),
+            (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])
+                    self._set_angle(angle)
+                    return [MoveViewportEvent(offset)]
+
+    def _activate_key(self):
+        x, y = self._player_pos
+        if self._level.is_grate(x, y):
+            if (self._level_layer == 'floor' and
+                    self._level.can_crawl(x, y, 'floor')):
+                if self._level.can_crawl(x, y, 'tunnels'):
+                    self._level_layer = 'tunnels'
+                    self._mode = 'crawl'
+            elif self._level.can_crawl(x, y, 'floor'):
+                # Must be in the tunnels already
+                self._level_layer = 'floor'
+                self._mode = 'walk'
+        elif self._level.is_keypad(x, y):
+            self._level.press_keypad(x, y, self._roaches)
+        elif self._level.is_on_friend(x, y):
+            friend = self._level.remove_friend(x, y)
+            self._friends.remove(friend)
+            self._add_roach()
+
+    def _fire_key(self):
+        print('Boom')
+
+    def _vehicle_management_key(self):
+        from .roach_management import RoachesScene
+        return [ChangeSceneEvent(RoachesScene(level_scene=self))]
+
     def on_key_down(self, key, mod, unicode):
-        offset = None
         x, y = self._player_pos
-        if key == keys.DOWN:
-            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._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._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._can_move(x + 1, y):
-                self._set_pos(x + 1, y)
-                offset = (TILE_SIZE, 0)
-                self._set_angle(270)
+        if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+            return self._movement_key(key)
         elif key == keys.C:
-            # Activate
-            if self._level.is_grate(x, y):
-                if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
-                    if self._level.can_crawl(x, y, 'tunnels'):
-                        self._level_layer = 'tunnels'
-                        self._mode = 'crawl'
-                elif self._level.can_crawl(x, y, 'floor'):
-                    # Must be in the tunnels already
-                    self._level_layer = 'floor'
-                    self._mode = 'walk'
-            elif self._level.is_keypad(x, y):
-                self._level.press_keypad(x, y, self._roaches)
-            elif self._level.is_on_friend(x, y):
-                friend = self._level.remove_friend(x, y)
-                self._friends.remove(friend)
-                self._add_roach()
-            return
+            return self._activate_key()
         elif key == keys.X:
-            # Fire
-            print('Boom')
+            return self._fire_key()
         elif key == keys.V:
-            # Leave vehicle
-            self._change_vehicle()
+            return self._change_vehicle()
         elif key == keys.Z:
-            # Vehicle management
-            from .roach_management import RoachesScene
-            return[ChangeSceneEvent(RoachesScene(level_scene=self))]
-        if offset:
-            return [MoveViewportEvent(offset)]
+            return self._vehicle_management_key()
         return super(GameLevelScene, self).on_key_down(key, mod, unicode)