from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent, MoveViewportEvent
+from .base import Scene, ChangeSceneEvent, MoveViewportEvent, defer_to_update
from ..constants import TILE_SIZE, WIDTH, HEIGHT
from ..vehicles.base import Vehicle
def update(self, world, engine, dt):
"""Fix the door and keypad positions"""
+ super().update(world, engine, dt)
for door in self._doors:
door.pos = self.calc_offset(
door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
self._angle = angle
self._avatar.angle = angle
+ @defer_to_update
+ def _vehicle_changed(self, world):
+ self._roaches.remove(self._avatar)
+ self._vehicle = Vehicle.current(world)
+ self._avatar = self._vehicle.get_avatar(world)
+ self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+ self._roaches.add(self._avatar)
+ self._set_angle(self._angle)
+
+ @defer_to_update
+ def _change_vehicle(self, world):
+ vehicle = Vehicle.random()
+ world.vehicles.current = vehicle
+ self._vehicle_changed()
+
def update(self, world, engine, dt):
- if self._vehicle.changed():
- self._roaches.remove(self._avatar)
- self._avatar = self._vehicle.get_avatar(world)
- self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
- self._roaches.add(self._avatar)
- self._avatar.set_angle(self._angle)
super().update(world, engine, dt)
+ events = world.pop_events()
+ return events
def on_key_down(self, key, mod, unicode):
offset = None
print('Boom')
elif key == keys.V:
# Leave vehicle
- print('Vehicle key pressed')
+ self._change_vehicle()
elif key == keys.Z:
# Vehicle management
from .roach_management import RoachesScene
from ..roaches import big_roaches, roach_by_name
from ..serums import big_serums, roach_is_serumless, SERUMS
from ..vehicles.base import Vehicle
-from .base import Scene, ChangeSceneEvent
+from .base import Scene, ChangeSceneEvent, defer_to_update
TOOLBAR_LEFT_X = WIDTH * 3 // 4
def enter(self, world):
self._vehicle = Vehicle.current(world)
- self._update_calls = []
self._init_bg()
self._init_seats()
self._init_roaches(world)
self._seat_pos = seat_pos
self._seat_layer[self._seat_pos].selected = True
- def _eject_roach(self, world=None):
- if world is None:
- self._update_calls.append(self._eject_roach)
- return
+ @defer_to_update
+ def _eject_roach(self, world):
self._vehicle.seat_roach(world, None, self._seat_pos)
- def _click_roach_pad(self, world=None):
- if world is None:
- self._update_calls.append(self._click_roach_pad)
- return
+ @defer_to_update
+ def _click_roach_pad(self, world):
if self._outside_roaches:
roach = self._outside_roaches[self._outside_roach_pos]
self._vehicle.seat_roach(world, roach, self._seat_pos)
- def _click_inventory_pad(self, world=None):
- if world is None:
- self._update_calls.append(self._click_inventory_pad)
- return
+ @defer_to_update
+ def _click_inventory_pad(self, world):
roach_name = self._vehicle.roach_at(world, self._seat_pos)
if roach_name is None:
return
if roach_is_serumless(roach):
roach[serum] = True
world.serums = serums
- self._update_calls.append((self._update_roach_actor, roach_name))
+ self._update_roach_actor(roach_name)
+ @defer_to_update
def _update_roach_actor(self, world, roach_name):
roach = roach_by_name(world, roach_name)
self._roach_actors[roach_name] = big_roaches.assemble(roach)
def update(self, world, engine, dt):
- update_calls, self._update_calls = self._update_calls, []
- while update_calls:
- f, args = update_calls.pop(), ()
- if type(f) is tuple:
- f, args = f[0], f[1:]
- f(world, *args)
+ super().update(world, engine, dt)
events = world.pop_events()
self._update_inventory(world)
self._update_roaches(world)
""" Base class for vehicles. """
import math
+import random
from itertools import chain, islice, repeat
from pygame.constants import BLEND_RGBA_MULT
from pgzero.loaders import images
def register(cls, vehicle_cls):
cls._vehicle_types[vehicle_cls.__name__.lower()] = vehicle_cls
+ @classmethod
+ def random(cls):
+ return random.choice(list(cls._vehicle_types.keys()))
+
@classmethod
def register_all(cls):
from .walking import Walking