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