Somewhat doorish
[koperkapel.git] / koperkapel / scenes / level.py
index a16e99f9fec60ba6427faa011dd511edf6411624..70dd7be23931d70ff129952598c525c7c1bf65fd 100644 (file)
@@ -21,13 +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)
+        self._doors = self.actors.add_layer("doors", level=9)
+        self._keypads = self.actors.add_layer("keypads", level=8)
         # These are already Actors
         for door in self._level.doors:
-            self._doors.append(door)
+            self._doors.add(door)
         for keypad in self._level.keypads:
-            self._keypads.append(keypads)
+            self._keypads.add(keypad)
 
     def _render(self, layer):
         # We cache the rendered surface to avoid doing a large number
@@ -45,6 +45,13 @@ class BaseLevelScene(Scene):
                 surface.blit(tile[layer_key], pos)
         return surface.convert_alpha()
 
+    def update(self, world, engine, dt):
+        """Fix the door and keypad positions"""
+        for door in self._doors:
+            door.pos = engine.calc_offset(door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
+        for keypad in self._keypads:
+            keypad.pos = engine.calc_offset(keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
+
     def draw(self, screen, viewport):
         screen.clear()
         # Viewport is the position of the screen relative to the