from ..gamelib.items import clone_old_item
from ..roaches import build_roach
from ..vehicles.base import Vehicle
+from ..weapons import weapon_by_name
class BaseLevelScene(Scene):
self._overlay = self._surfaces['floor'].copy()
self._doors = self.actors.add_layer("doors", level=9)
self._keypads = self.actors.add_layer("keypads", level=8)
+ self._bullets = self.actors.add_layer("bullets", level=10)
# These are already Actors
for door in self._level.doors:
self._doors.add(door)
self._enemies = self.actors.add_layer("enemies", level=7)
self._vehicle = Vehicle.current(world)
self._mode = 'walk'
- self._angle = 0
+ self._angle = 0 # up
+ self._angle_dp = (0, -1) # up
self._init_items()
self._init_friendly_roaches()
self._init_generators()
def _can_move(self, x, y):
if self._mode == 'walk':
- return self._level.can_walk(x, y, self._level_layer)
+ if not self._level.enemy_at(x, y):
+ return self._level.can_walk(x, y, self._level_layer)
+ return False
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):
+ def _set_angle(self, angle, dp):
self._angle = angle
+ self._angle_dp = dp
self._avatar.angle = angle
@defer_to_update
self._avatar = self._vehicle.get_avatar(world)
self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
self._roaches.add(self._avatar)
- self._set_angle(self._angle)
+ self._set_angle(self._angle, self._angle_dp)
@defer_to_update
def _add_roach(self, world):
self._items.add(clone)
self._vehicle_changed()
+ def _hit_enemy(self, enemy, weapon):
+ enemy.health -= weapon.damage
+ if enemy.health <= 0:
+ self._level.remove_enemy(enemy)
+ self._enemies.remove(enemy)
+
+ def _fire_bullet(self, bullet, pos, dp):
+ if len(self._bullets) >= 10:
+ return
+ bullet.game_pos = pos
+ bullet.game_dp = dp
+ bullet.dt = 0
+ bullet.level_layer = self._level_layer
+ self._bullets.add(bullet)
+
+ def _check_for_bullet_hits(self):
+ for bullet in list(self._bullets):
+ for enemy in list(self._enemies):
+ if enemy.collidepoint(bullet.pos):
+ self._hit_enemy(enemy, bullet.weapon)
+ self._bullets.remove(bullet)
+
+ def _update_bullet(self, bullet, dt):
+ bullet.dt += dt
+ if bullet.dt > 0.1:
+ bullet.dt = 0
+ bullet.game_pos = pos = (
+ bullet.game_pos[0] + bullet.game_dp[0],
+ bullet.game_pos[1] + bullet.game_dp[1])
+ if not self._level.can_bullet(pos[0], pos[1], bullet.level_layer):
+ self._bullets.remove(bullet)
+
+ @defer_to_update
+ def _fire_weapon(self, world):
+ weapon = weapon_by_name(world.weapons.current)
+ weapon.play_sound()
+ if weapon.bullet_range > 0:
+ self._fire_bullet(
+ weapon.assemble_bullet(), self._player_pos, self._angle_dp)
+ else:
+ # melee
+ pos, dp = self._player_pos, self._angle_dp
+ pos = (pos[0] + dp[0], pos[1] + dp[1])
+ enemy = self._level.get_enemy(pos[0], pos[1])
+ if enemy:
+ self._hit_enemy(enemy, weapon)
+
@defer_to_update
def _change_vehicle(self, world):
vehicle = Vehicle.random()
for item in self._items:
item.pos = self.calc_offset(
item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE)
+ self._check_enemies()
+ for enemy in self._enemies:
+ enemy.pos = self.calc_offset(
+ enemy.game_pos[0] * TILE_SIZE, enemy.game_pos[1] * TILE_SIZE)
+ for bullet in list(self._bullets):
+ self._update_bullet(bullet, dt)
+ bullet.pos = self.calc_offset(
+ bullet.game_pos[0] * TILE_SIZE + (TILE_SIZE // 2),
+ bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
+ self._check_for_bullet_hits()
more = self._check_held_keys(dt)
if more:
events.extend(more)
return events
+ def _check_enemies(self):
+ if len(self._level.enemies) != len(self._enemies):
+ # New nemy has spawned
+ for enemy in self._level.enemies:
+ if enemy not in self._enemies:
+ self._enemies.add(enemy)
+
def _check_held_keys(self, dt):
for key in self._held_keys:
self._last_key_down += dt
if self._can_move(nx, ny):
self._set_pos(nx, ny)
offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
- self._set_angle(angle)
+ self._set_angle(angle, dp)
self._last_key_down = 0
return [MoveViewportEvent(offset)]
else:
# just turn
- self._set_angle(angle)
+ self._set_angle(angle, dp)
def _activate_key(self):
x, y = self._player_pos
def _fire_key(self, dt):
if self._last_key_down > self._key_rate:
self._last_key_down = 0
- print('Boom')
+ self._fire_weapon()
def _vehicle_management_key(self):
from .roach_management import RoachesScene