Fix name
[koperkapel.git] / koperkapel / scenes / level.py
index 606a0db038b1dae954e1d51d57e6826c862ab24b..7978a73546cdcc5f2a1d2f5e66eb33d211fa15c2 100644 (file)
@@ -4,8 +4,10 @@ from pgzero.constants import keys
 from pygame import Surface
 import pygame.locals as pgl
 from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
+from .base import (
+    Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
 from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..gamelib.items import clone_old_item
 from ..roaches import build_roach
 from ..vehicles.base import Vehicle
 
@@ -115,8 +117,9 @@ class GameLevelScene(BaseLevelScene):
 
     def exit(self, world):
         for generator in self._generators:
-            # We don't want these running while we're on other levels, but we don't want to delete them
-            # here either (because of the vehicle management view)
+            # We don't want these running while we're on other levels, but we
+            # don't want to delete them here either (because of the vehicle
+            # management view)
             generator.pause()
 
     def _init_generators(self):
@@ -143,7 +146,9 @@ class GameLevelScene(BaseLevelScene):
 
     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':
@@ -167,6 +172,19 @@ class GameLevelScene(BaseLevelScene):
         world.roaches.append(build_roach(world))
         self._vehicle_changed()
 
+    @defer_to_update
+    def _gain_item(self, world, item):
+        if item.item_type == "serum":
+            world.serums.append(item.item_data["serum"])
+        elif item.item_type == "weapon":
+            old_weapon = world.weapons.current
+            world.weapons.current = item.item_data["weapon"]
+            if old_weapon != "spit":
+                clone = clone_old_item(item, weapon=old_weapon)
+                self._level.items.append(clone)
+                self._items.add(clone)
+        self._vehicle_changed()
+
     @defer_to_update
     def _change_vehicle(self, world):
         vehicle = Vehicle.random()
@@ -182,11 +200,22 @@ class GameLevelScene(BaseLevelScene):
         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)
         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
@@ -204,7 +233,8 @@ class GameLevelScene(BaseLevelScene):
             (keys.RIGHT, (1, 0), -90),
         ):
             if key == k:
-                if self._angle == angle and self._last_key_down > self._key_rate:
+                if (self._angle == angle and
+                        self._last_key_down > self._key_rate):
                     nx, ny = x + dp[0], y + dp[1]
                     if self._can_move(nx, ny):
                         self._set_pos(nx, ny)
@@ -230,13 +260,21 @@ class GameLevelScene(BaseLevelScene):
                 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)
+        elif self._level.friend_at(x, y):
+            friend = self._level.friend_at(x, y)
+            self._level.remove_friend(friend)
             self._friends.remove(friend)
             self._add_roach()
+        elif self._level.item_at(x, y):
+            item = self._level.item_at(x, y)
+            self._level.remove_item(item)
+            self._items.remove(item)
+            self._gain_item(item)
         elif self._level.is_exit(x, y):
             next_level = self._level.get_exit_level()
-            return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())]
+            return [
+                WorldEvent('set', {'level.name': next_level}),
+                ChangeSceneEvent(GameLevelScene())]
 
     def _fire_key(self, dt):
         if self._last_key_down > self._key_rate:
@@ -252,7 +290,8 @@ class GameLevelScene(BaseLevelScene):
         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
             self._held_keys.clear()
             self._held_keys.add(key)
-            # We do this so pressing the key has an instant effect, and can then be held
+            # We do this so pressing the key has an instant effect, and can
+            # then be held
             self._last_key_down = self._key_rate + 0.01
             return self._movement_key(key, 0.01)
         elif key == keys.C: