Bullets move.
[koperkapel.git] / koperkapel / scenes / level.py
index ea32bc1eaa63107850cb9c3b82e79f22cc8a63e1..b17beb61231f1e2d817fe411d529e8e52eb535bc 100644 (file)
@@ -31,6 +31,7 @@ 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)
@@ -194,13 +195,32 @@ class GameLevelScene(BaseLevelScene):
             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 _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:
-            # ranged, fire bullet
-            print("Pew.")
+            self._fire_bullet(
+                weapon.assemble_bullet(), self._player_pos, self._angle_dp)
         else:
             # melee
             pos, dp = self._player_pos, self._angle_dp
@@ -228,6 +248,11 @@ class GameLevelScene(BaseLevelScene):
         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))
         more = self._check_held_keys(dt)
         if more:
             events.extend(more)