get in and out of vehicles
[koperkapel.git] / koperkapel / scenes / level.py
index 5db95bb2d3070debfb893439a05e489486455e9b..c5a847b37de719da32810dd786ad36a7e78aa998 100644 (file)
@@ -7,7 +7,7 @@ from ..loaders.levelloader import levels
 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 ..gamelib.items import clone_old_item, create_new_item
 from ..roaches import build_roach
 from ..vehicles.base import Vehicle
 from ..weapons import weapon_by_name
@@ -199,8 +199,21 @@ class GameLevelScene(BaseLevelScene):
         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)
@@ -218,8 +231,24 @@ class GameLevelScene(BaseLevelScene):
 
     @defer_to_update
     def _change_vehicle(self, world):
-        vehicle = Vehicle.random()
-        world.vehicles.current = vehicle
+        x, y = self._player_pos
+
+        old_vehicle = world.vehicles.current
+        
+        item = self._level.item_at(x, y)
+        
+        if item and item.item_type == "vehicle":
+            world.vehicles.current = item.item_data["vehicle"]
+            self._level.remove_item(item)
+            self._items.remove(item)
+        else:
+            world.vehicles.current = "walking"
+
+        if old_vehicle != "walking":
+            dropped_vehicle = create_new_item("vehicle", (x, y), vehicle=old_vehicle)
+            self._level.items.append(dropped_vehicle)
+            self._items.add(dropped_vehicle)
+
         self._vehicle_changed()
 
     def update(self, world, engine, dt):
@@ -235,7 +264,8 @@ 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 self._bullets:
+        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))
@@ -302,9 +332,10 @@ class GameLevelScene(BaseLevelScene):
             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)
+            if item.item_type != "vehicle":
+                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 [