Merge branch 'master' of ctpug.org.za:koperkapel
[koperkapel.git] / koperkapel / scenes / level.py
index c5a847b37de719da32810dd786ad36a7e78aa998..c68ac6dc03731a70269e7d1a5e928ddbafd60531 100644 (file)
@@ -98,7 +98,7 @@ class GameLevelScene(BaseLevelScene):
         self._friends = self.actors.add_layer("friendly roaches", level=9)
         self._items = self.actors.add_layer("items", level=9)
         self._generators = self.actors.add_layer("enemy generators", level=8)
-        self._enemies = self.actors.add_layer("enemies", level=7)
+        self._enemies = self.actors.add_layer("enemies", level=11)
         self._vehicle = Vehicle.current(world)
         self._mode = 'walk'
         self._angle = 0  # up
@@ -195,15 +195,23 @@ class GameLevelScene(BaseLevelScene):
             self._level.remove_enemy(enemy)
             self._enemies.remove(enemy)
 
-    def _fire_bullet(self, bullet, pos, dp):
+    def _fire_bullet(self, bullet, pos, dp, angle):
         if len(self._bullets) >= 10:
             return
         bullet.game_pos = pos
         bullet.game_dp = dp
         bullet.dt = 0
         bullet.level_layer = self._level_layer
+        bullet.angle = angle
         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:
@@ -220,7 +228,8 @@ class GameLevelScene(BaseLevelScene):
         weapon.play_sound()
         if weapon.bullet_range > 0:
             self._fire_bullet(
-                weapon.assemble_bullet(), self._player_pos, self._angle_dp)
+                weapon.assemble_bullet(), self._player_pos, self._angle_dp,
+                self._angle)
         else:
             # melee
             pos, dp = self._player_pos, self._angle_dp
@@ -234,9 +243,9 @@ class GameLevelScene(BaseLevelScene):
         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)
@@ -245,7 +254,8 @@ class GameLevelScene(BaseLevelScene):
             world.vehicles.current = "walking"
 
         if old_vehicle != "walking":
-            dropped_vehicle = create_new_item("vehicle", (x, y), vehicle=old_vehicle)
+            dropped_vehicle = create_new_item(
+                "vehicle", (x, y), vehicle=old_vehicle)
             self._level.items.append(dropped_vehicle)
             self._items.add(dropped_vehicle)
 
@@ -269,6 +279,7 @@ class GameLevelScene(BaseLevelScene):
             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)
@@ -354,8 +365,11 @@ class GameLevelScene(BaseLevelScene):
     def on_key_down(self, key, mod, unicode):
         x, y = self._player_pos
         if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+            firing = (keys.X in self._held_keys)
             self._held_keys.clear()
             self._held_keys.add(key)
+            if firing:
+                self._held_keys.add(keys.X)
             # 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