PEP8 fixes.
[koperkapel.git] / koperkapel / scenes / level.py
index c5a847b37de719da32810dd786ad36a7e78aa998..ca20f732a75f2d5d2f88a22e062e69d60f768ab3 100644 (file)
@@ -204,6 +204,13 @@ class GameLevelScene(BaseLevelScene):
         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:
@@ -234,9 +241,9 @@ 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 +252,8 @@ 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 +277,7 @@ 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)