Play weapon sounds when firing.
[koperkapel.git] / koperkapel / scenes / level.py
index a6844663caf020b5ffdafb3d9ad6c470ab677e14..ea32bc1eaa63107850cb9c3b82e79f22cc8a63e1 100644 (file)
@@ -10,6 +10,7 @@ from ..constants import TILE_SIZE, WIDTH, HEIGHT
 from ..gamelib.items import clone_old_item
 from ..roaches import build_roach
 from ..vehicles.base import Vehicle
+from ..weapons import weapon_by_name
 
 
 class BaseLevelScene(Scene):
@@ -99,7 +100,8 @@ class GameLevelScene(BaseLevelScene):
         self._enemies = self.actors.add_layer("enemies", level=7)
         self._vehicle = Vehicle.current(world)
         self._mode = 'walk'
-        self._angle = 0
+        self._angle = 0  # up
+        self._angle_dp = (0, -1)  # up
         self._init_items()
         self._init_friendly_roaches()
         self._init_generators()
@@ -146,14 +148,17 @@ 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':
             return self._level.can_crawl(x, y, self._level_layer)
 
-    def _set_angle(self, angle):
+    def _set_angle(self, angle, dp):
         self._angle = angle
+        self._angle_dp = dp
         self._avatar.angle = angle
 
     @defer_to_update
@@ -163,7 +168,7 @@ class GameLevelScene(BaseLevelScene):
         self._avatar = self._vehicle.get_avatar(world)
         self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
         self._roaches.add(self._avatar)
-        self._set_angle(self._angle)
+        self._set_angle(self._angle, self._angle_dp)
 
     @defer_to_update
     def _add_roach(self, world):
@@ -183,6 +188,27 @@ class GameLevelScene(BaseLevelScene):
                 self._items.add(clone)
         self._vehicle_changed()
 
+    def _hit_enemy(self, enemy, weapon):
+        enemy.health -= weapon.damage
+        if enemy.health <= 0:
+            self._level.remove_enemy(enemy)
+            self._enemies.remove(enemy)
+
+    @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.")
+        else:
+            # melee
+            pos, dp = self._player_pos, self._angle_dp
+            pos = (pos[0] + dp[0], pos[1] + dp[1])
+            enemy = self._level.get_enemy(pos[0], pos[1])
+            if enemy:
+                self._hit_enemy(enemy, weapon)
+
     @defer_to_update
     def _change_vehicle(self, world):
         vehicle = Vehicle.random()
@@ -198,11 +224,22 @@ 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
@@ -226,12 +263,12 @@ class GameLevelScene(BaseLevelScene):
                     if self._can_move(nx, ny):
                         self._set_pos(nx, ny)
                         offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1])
-                        self._set_angle(angle)
+                        self._set_angle(angle, dp)
                         self._last_key_down = 0
                         return [MoveViewportEvent(offset)]
                 else:
                     # just turn
-                    self._set_angle(angle)
+                    self._set_angle(angle, dp)
 
     def _activate_key(self):
         x, y = self._player_pos
@@ -266,7 +303,7 @@ class GameLevelScene(BaseLevelScene):
     def _fire_key(self, dt):
         if self._last_key_down > self._key_rate:
             self._last_key_down = 0
-            print('Boom')
+            self._fire_weapon()
 
     def _vehicle_management_key(self):
         from .roach_management import RoachesScene