Doors can open (and also close)
[koperkapel.git] / koperkapel / scenes / level.py
index 867eaacebea738a350fc27c73cdc94d870525c60..ea37e154ed643a39f166a1fcd8ada72553fd8af3 100644 (file)
@@ -21,6 +21,13 @@ class BaseLevelScene(Scene):
         for layer in ['floor', 'tunnels']:
             self._surfaces[layer] = self._render(layer)
         self._overlay = self._surfaces['floor'].copy()
+        self._doors = self.actors.add_layer("doors", level=9)
+        self._keypads = self.actors.add_layer("keypads", level=8)
+        # These are already Actors
+        for door in self._level.doors:
+            self._doors.add(door)
+        for keypad in self._level.keypads:
+            self._keypads.add(keypad)
 
     def _render(self, layer):
         # We cache the rendered surface to avoid doing a large number
@@ -38,6 +45,13 @@ class BaseLevelScene(Scene):
                 surface.blit(tile[layer_key], pos)
         return surface.convert_alpha()
 
+    def update(self, world, engine, dt):
+        """Fix the door and keypad positions"""
+        for door in self._doors:
+            door.pos = engine.calc_offset(door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
+        for keypad in self._keypads:
+            keypad.pos = engine.calc_offset(keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
+
     def draw(self, screen, viewport):
         screen.clear()
         # Viewport is the position of the screen relative to the
@@ -78,6 +92,7 @@ class GameLevelScene(BaseLevelScene):
 
     def _set_pos(self, x, y):
         self._player_pos = (x, y)
+        print('Now at ', x, y)
 
     def _can_move(self, x, y):
         if self._mode == 'walk':
@@ -87,6 +102,10 @@ class GameLevelScene(BaseLevelScene):
         elif self._mode == 'crawl':
             return self._level.can_crawl(x, y, self._level_layer)
 
+    def _set_angle(self, angle):
+        for roach in self._roaches:
+            roach.angle = angle
+
     def on_key_down(self, key, mod, unicode):
         offset = None
         x, y = self._player_pos
@@ -94,29 +113,43 @@ class GameLevelScene(BaseLevelScene):
             if self._can_move(x, y + 1):
                 self._set_pos(x, y + 1)
                 offset = (0, TILE_SIZE)
+                self._set_angle(180)
         elif key == keys.UP:
             if self._can_move(x, y - 1):
                 self._set_pos(x, y - 1)
                 offset = (0, -TILE_SIZE)
+                self._set_angle(0)
         elif key == keys.LEFT:
             if self._can_move(x - 1, y):
                 self._set_pos(x - 1, y)
                 offset = (-TILE_SIZE, 0)
+                self._set_angle(90)
         elif key == keys.RIGHT:
             if self._can_move(x + 1, y):
                 self._set_pos(x + 1, y)
                 offset = (TILE_SIZE, 0)
-        elif key == keys.S:
-            if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
-                # We're probably on a grate
-                if self._level.can_crawl(x, y, 'tunnels'):
-                    self._level_layer = 'tunnels'
-                    self._mode = 'crawl'
-            elif self._level.can_crawl(x, y, 'floor'):
-                # Must be in the tunnels already
-                self._level_layer = 'floor'
-                self._mode = 'walk'
+                self._set_angle(270)
+        elif key == keys.C:
+            # Activate
+            if self._level.is_grate(x, y):
+                if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
+                    if self._level.can_crawl(x, y, 'tunnels'):
+                        self._level_layer = 'tunnels'
+                        self._mode = 'crawl'
+                elif self._level.can_crawl(x, y, 'floor'):
+                    # Must be in the tunnels already
+                    self._level_layer = 'floor'
+                    self._mode = 'walk'
+            elif self._level.is_keypad(x, y):
+                self._level.press_keypad(x, y, self._roaches)
             return
+        elif key == keys.X:
+            # Fire
+            print('Boom')
+        elif key == keys.V:
+            # Leave vehicle
+            print('Vehicle key pressed')
+            
         if offset:
             return [MoveViewportEvent(offset)]
         return super(GameLevelScene, self).on_key_down(key, mod, unicode)