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
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
def enter(self, world):
super().enter(world)
self._roaches = self.actors.add_layer("roaches", level=10)
+ self._mode = 'walk'
return self._init_roaches(world.roaches)
def _init_roaches(self, roaches):
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':
+ return self._level.can_walk(x, y, self._level_layer)
+ 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):
+ for roach in self._roaches:
+ roach.angle = angle
def on_key_down(self, key, mod, unicode):
offset = None
x, y = self._player_pos
if key == keys.DOWN:
- if self._level.can_walk(x, y + 1, self._level_layer):
+ 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._level.can_walk(x, y - 1, self._level_layer):
+ 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._level.can_walk(x - 1, y, self._level_layer):
+ 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._level.can_walk(x + 1, y, self._level_layer):
+ 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':
- if self._level.can_walk(x, y, 'tunnels'):
- self._level_layer = 'tunnels'
- elif self._level.can_walk(x, y, 'floor'):
- # Must be in the tunnels already
- self._level_layer = 'floor'
+ 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)