Z is for Zehicle Management.
[koperkapel.git] / koperkapel / scenes / level.py
index 70dd7be23931d70ff129952598c525c7c1bf65fd..ebd87e120d3575ff795df1caa253fadab796ff5d 100644 (file)
@@ -6,7 +6,7 @@ import pygame.locals as pgl
 from ..loaders.levelloader import levels
 from .base import Scene, ChangeSceneEvent, MoveViewportEvent
 from ..constants import TILE_SIZE, WIDTH, HEIGHT
-from ..roaches import default_roaches
+from ..vehicles.base import Vehicle
 
 
 class BaseLevelScene(Scene):
@@ -61,7 +61,7 @@ class BaseLevelScene(Scene):
                             area=(viewport[0], viewport[1], WIDTH, HEIGHT))
         if self._level_layer != 'floor':
             screen.surface.blit(self._overlay, (0, 0),
-                         area=(viewport[0], viewport[1], WIDTH, HEIGHT), 
+                         area=(viewport[0], viewport[1], WIDTH, HEIGHT),
                          special_flags=pgl.BLEND_MULT)
         self.actors.draw(screen)
 
@@ -76,17 +76,18 @@ class GameLevelScene(BaseLevelScene):
     def enter(self, world):
         super().enter(world)
         self._roaches = self.actors.add_layer("roaches", level=10)
+        self._vehicle = Vehicle.current(world)
         self._mode = 'walk'
-        return self._init_roaches(world.roaches)
+        self._angle = 0
+        return self._init_roaches(world)
 
-    def _init_roaches(self, roaches):
-        for roach in roaches:
-            roach_actor = self._roaches.add(default_roaches.assemble(roach))
-            roach_actor.anchor = (0, 0)
-            roach_actor.pos = (WIDTH // 2, HEIGHT // 2)
+    def _init_roaches(self, world):
         x, y = self._level.start_pos
-        self._set_pos(x, y)
         self._level_layer = 'floor'
+        self._avatar = self._vehicle.get_avatar(world)
+        self._set_pos(x, y)
+        self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+        self._roaches.add(self._avatar)
         # Fix viewport offset
         return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
 
@@ -103,8 +104,17 @@ class GameLevelScene(BaseLevelScene):
             return self._level.can_crawl(x, y, self._level_layer)
 
     def _set_angle(self, angle):
-        for roach in self._roaches:
-            roach.angle = angle
+        self._angle = angle
+        self._avatar.angle = angle
+
+    def update(self, world, engine, dt):
+        if self._vehicle.changed():
+            self._roaches.remove(self._avatar)
+            self._avatar = self._vehicle.get_avatar(world)
+            self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+            self._roaches.add(self._avatar)
+            self._avatar.set_angle(self._angle)
+        super().update(world, engine, dt)
 
     def on_key_down(self, key, mod, unicode):
         offset = None
@@ -129,19 +139,30 @@ class GameLevelScene(BaseLevelScene):
                 self._set_pos(x + 1, y)
                 offset = (TILE_SIZE, 0)
                 self._set_angle(270)
-        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'
+        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')
+        elif key == keys.Z:
+            # Vehicle management
+            from .roach_management import RoachesScene
+            return[ChangeSceneEvent(RoachesScene())]
         if offset:
             return [MoveViewportEvent(offset)]
         return super(GameLevelScene, self).on_key_down(key, mod, unicode)
-        
-