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get in and out of vehicles
[koperkapel.git]
/
koperkapel
/
vehicles
/
base.py
diff --git
a/koperkapel/vehicles/base.py
b/koperkapel/vehicles/base.py
index 2c1d9bf97d5b2e2109fc7f7cc4fbf129aacd2a5c..258ffe0fee53e93229f2dcf1270e77c76cf2e506 100644
(file)
--- a/
koperkapel/vehicles/base.py
+++ b/
koperkapel/vehicles/base.py
@@
-96,13
+96,17
@@
class Vehicle:
vehicle = images.load(safepath("vehicle%s/%s_%d") % (
suffix, self.vehicle_type, i + 1))
frame = vehicle.copy()
vehicle = images.load(safepath("vehicle%s/%s_%d") % (
suffix, self.vehicle_type, i + 1))
frame = vehicle.copy()
- frame.blit(weapon.surf, (0, 0))
+ if weapon:
+ frame.blit(weapon.surf, (0, 0))
return frame
return frame
- def get_avatar(self, world):
- weapon = default_weapons.assemble(
+ def get_avatar(self, world=None, dead=False):
+ if not dead:
+ weapon = default_weapons.assemble(
world.weapons.current, tape=self.weapons_taped_on)
world.weapons.current, tape=self.weapons_taped_on)
- frames = [self._avatar_frame(i, weapon) for i in range(4)]
+ frames = [self._avatar_frame(i, weapon) for i in range(4)]
+ else:
+ frames = [self._avatar_frame(0, weapon=None)]
return AnimatedSurfActor(frames, anchor=(0, 0))
return AnimatedSurfActor(frames, anchor=(0, 0))