self._friends = self.actors.add_layer("friendly roaches", level=9)
self._items = self.actors.add_layer("items", level=9)
self._generators = self.actors.add_layer("enemy generators", level=8)
- self._enemies = self.actors.add_layer("enemies", level=7)
+ self._enemies = self.actors.add_layer("enemies", level=11)
self._vehicle = Vehicle.current(world)
self._mode = 'walk'
self._angle = 0 # up
self._level.remove_enemy(enemy)
self._enemies.remove(enemy)
- def _fire_bullet(self, bullet, pos, dp):
+ def _fire_bullet(self, bullet, pos, dp, angle):
if len(self._bullets) >= 10:
return
bullet.game_pos = pos
bullet.game_dp = dp
bullet.dt = 0
bullet.level_layer = self._level_layer
+ bullet.angle = angle
self._bullets.add(bullet)
def _check_for_bullet_hits(self):
weapon.play_sound()
if weapon.bullet_range > 0:
self._fire_bullet(
- weapon.assemble_bullet(), self._player_pos, self._angle_dp)
+ weapon.assemble_bullet(), self._player_pos, self._angle_dp,
+ self._angle)
else:
# melee
pos, dp = self._player_pos, self._angle_dp
def on_key_down(self, key, mod, unicode):
x, y = self._player_pos
if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
+ firing = (keys.X in self._held_keys)
self._held_keys.clear()
self._held_keys.add(key)
+ if firing:
+ self._held_keys.add(keys.X)
# We do this so pressing the key has an instant effect, and can
# then be held
self._last_key_down = self._key_rate + 0.01