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PEP8 fixes.
author
Simon Cross
<hodgestar@gmail.com>
Sat, 5 Mar 2016 19:07:38 +0000
(21:07 +0200)
committer
Simon Cross
<hodgestar@gmail.com>
Sat, 5 Mar 2016 19:07:38 +0000
(21:07 +0200)
koperkapel/scenes/level.py
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diff --git
a/koperkapel/scenes/level.py
b/koperkapel/scenes/level.py
index e26d11dbe5e1b8858be77d3d8ef8b2f2186afdba..0cde6515992a4dd49717719a38d7e14c54bd8da8 100644
(file)
--- a/
koperkapel/scenes/level.py
+++ b/
koperkapel/scenes/level.py
@@
-4,7
+4,8
@@
from pgzero.constants import keys
from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
from pygame import Surface
import pygame.locals as pgl
from ..loaders.levelloader import levels
-from .base import Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update
+from .base import (
+ Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
from ..constants import TILE_SIZE, WIDTH, HEIGHT
from ..roaches import build_roach
from ..vehicles.base import Vehicle
from ..constants import TILE_SIZE, WIDTH, HEIGHT
from ..roaches import build_roach
from ..vehicles.base import Vehicle
@@
-115,8
+116,9
@@
class GameLevelScene(BaseLevelScene):
def exit(self, world):
for generator in self._generators:
def exit(self, world):
for generator in self._generators:
- # We don't want these running while we're on other levels, but we don't want to delete them
- # here either (because of the vehicle management view)
+ # We don't want these running while we're on other levels, but we
+ # don't want to delete them here either (because of the vehicle
+ # management view)
generator.pause()
def _init_generators(self):
generator.pause()
def _init_generators(self):
@@
-204,7
+206,8
@@
class GameLevelScene(BaseLevelScene):
(keys.RIGHT, (1, 0), -90),
):
if key == k:
(keys.RIGHT, (1, 0), -90),
):
if key == k:
- if self._angle == angle and self._last_key_down > self._key_rate:
+ if (self._angle == angle and
+ self._last_key_down > self._key_rate):
nx, ny = x + dp[0], y + dp[1]
if self._can_move(nx, ny):
self._set_pos(nx, ny)
nx, ny = x + dp[0], y + dp[1]
if self._can_move(nx, ny):
self._set_pos(nx, ny)
@@
-259,7
+262,8
@@
class GameLevelScene(BaseLevelScene):
if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
self._held_keys.clear()
self._held_keys.add(key)
if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT):
self._held_keys.clear()
self._held_keys.add(key)
- # We do this so pressing the key has an instant effect, and can then be held
+ # 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
return self._movement_key(key, 0.01)
elif key == keys.C:
self._last_key_down = self._key_rate + 0.01
return self._movement_key(key, 0.01)
elif key == keys.C: