From 3e3bc411ef3560d254c9e4de10f8adf818ae3850 Mon Sep 17 00:00:00 2001 From: Neil Date: Sat, 5 Mar 2016 21:05:07 +0200 Subject: [PATCH] Hack keyboard behaviour to be different. Also incidently allow rotating in place --- koperkapel/scenes/level.py | 52 ++++++++++++++++++++++++++++++-------- 1 file changed, 42 insertions(+), 10 deletions(-) diff --git a/koperkapel/scenes/level.py b/koperkapel/scenes/level.py index a151599..606a0db 100644 --- a/koperkapel/scenes/level.py +++ b/koperkapel/scenes/level.py @@ -84,6 +84,7 @@ class BaseLevelScene(Scene): class GameLevelScene(BaseLevelScene): def enter(self, world): + self._held_keys = set() if self._level is not None: for generator in self._generators: generator.unpause() @@ -100,6 +101,8 @@ class GameLevelScene(BaseLevelScene): self._init_items() self._init_friendly_roaches() self._init_generators() + self._key_rate = 0.2 + self._last_key_down = 0 return self._init_roaches(world) def _init_items(self): @@ -179,9 +182,20 @@ class GameLevelScene(BaseLevelScene): for item in self._items: item.pos = self.calc_offset( item.game_pos[0] * TILE_SIZE, item.game_pos[1] * TILE_SIZE) + more = self._check_held_keys(dt) + if more: + events.extend(more) return events - def _movement_key(self, key): + def _check_held_keys(self, dt): + for key in self._held_keys: + self._last_key_down += dt + if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT): + return self._movement_key(key, dt) + elif key == keys.X: + return self._fire_key(dt) + + def _movement_key(self, key, dt): x, y = self._player_pos for k, dp, angle in ( (keys.DOWN, (0, 1), 180), @@ -190,12 +204,17 @@ class GameLevelScene(BaseLevelScene): (keys.RIGHT, (1, 0), -90), ): if key == k: - nx, ny = x + dp[0], y + dp[1] - if self._can_move(nx, ny): - self._set_pos(nx, ny) - offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1]) + 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) + offset = (TILE_SIZE * dp[0], TILE_SIZE * dp[1]) + self._set_angle(angle) + self._last_key_down = 0 + return [MoveViewportEvent(offset)] + else: + # just turn self._set_angle(angle) - return [MoveViewportEvent(offset)] def _activate_key(self): x, y = self._player_pos @@ -219,8 +238,10 @@ class GameLevelScene(BaseLevelScene): next_level = self._level.get_exit_level() return [WorldEvent('set', {'level.name': next_level}), ChangeSceneEvent(GameLevelScene())] - def _fire_key(self): - print('Boom') + def _fire_key(self, dt): + if self._last_key_down > self._key_rate: + self._last_key_down = 0 + print('Boom') def _vehicle_management_key(self): from .roach_management import RoachesScene @@ -229,13 +250,24 @@ class GameLevelScene(BaseLevelScene): def on_key_down(self, key, mod, unicode): x, y = self._player_pos if key in (keys.DOWN, keys.UP, keys.LEFT, keys.RIGHT): - return self._movement_key(key) + 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 + self._last_key_down = self._key_rate + 0.01 + return self._movement_key(key, 0.01) elif key == keys.C: return self._activate_key() elif key == keys.X: - return self._fire_key() + self._held_keys.clear() + self._held_keys.add(key) + self._last_key_down = self._key_rate + 0.01 + return self._fire_key(0.01) elif key == keys.V: return self._change_vehicle() elif key == keys.Z: return self._vehicle_management_key() return super(GameLevelScene, self).on_key_down(key, mod, unicode) + + def on_key_up(self, key, mode): + self._held_keys.discard(key) + self._last_key_down = 0 -- 2.34.1