a-robots-conundrum/robotgame/level3.py

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2012-08-08 20:22:13 +02:00
#!/usr/bin/env python
# -*- coding: utf-8 -*-
# This file is part of ROBOTGAME
#
# ROBOTGAME is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later
# version.
#
# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along with
# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level3.py
# --------------------
# date created : Wed Aug 8 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ns@metanohi.name>
"""
The third level.
"""
import os
import pygame
import random
import re
import itertools
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import worldobject
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import level
import player
import tile
import block
import boulder
import lever
import logic.colourboxes
class ActionBlock(block.Block):
def __init__(self, level, x, y, action, movable=True):
self.__dict__.update(locals())
block.Block.__init__(
self, level, x, y, img=level.imgs['block1'],
movable=movable)
self._last_pos = None
def update(self, e, t, dt):
if (self.x, self.y) != self._last_pos and not self.is_moving:
self.action(self)
self._last_pos = self.x, self.y
worldobject.WorldObject.update(self, e, t, dt)
class ColorWell(block.Block):
def __init__(self, level, x, y):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(
self, level, x, y, movable=False)
self.img = pygame.Surface((128, 96))
self.set_colour(0, 0, 0)
def set_colour(self, r, g, b):
self.well_colour = r * 255, g * 255, b * 255
self.img.fill(self.well_colour)
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class Level3(level.Level):
def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20),
paused=paused)
self.dimensions = 10, 10
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# for i in range(self.dimensions[0]):
# for j in range(self.dimensions[1]):
# self.tiles.append(
# tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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boxes = logic.colourboxes.generate_colour_boxes(1, 3)
boxes += boxes
boxes += [logic.colourboxes.generate_random_box(1) for _ in range(3)]
random.shuffle(boxes)
pos_colour = {}
for box, (x, y) in zip(boxes, itertools.product(range(3, 6), range(3, 6))):
self.tiles.append(tile.Tile(self, x * 64, (y + 1) * 48, self.imgs['ground1']))
pos_colour[(x, y)] = box
blocks = [ActionBlock(self, 64 * i, 0, action=None, movable=True)
for i in range(1, 4)]
self.objects.extend(blocks)
wells = [ColorWell(self, 64 * 5, 0)]
self.objects.extend(wells)
def update_wells(block):
cur_boxes = []
for block in blocks:
box = pos_colour.get((block.x / 64, block.y / 48))
if box:
cur_boxes.append(box)
if not cur_boxes:
well_colours = [(0, 0, 0)] * len(wells)
else:
well_colours = logic.colourboxes.get_colours(cur_boxes)
for i in range(len(wells)):
wells[i].set_colour(*well_colours[i])
for b in blocks:
b.action = update_wells
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self.draw_background()
def load(self):
"""Load all resources used in the level."""
tile_list = ['ground1', 'ground2']
for tile in tile_list:
self.imgs[tile] = pygame.image.load(os.path.join(
self.graphics_dir, 'tiles', '%s.png' % tile))
block_list = ['block1']
for block in block_list:
self.imgs[block] = pygame.image.load(os.path.join(
self.graphics_dir, 'blocks', '%s.png' % block))
def restart(self):
for obj in self.objects:
obj.reset_pos()
def infrange():
n = 0
while True:
yield n
n += 1