a-robots-conundrum/arobotsconundrum/level3.py

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# This file is part of A Robot's Conundrum.
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#
# A Robot's Conundrum 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.
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#
# A Robot's Conundrum 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.
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#
# You should have received a copy of the GNU General Public License along with
# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level3.py
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# --------------------
# date created : Fri Aug 10 2012
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# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ngws@metanohi.name>
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"""
The third level.
"""
from __future__ import print_function
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import os
import pygame
import random
import re
import itertools
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import level
import player
import tile
import block
import lever
from mirror import Mirror
from laser import Laser
import misc
import worldobject
import fadeout
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import logic.lasermirror as lm
from logic.direction import *
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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 * 17, 48 * 21), paused=paused)
self.dimensions = 17, 17
not_ok_pos = set(itertools.product(range(7, 10), range(1, 4)))
for i, j in filter(lambda p: p not in not_ok_pos, self._positions()):
self.tiles.append(
tile.Tile(self, i * 64, (j + 4) * 48, self.imgs[
('indoor%d' % random.randint(1, 6))
if random.randrange(6) != 0 else 'ground1']))
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self.draw_background()
self.playfield = lm.generate_simple_playfield(16)
self.target_blocks = []
for (x, y), t in self.playfield.items():
x1, y1 = 64 * x, 48 * (y + 4)
if isinstance(t, lm.Source):
self.objects.append(
block.LaserSource(self, x1, y1, t.direction))
continue
def mir(b, x1, y1):
def f(x, y):
def g(setting):
self.playfield[(x, y)] = lm.MirrorLeft \
if self.playfield[(x, y)] is lm.MirrorRight \
else lm.MirrorRight
self.generate_lasers()
return g
return Mirror(self, x, y, b, links=[f(x, y)])
def targ():
b = block.LaserTarget(self, x, y)
self.target_blocks.append(b)
return b
self.objects.append({
lm.MirrorLeft: lambda: mir(True, x1, y1),
lm.MirrorRight: lambda: mir(False, x1, y1),
lm.Lever: lambda: lever.Lever(
self, x1, y1, [lambda setting: self.generate_lasers],
toggling=True,
anim='lever_leftright' if x in (0, 15)
else 'lever_updown'),
lm.Target: targ,
lm.Blocker: lambda: block.Block(self, x1, y1,
self.imgs['block1'],
movable=False)
}[t]())
mirrors = list(filter(lambda obj: isinstance(obj, Mirror),
self.objects))
levers = list(filter(lambda obj: isinstance(obj, lever.Lever),
self.objects))
random.shuffle(levers)
for l in levers:
m = min(mirrors, key=lambda m: misc.manhattan_dist(
(m.x, m.y), (l.x, l.y)))
mirrors.remove(m)
l.links.insert(0, (lambda m: lambda setting: m.rotate())(m))
top = self.dimensions[0]
for i in range(top):
if i % 3 == 0:
self.objects.append(block.Block(
self, i * 64, 48 * 3,
self.imgs['wall'],
width=2 if i == top - 2 else 3,
blit_area=(0, 0, 160, 192) if i == top - 2 else None))
self.objects.append(block.InvisBlock(self, i * 64,
self.size[1]))
for i in range(self.dimensions[1]):
self.objects.append(block.InvisBlock(self, - 64, (i + 4) * 48))
self.objects.append(block.InvisBlock(self, self.size[0], (i + 4) * 48))
self.generate_lasers()
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_top'], 64 * 7, 48 * 5))
self.elevator = worldobject.WithBackground(
self, self.imgs['elevator'], 64 * 7, 48 * 6, 48 * 3,
(0, 0, 256, 192 - 24 - 48 * 2))
self.bottom_objects.append(self.elevator)
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_bottom'], 64 * 7, 48 * 7))
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self.player.set_pos(64 * 8, 48 * 5)
self.player.set_init_pos()
self._old_player_update = self.player.update
self.player.update = lambda e, t, dt: self._old_player_update([], t, dt)
self._start_time = pygame.time.get_ticks()
self.on_completion()
def on_completion(self):
# End game here.
fadeout.Fadeout(self.game, lambda: self.game.goto_level(4), duration=5000)
def restart(self):
for obj in self.objects:
obj.reset_pos()
def generate_lasers(self):
lasers = lm.generate_lasers(self.playfield)
self.lasers_orig = list(itertools.chain(*lasers))
self.lasers = []
for laser in lasers:
laser = iter(laser)
self.lasers.append(Laser(self, next(laser), first_laser=True))
self.lasers.extend(Laser(self, line) for line in laser)
for b in self.target_blocks:
b.new_playfield_update()
if all(b.glows for b in self.target_blocks):
self.on_completion()
def update(self, e, t, dt):
self.update2(e, t, dt)
start_offset = (t - self._start_time) / 25
if start_offset >= 96:
start_offset = 96
self.player.y = 48 * 7 - start_offset
self.elevator.z_px = 48 * 3 - start_offset
self.elevator.blit_area = (0, 0, 256, 192 - 24 - 48 * 2 + start_offset)
if start_offset == 96:
self.update = self.update2
self.player.update = self._old_player_update
def update2(self, e, t, dt):
level.Level.update(self, e, t, dt)
for laser in self.lasers:
laser.update(e, t, dt)
def draw(self, window):
self._blit_background(window)
for obj in self._sorted_objs(self.bottom_objects):
try:
obj.draw(window)
except IndexError:
print("Skipping frames ...")
objs = self._sorted_objs(self.objects + self.lasers)
objs = self._after_sort(itertools.groupby(
objs, lambda obj: obj.y + obj.z))
for obj in objs:
obj.draw(window)
self.darkness.draw(window)
def _after_sort(self, objss):
n_objs = []
for c, objs in objss:
n_objs.extend(self._after_sort_line(list(objs)))
return n_objs
def _after_sort_line(self, objs):
is_special = lambda obj: type(obj) in \
(Mirror, Laser, block.LaserSource, block.LaserTarget)
specials, nonspecials = (filter(is_special, objs),
filter(lambda obj: not is_special(obj), objs))
return nonspecials + self._sort_line_specials(specials)
def _sort_line_specials(self, objs):
mirrors = filter(lambda obj: isinstance(obj, Mirror), objs)
lasers = filter(lambda obj: isinstance(obj, Laser), objs)
sources = filter(lambda obj: isinstance(obj, block.LaserSource), objs)
targets = filter(lambda obj: isinstance(obj, block.LaserTarget), objs)
lasers_back = set(lasers)
sep_ords = []
for obj in itertools.chain(mirrors, targets):
before, after = [], []
for laser in _hit_lasers(obj, lasers):
lasers_back.discard(laser)
if _obj_is_behind_laser(obj, laser):
after.append(laser)
else:
before.append(laser)
sep_ords.append(before + [obj] + after)
points = set((obj.x0, obj.y0) for obj in itertools.chain(mirrors, targets))
for laser in filter(lambda laser: (laser.x0, laser.y0) in points
and (laser.x1, laser.y1) in points, lasers):
# print(laser)
xs, ys = filter(lambda sep_ord: laser in sep_ord, sep_ords)
sep_ords.remove(xs)
sep_ords.remove(ys)
xs, ys, nobjs = iter(xs), iter(ys), []
while True:
x = next(xs)
if x is laser:
break
nobjs.append(x)
while True:
x = next(ys)
if x is laser:
break
nobjs.append(x)
nobjs.append(laser)
nobjs.extend(xs)
nobjs.extend(ys)
sep_ords.append(nobjs)
objs = list(itertools.chain(*sep_ords)) + list(lasers_back) \
+ sources
return objs
def _hit_lasers(obj, lasers):
p = (obj.x0, obj.y0)
return filter(lambda laser: (laser.x0, laser.y0) == p
or (laser.x1, laser.y1) == p, lasers)
def _obj_is_behind_laser(obj, laser):
return (_mirror_is_behind_laser
if isinstance(obj, Mirror)
else _target_is_behind_laser)(obj, laser)
def _mirror_is_behind_laser(mirror, laser):
return \
laser.y0 == laser.y1 \
and (
(mirror.left_up
and (
(laser.x0 == mirror.x0 and laser.x1 > mirror.x0)
or
(laser.x1 == mirror.x0 and laser.x0 > mirror.x0)
)
) \
or \
(not mirror.left_up
and (
(laser.x0 == mirror.x0 and laser.x1 < mirror.x0)
or
(laser.x1 == mirror.x0 and laser.x0 < mirror.x0)
)
)
)
def _target_is_behind_laser(target, laser):
return laser.x0 != laser.x1