a-robots-conundrum/arobotsconundrum/level3.py

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#!/usr/bin/env python.
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# -*- coding: utf-8 -*-
# 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
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# 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
# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level3.py
# --------------------
# date created : Wed Aug 8 2012
# 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 worldobject
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import level
import player
import trigger
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import tile
import block
import lever
import fadeout
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import logic.colourboxes
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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*11, 48*20),
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paused=paused)
self.dimensions = 11, 20
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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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self.task_start = (1, 6)
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# Abstract "boxes", actually colour fields
boxes = []
for i in range(4):
boxes.extend([(0, 0, 0)] * i + box + [(0, 0, 0)] * (3 - i)
for box in logic.colourboxes.generate_colour_boxes(1, 3))
boxes.extend(logic.colourboxes.generate_random_box(4, 2) for _ in range(20))
boxes.extend([(0, 0, 0)] * 4 for _ in range(10))
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random.shuffle(boxes)
pos_colour = {}
for i, j in self._positions():
self.tiles.append(
tile.Tile(self, i * 64, (j + 4) * 48, self.imgs['indoor%d' % random.randint(1, 6)]))
for box, (x, y) in zip(boxes, itertools.product(range(7), range(6))):
# self.tiles.append(tile.Tile(self, 64 * (x + self.task_start[0] + 1),
# 48 * (y + self.task_start[1] + 1),
# self.imgs['indoor%d' % random.randint(1, 6)]))
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pos_colour[(x, y)] = box
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self.draw_background()
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 * 48))
self.objects.append(block.InvisBlock(self, self.size[0], i * 48))
action_blocks = list(itertools.chain(*
[(block.ActionBlock(self, 64 * self.task_start[0],
48 * (i + 1 + self.task_start[1]),
movable=True),
block.ActionBlock(self, 64 * (self.task_start[0] + 8),
48 * (i + 1 + self.task_start[1]),
movable=True))
for i in range(6)]))
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self.objects.extend(action_blocks)
wells = [block.ColorWell(self, self.task_start[0] * 64, self.task_start[1] * 48),
block.ColorWell(self, (self.task_start[0] + 8) * 64, self.task_start[1] * 48),
block.ColorWell(self, self.task_start[0] * 64, (self.task_start[1] + 7) * 48),
block.ColorWell(self, (self.task_start[0] + 8) * 64, (self.task_start[1] + 7) * 48),
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]
self.objects.extend(wells)
self.wells = wells
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_top'], 64 * (self.task_start[0] + 3), 48 * (self.task_start[1] + 10)))
self.elevator = worldobject.WithBackground(
self, self.imgs['elevator'], 64 * (self.task_start[0] + 3), 48 * (self.task_start[1] + 11), 48)
self.bottom_objects.append(self.elevator)
self._next_level_trigger = trigger.Trigger(
self, 64 * (self.task_start[0] + 4), 48 * (self.task_start[1] + 10), [lambda _: self.try_goto_next_level()],
self.imgs['hole'],
[self.player], visible=False, no_stop=True)
self.objects.append(self._next_level_trigger)
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_bottom'], 64 * (self.task_start[0] + 3), 48 * (self.task_start[1] + 12)))
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def update_wells(block):
cur_boxes = []
for block in action_blocks:
box = pos_colour.get((block.x / 64 - self.task_start[0] - 1,
block.y / 48 - self.task_start[1] - 1))
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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 well, color in zip(wells, well_colours):
well.set_colour(*color)
for b in action_blocks:
b.action = update_wells
self.player.set_pos(64 * 5, 48 * 4)
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self.player.set_init_pos()
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def try_goto_next_level(self):
# if not all(well.well_colour == (255, 255, 255)
# for well in self.wells):
# return
self.objects.remove(self._next_level_trigger)
self._old_player_update = self.player.update
self.player.update = lambda e, t, dt: self._old_player_update([], t, dt)
self.update = self.update2
self._start_time = pygame.time.get_ticks()
fadeout.Fadeout(self.game, self.goto_next_level, duration=1500)
def update2(self, e, t, dt):
level.Level.update(self, e, t, dt)
start_offset = (t - self._start_time) / 25
self.elevator.z_px = 48 - start_offset
self.player.y = 48 * (self.task_start[1] + 10) - start_offset
def goto_next_level(self):
self.game.goto_level(4)
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def restart(self):
for obj in self.objects:
obj.reset_pos()