a-robots-conundrum/arobotsconundrum/level1.py

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# This file is part of A Robot's Conundrum.
#
# 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.
#
# 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.
#
# 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/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level1.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum <don_s@hongabar.org>
"""
The first level.
"""
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import os
import pygame
import random
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import re
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import itertools
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import level
import player
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import tile
import block
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import boulder
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import lever
import trigger
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import worldobject
import level_bonus
import fadeout
import logic.teleportermap
import logic.rollingstone
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import logic.colourboxes
class Level1(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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level.Level.__init__(self, game, graphics_dir, size=(64 * 40,
48 * 40),
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paused=paused)
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self.solution = range(1, 6)
random.shuffle(self.solution)
self.solution = self.solution[:3]
self.task_completions = [0, 0, 0]
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self.set_darkness(0)
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for i in range(self.size[0] / 64):
for j in range(self.size[1] / 48):
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self.tiles.append(
tile.Tile(self, i*64, j*48, self.imgs['ground1']))
start_pos = 7 * 64, 34 * 48
self.player.set_pos(*start_pos)
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self.player.set_init_pos()
self.objects.append(block.Block(self, start_pos[0] - 2 * 64,
start_pos[1] + 48,
self.imgs['spacecraft'], z=16))
self.objects.append(block.InvisBlock(self, start_pos[0] - 2 * 64,
start_pos[1]))
self.objects.append(block.InvisBlock(self, start_pos[0] - 64,
start_pos[1]))
self.objects.append(block.InvisBlock(self, start_pos[0] - 64,
start_pos[1] + 48))
self.objects.append(block.InvisBlock(self, start_pos[0],
start_pos[1] + 48))
self.add_tile(start_pos[0] + 4 * 64, start_pos[1] - 3 * 48,
'indoor%d' % random.randint(1, 6), blocking=False)
self.add_tile(start_pos[0] + 2 * 64, start_pos[1] - 7 * 48,
'indoor%d' % random.randint(1, 6), blocking=False)
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for i in range(self.size[0] / 64):
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if not i % 3:
self.objects.append(block.Block(self, i * 64,
48 * 3,
self.imgs['wall_outside'],
width=3))
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self.objects.append(block.InvisBlock(self, i * 64,
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self.size[1]))
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for i in range(self.size[1] / 48):
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self.objects.append(block.InvisBlock(self, - 64,
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i * 48))
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self.objects.append(block.InvisBlock(self, self.size[0],
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i * 48))
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### Task 1: Teleporters
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task5_size = 8, 5
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task5_pos = (64 * 12, 48 * 19)
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tmap = logic.teleportermap.generate_teleporter_map3(*task5_size)
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for x in range(task5_size[0]):
for y in range(task5_size[1]):
# if not (x, y) in tmap:
# continue
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self.add_tile(64 * (x - 6) + task5_pos[0],
48 * (y - 4) + task5_pos[1],
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'indoor%d' % random.randint(1, 6), blocking=False)
for x, y in tmap:
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self.objects.append(
trigger.Trigger(self,
task5_pos[0] - 64 * (x - 1),
task5_pos[1] - 48 * y,
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[lambda x: self.player.set_pos(
task5_pos[0] + 2 * 64,
(task5_pos[1]
- random.randint(0, task5_size[1] - 1) * 48))],
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self.imgs['hole'],
[self.player],
visible=False,
no_stop=True))
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for i in range(task5_size[0] + 1):
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self.add_tile(task5_pos[0] - 64 * i,
task5_pos[1] + 48,
'moat_horizontal')
self.add_tile(task5_pos[0] - 64 * i,
task5_pos[1] - task5_size[1] * 48,
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'moat_horizontal')
self.add_tile(task5_pos[0] + 64,
task5_pos[1] + 48,
'moat_end_horizontal_flip')
# self.add_tile(task5_pos[0] + 64,
# task5_pos[1] - task5_size[1] * 48,
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# 'moat_end_horizontal_flip')
self.add_tile(task5_pos[0] - 64 * (task5_size[0] + 1),
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task5_pos[1] + 48,
'moat_corner_south')
self.add_tile(task5_pos[0] - 64 * (task5_size[0] + 1),
task5_pos[1] - task5_size[1] * 48,
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'moat_corner_north')
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for i in range(task5_size[0]):
self.add_tile(task5_pos[0] - 64 * (task5_size[0] + 1),
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task5_pos[1] - 48 * i,
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'moat_vertical')
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self.objects.append(
lever.Lever(self,
task5_pos[0] - 64 * (task5_size[0]),
task5_pos[1] - (task5_size[1] / 2) * 48,
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[lambda *x: self.complete_task(1)]))
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### Task 2: Rolling stone
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task2_size = 15, 10
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task2_pos = (64 * 20, 48 * 20)
playfield, nsteps, directions = (
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logic.rollingstone.generate_simple_unsolved_solvable_extra(
task2_size[0], task2_size[1], 5, 50))
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n = 0
c = len(playfield) / len(directions)
ns = [k * c for k in range(len(directions))]
arrow_blocks = []
for i, j in playfield:
if n in ns:
arrow_blocks.append(
block.ArrowBlock(self,
task2_pos[0] + 64 * i,
task2_pos[1] + 48 * j,
directions[n / c].next_pos((0, 0))))
else:
self.objects.append(
block.Block(self,
task2_pos[0] + 64 * i,
task2_pos[1] + 48 * j,
self.imgs['block1'],
movable=True)
if (random.randint(0, 2) or (i, j) == (4, 0)) else
block.Block(self,
task2_pos[0] + 64 * i,
task2_pos[1] + 48 * j,
self.imgs['block3'],
movable=False))
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n += 1
# arrow_blocks = []
# n = 0
# for i in directions:
# arrow_blocks.append(
# block.ArrowBlock(self,
# task2_pos[0] + 64 * (task2_size[0] - n),
# task2_pos[1] + 48 * (task2_size[1] + 2),
# i.next_pos((0, 0))))
# n += 1
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self.objects.extend(arrow_blocks)
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self.objects.append(lever.Lever(self,
task2_pos[0] + 64 * 3,
task2_pos[1] - 48 * 2,
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[arrow_block.activate
for arrow_block in arrow_blocks],
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toggling=True,
anim='lever_updown'))
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b = boulder.Boulder(self, task2_pos[0], task2_pos[1] - 48,
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direction=(0, 1))
self.objects.append(b)
self.objects.append(lever.Lever(self,
task2_pos[0] + 64 * 2,
task2_pos[1] - 48 * 2,
[b.activate],
anim='lever_updown'))
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# Moat sides
for i in range(-1, task2_size[1]):
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self.add_tile(task2_pos[0] - 64,
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task2_pos[1] + 48 * i,
'moat_vertical')
for i in range(task2_size[1] - 2):
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self.add_tile(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] + 48 * i,
'moat_vertical')
for i in range(6, task2_size[0]):
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self.add_tile(task2_pos[0] + 64 * i,
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task2_pos[1] - 48,
'moat_horizontal')
for i in range(task2_size[0] - 2):
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self.add_tile(task2_pos[0] + 64 * i,
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task2_pos[1] + 48 * task2_size[1],
'moat_horizontal')
# Corners
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self.add_tile(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] - 48,
'moat_corner_north_flip')
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self.add_tile(task2_pos[0] - 64,
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task2_pos[1] + 48 * task2_size[1],
'moat_corner_south')
# Start
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self.add_tile(task2_pos[0] + 64 * 2,
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task2_pos[1] - 48,
'moat_horizontal')
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self.add_tile(task2_pos[0] + 64 * 3,
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task2_pos[1] - 48,
'moat_end_horizontal_flip')
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self.add_tile(task2_pos[0] + 64 * 5,
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task2_pos[1] - 48,
'moat_end_horizontal')
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self.add_tile(task2_pos[0] - 64,
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task2_pos[1] - 48 * 2,
'moat_corner_north')
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self.add_tile(task2_pos[0],
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task2_pos[1] - 48 * 2,
'moat_horizontal')
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self.add_tile(task2_pos[0] + 64,
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task2_pos[1] - 48 * 2,
'moat_corner_north_flip')
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self.add_tile(task2_pos[0] + 64,
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task2_pos[1] - 48,
'moat_corner_south')
# End
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self.add_tile(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] + 48 * (task2_size[1] - 2),
'moat_corner_south')
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self.add_tile(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1] - 2),
'moat_corner_north_flip')
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self.add_tile(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1] - 1),
'moat_vertical')
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self.add_tile(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1]),
'moat_corner_south_flip')
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self.add_tile(task2_pos[0] + 64 * (task2_size[0]),
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task2_pos[1] + 48 * (task2_size[1]),
'moat_end_horizontal')
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self.add_tile(task2_pos[0] + 64 * (task2_size[0] - 2),
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task2_pos[1] + 48 * (task2_size[1]),
'moat_end_horizontal_flip')
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self.objects.append(
trigger.Trigger(self, task2_pos[0] + 64 * (task2_size[0]),
task2_pos[1] + 48 * (task2_size[1] - 1),
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[self.complete_task, b.fall],
self.imgs['hole'], [b],
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signal=[0, 2],
toggling=True))
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### Task 3: Inverted bits
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task4_pos = (64 * 26, 48 * 18)
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b = boulder.Boulder(self, task4_pos[0] - 64, task4_pos[1] - 48 * 3,
direction=(1, 0))
self.objects.append(b)
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self.objects.append(lever.Lever(self,
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task4_pos[0] - 64 * 3,
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task4_pos[1] - 48 * 3,
[b.activate]))
risingblocks = [block.RisingBlock(self, task4_pos[0] + 64 * i,
task4_pos[1] - 48 * 3,
is_up = False)
for i in range(8)]
for i in range(8):
r = range(8)
r.remove(i)
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self.objects.append(risingblocks[i])
n = random.choice(r)
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self.objects.append(lever.Lever(self,
task4_pos[0] + 64 * i,
task4_pos[1] - 48 * 2,
[risingblocks[i].activate,
risingblocks[n].activate],
anim='lever_updown',
toggling=True,
signal=[0, 1]))
for k in range(random.randint(0, 1)):
self.objects[-1].use(self)
self.objects[-1].set_init_pos()
risingblocks[i].set_init_pos()
risingblocks[n].set_init_pos()
n = random.choice(r)
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self.objects.append(lever.Lever(self,
task4_pos[0] + 64 * i,
task4_pos[1],
[risingblocks[i].activate,
risingblocks[n].activate],
anim='lever_updown',
toggling=True,
signal=[2, 3]))
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for k in range(random.randint(0, 1)):
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self.objects[-1].use(self)
self.objects[-1].set_init_pos()
risingblocks[i].set_init_pos()
risingblocks[n].set_init_pos()
self.objects.append(trigger.Trigger(self, task4_pos[0] + 64 * 8,
task4_pos[1] - 48 * 3,
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[self.complete_task, b.fall],
self.imgs['hole'], [b],
signal=[0, 3],
toggling=True))
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# Moat
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self.add_tile(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 4,
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'moat_corner_north')
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self.add_tile(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 3,
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'moat_vertical')
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self.add_tile(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 2,
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'moat_corner_south')
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self.add_tile(task4_pos[0] - 64, task4_pos[1] - 48 * 2,
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'moat_end_horizontal_flip')
for i in range(10):
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self.add_tile(task4_pos[0] + 64 * (i - 1), task4_pos[1] - 48 * 4,
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'moat_horizontal')
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self.add_tile(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 4,
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'moat_corner_north_flip')
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self.add_tile(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 3,
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'moat_vertical')
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self.add_tile(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 2,
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'moat_corner_south_flip')
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self.add_tile(task4_pos[0] + 64 * 8, task4_pos[1] - 48 * 2,
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'moat_end_horizontal')
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### Task 4: Colour blocks
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task3_pos = (64 * 15, 48 * 20)
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# Abstract "boxes", actually colour fields
boxes = logic.colourboxes.generate_colour_boxes(1, 3)
boxes += boxes
boxes += [logic.colourboxes.generate_random_box(1) for _ in range(3)]
random.shuffle(boxes)
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pos_colour = {}
for box, (x, y) in zip(boxes, itertools.product(range(3), range(3))):
# self.tiles.append(tile.Tile(self, x * 64 + task3_pos[0],
# y * 48 + task3_pos[1],
# self.imgs['ground1']))
pos_colour[(x, y)] = box
self.add_tile(task3_pos[0] + 64 * x, task3_pos[1] + 48 * (y + 1),
'indoor%d' % random.randint(1, 6), blocking=False)
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action_blocks = [block.ActionBlock(self, 64 * i + task3_pos[0],
task3_pos[1], movable=True)
for i in range(3)]
self.objects.extend(action_blocks)
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wells = [block.ColorWell(self, task3_pos[0] + 64,
task3_pos[1] + 48 * 5)]
self.objects.extend(wells)
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def update_wells(block):
cur_boxes = []
for block in action_blocks:
box = pos_colour.get(((block.x - task3_pos[0]) / 64,
(block.y - task3_pos[1] - 48) / 48))
if box:
cur_boxes.append(box)
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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 action_blocks:
b.action = update_wells
self.objects.append(
lever.Lever(self,
task3_pos[0] + 64,
task3_pos[1] + 48 * 4,
[lambda *x: (self.complete_task(4)
if (len([w for w in wells
if (w.well_colour
== (255, 255, 255))
])
== len(wells))
else lambda: None)]))
### Task 5: Rising columns
task1_pos = (64 * 15, 48 * 13)
ws = []
for i in range(5):
w1 = Wheel(self, task1_pos[0] + 64 * i, task1_pos[1] - 48 * 2)
w2 = Wheel(self, task1_pos[0] + 64 * i, task1_pos[1],
immitate=w1)
self.objects.extend([w1, w2])
self.objects.append(lever.Lever(self,
task1_pos[0] + 64 * i,
task1_pos[1] + 48 * 1,
[w2.activate],
anim='lever_updown'))
ws.append(w2)
self.add_tile(task1_pos[0] + 64 * i,
task1_pos[1] - 48 * 3,
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'moat_horizontal')
self.objects.append(
lever.Lever(self,
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task1_pos[0] + 64 * 5,
task1_pos[1] + 48 * 2,
[lambda *xs: self.complete_task(5)
if len(ws) == len([w for w in ws if w.on])
else lambda: None]))
self.add_tile(task1_pos[0] - 64,
task1_pos[1] - 48 * 3,
'moat_corner_north')
self.add_tile(task1_pos[0] + 64 * 5,
task1_pos[1] - 48 * 3,
'moat_corner_north_flip')
for i in range(3):
self.add_tile(task1_pos[0] - 64,
task1_pos[1] + 48 * (i - 2),
'moat_vertical')
self.add_tile(task1_pos[0] + 64 * 5,
task1_pos[1] + 48 * (i - 2),
'moat_vertical')
self.add_tile(task1_pos[0] - 64,
task1_pos[1] + 48,
'moat_corner_south_flip')
self.add_tile(task1_pos[0] + 64 * 5,
task1_pos[1] + 48,
'moat_corner_south')
self.add_tile(task1_pos[0] - 64 * 2,
task1_pos[1] + 48,
'moat_horizontal')
self.add_tile(task1_pos[0] + 64 * 6,
task1_pos[1] + 48,
'moat_end_horizontal_flip')
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### Final: The door
door_x = 22
for i in range(12):
self.add_tile(door_x * 64,
48 * (5 + i),
'indoor%d' % random.randint(1, 6), blocking=False)
for i in range(7):
self.add_tile((door_x - i - 1) * 64,
48 * (5 + 11),
'indoor%d' % random.randint(1, 6), blocking=False)
door = block.Door(self, 64 * door_x, 48 * 4)
self.objects.append(door)
self.objects.append(
lever.Lever(self, 64 * (door_x + 3), 48 * 4,
[lambda x: door.activate(x)
if self.task_completions == self.solution
else lambda *v: None],
anim='lever_updown', toggling=False))
door.activate(1)
self._next_level_trigger = trigger.Trigger(
self,
64 * door_x, 48 * 4,
[lambda setting: self.goto_next_level()],
self.imgs['hole'],
[self.player],
visible=False)
self.objects.append(self._next_level_trigger)
if random.randint(0, 1):
for i in range(3):
self.objects.append(
CompletionBlock(self, 64 * (door_x - 5 + i), 48 * 4,
self.solution[i], i + 1))
else:
for i in range(3):
self.objects.append(
CompletionBlock(self, 64 * (door_x - 3 - i), 48 * 4,
self.solution[i], i + 1))
### Link to bonus level
bonus = level_bonus.Level(self.game, self.graphics_dir)
def goto_bonus():
self._update = self.update
self.update = lambda *args: None
def g():
self.update = self._update
bonus.enter(self)
fadeout.Fadeout(self.game, g)
self.objects.append(
lever.Lever(
self, 64 * 39, 48 * 39,
[lambda setting: goto_bonus()],
toggling=False,
anim='lever_updown'))
2012-08-12 17:36:59 +02:00
# DRAW THE BACKGROUND
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2012-08-09 13:54:27 +02:00
self.draw_background()
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def add_tile(self, x, y, img, blocking=True):
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self.tiles.append(tile.Tile(self, x, y, self.imgs[img]))
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if blocking:
self.objects.append(block.InvisBlock(self, x, y))
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def complete_task(self, task):
if task == 0:
return
self.task_completions.append(task)
if len(self.task_completions) > 3:
self.task_completions = self.task_completions[-3:]
def restart(self):
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for obj in self.objects:
obj.reset_pos()
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def goto_next_level(self):
print(333)
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)
fadeout.Fadeout(self.game, lambda: self.game.goto_level(2), duration=1500)
class CompletionBlock(block.Block):
def __init__(self, level, x, y, task, number):
self.__dict__.update(locals())
block.Block.__init__(self, level, x, y, blocking=False)
def update(self, e, t, dt):
self.img = self.level.imgs['symbol%02d-0018' % (self.task + 12)]
for t in range(1, 4):
if (self.level.task_completions[-t:] == self.level.solution[:t]
and t >= self.number):
self.img = self.level.imgs['symbol%02d-0019' % (self.task + 12)]
break
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class Wheel(block.Block):
def __init__(self, level, x, y, immitate=None):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y)
self.frame = 0
self.anim_speed = 15
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self.nsettings = 5
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self.setting = random.randint(0, self.nsettings - 1)
if self.immitate:
self.on = self.setting == self.immitate.setting
self.init_setting = self.setting
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self.anim = 'elevating_column'
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self.anim_direction = 1
def set_init_pos(self):
worldobject.WorldObject.set_init_pos(self)
self.init_setting = self.setting
def reset_pos(self):
worldobject.WorldObject.reset_pos(self)
self.setting = self.init_setting
def set_direction(self, setting):
self.anim_direction = -1 if setting else 1
def activate(self, setting):
self.setting = (self.setting + 1 * self.anim_direction) % self.nsettings
self.on = self.setting == self.immitate.setting
def update(self, e, t, dt):
# Update the animation
l = len(self.level.imgs[self.anim])
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if not (int(self.frame) == self.setting * (l - 1)
/ (self.nsettings - 1)):
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self.frame = ((self.frame + self.anim_speed * dt) % l
if (self.setting > 0 and self.anim_direction > 0)
or (self.setting == self.nsettings - 1
and self.anim_direction < 0) else
(self.frame - self.anim_speed * dt) % l)
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)]
if self.visible:
window.blit(self.img, (self.x - 32 - self.level.camera_x,
self.y - self.img.get_size()[1] + 24
- self.level.camera_y))