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
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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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task_start = (2, 2)
# 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 box, (x, y) in zip(boxes, itertools.product(range(7), range(6))):
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self.tiles.append(tile.Tile(self, 64 * (x + task_start[0] + 1),
48 * (y + task_start[1] + 1),
self.imgs['ground1']))
pos_colour[(x, y)] = box
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self.draw_background()
action_blocks = list(itertools.chain(*
[(block.ActionBlock(self, 64 * task_start[0],
48 * (i + 1 + task_start[1]),
movable=True),
block.ActionBlock(self, 64 * (task_start[0] + 8),
48 * (i + 1 + task_start[1]),
movable=True))
for i in range(6)]))
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self.objects.extend(action_blocks)
wells = [block.ColorWell(self, task_start[0] * 64, task_start[1] * 48),
block.ColorWell(self, (task_start[0] + 8) * 64, task_start[1] * 48),
block.ColorWell(self, task_start[0] * 64, (task_start[1] + 7) * 48),
block.ColorWell(self, (task_start[0] + 8) * 64, (task_start[1] + 7) * 48),
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]
self.objects.extend(wells)
def update_wells(block):
cur_boxes = []
for block in action_blocks:
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box = pos_colour.get((block.x / 64 - task_start[0] - 1,
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block.y / 48 - task_start[1] - 1))
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
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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))
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block_list = ['block1', 'block1_lifted']
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for block in block_list:
self.imgs[block] = pygame.image.load(os.path.join(
self.graphics_dir, 'blocks', '%s.png' % block))
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# Load animations
for anim, directory in (
[('lever_updown', os.path.join('lever', 'down-up')),
]
):
self.imgs[anim] = []
# Find all image files for the given animation
anim_files = []
for root, dirs, files in os.walk(os.path.join(
self.graphics_dir, directory)):
for f in files:
if re.match(r"^.*\.(png)$", '/'.join([root, f])):
anim_files.append('/'.join([root, f]))
# Sort and load the files
for f in sorted(anim_files):
img = pygame.image.load(f)
# Special treatment:
if anim == 'arrow_left':
img = pygame.transform.flip(img, 1, 0)
self.imgs[anim].append(img)
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def restart(self):
for obj in self.objects:
obj.reset_pos()