a-robots-conundrum/robotgame/level1.py

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# 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/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# 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
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 * 100,
48 * 100),
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paused=paused)
self.task_completions = []
self.dimensions = 50, 50
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self.set_darkness(0)
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for i in range(self.dimensions[0]):
for j in range(self.dimensions[1]):
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self.tiles.append(
tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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self.player.set_pos(64 * 15, 48 * 15)
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self.player.set_init_pos()
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for i in range(self.dimensions[0]):
self.objects.append(block.InvisBlock(self, i * 64,
0))
self.objects.append(block.InvisBlock(self, i * 64,
(self.dimensions[1]) * 48))
for i in range(self.dimensions[1]):
self.objects.append(block.InvisBlock(self, -64,
i * 48))
self.objects.append(block.InvisBlock(self, self.dimensions[0] * 64,
i * 48))
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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(
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task2_size[0], task2_size[1], 7, 30))
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for i, j in playfield:
self.objects.append(
block.Block(self,
task2_pos[0] + 64 * i,
task2_pos[1] + 48 * j,
self.imgs['block1'],
movable=True))
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arrow_blocks = []
n = 0
for i in directions:
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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))))
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n += 1
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]):
self.add_moat(task2_pos[0] - 64,
task2_pos[1] + 48 * i,
'moat_vertical')
for i in range(task2_size[1] - 2):
self.add_moat(task2_pos[0] + 64 * task2_size[0],
task2_pos[1] + 48 * i,
'moat_vertical')
for i in range(6, task2_size[0]):
self.add_moat(task2_pos[0] + 64 * i,
task2_pos[1] - 48,
'moat_horizontal')
for i in range(task2_size[0] - 2):
self.add_moat(task2_pos[0] + 64 * i,
task2_pos[1] + 48 * task2_size[1],
'moat_horizontal')
# Corners
self.add_moat(task2_pos[0] + 64 * task2_size[0],
task2_pos[1] - 48,
'moat_corner_north_flip')
self.add_moat(task2_pos[0] - 64,
task2_pos[1] + 48 * task2_size[1],
'moat_corner_south')
# Start
self.add_moat(task2_pos[0] + 64 * 2,
task2_pos[1] - 48,
'moat_horizontal')
self.add_moat(task2_pos[0] + 64 * 3,
task2_pos[1] - 48,
'moat_end_horizontal_flip')
self.add_moat(task2_pos[0] + 64 * 5,
task2_pos[1] - 48,
'moat_end_horizontal')
self.add_moat(task2_pos[0] - 64,
task2_pos[1] - 48 * 2,
'moat_corner_north')
self.add_moat(task2_pos[0],
task2_pos[1] - 48 * 2,
'moat_horizontal')
self.add_moat(task2_pos[0] + 64,
task2_pos[1] - 48 * 2,
'moat_corner_north_flip')
self.add_moat(task2_pos[0] + 64,
task2_pos[1] - 48,
'moat_corner_south')
# End
self.add_moat(task2_pos[0] + 64 * task2_size[0],
task2_pos[1] + 48 * (task2_size[1] - 2),
'moat_corner_south')
self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
task2_pos[1] + 48 * (task2_size[1] - 2),
'moat_corner_north_flip')
self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
task2_pos[1] + 48 * (task2_size[1] - 1),
'moat_vertical')
self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
task2_pos[1] + 48 * (task2_size[1]),
'moat_corner_south_flip')
self.add_moat(task2_pos[0] + 64 * (task2_size[0]),
task2_pos[1] + 48 * (task2_size[1]),
'moat_end_horizontal')
self.add_moat(task2_pos[0] + 64 * (task2_size[0] - 2),
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],
signal=[0, 2]))
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### Task 3: Colour blocks
task3_pos = (64 * 3, 48 * 16)
# 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
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)]
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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 - task3_pos[0]) / 64,
(block.y - task3_pos[1] - 48) / 48))
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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 i in range(len(wells)):
wells[i].set_colour(*well_colours[i])
for b in action_blocks:
b.action = update_wells
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self.objects.append(
lever.Lever(self,
task3_pos[0] - 64 * 3,
task3_pos[1] - 48 * 3,
[lambda *x: (self.complete_task(3)
if (len([w for w in wells
if (w.well_colour
== (255, 255, 255))
])
== len(wells))
else lambda: None)]))
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### Task 4: Inverted bits
task4_pos = (64 * 13, 48 * 13)
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, 4]))
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# Moat
self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 4,
'moat_corner_north')
self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 3,
'moat_vertical')
self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 2,
'moat_corner_south')
self.add_moat(task4_pos[0] - 64, task4_pos[1] - 48 * 2,
'moat_end_horizontal_flip')
for i in range(10):
self.add_moat(task4_pos[0] + 64 * (i - 1), task4_pos[1] - 48 * 4,
'moat_horizontal')
self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 4,
'moat_corner_north_flip')
self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 3,
'moat_vertical')
self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 2,
'moat_corner_south_flip')
self.add_moat(task4_pos[0] + 64 * 8, task4_pos[1] - 48 * 2,
'moat_end_horizontal')
self.draw_background()
def add_moat(self, x, y, img):
self.tiles.append(tile.Tile(self, x, y, self.imgs[img]))
self.objects.append(block.InvisBlock(self, x, y))
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def load(self):
"""Load all resources used in the level."""
l = ['ground1', 'ground2']
for o in l:
self.imgs[o] = pygame.image.load(os.path.join(
self.graphics_dir, 'tiles', '%s.png' % o))
l = ['block1', 'block1_lifted']
for o in l:
self.imgs[o] = pygame.image.load(os.path.join(
self.graphics_dir, 'blocks', '%s.png' % o))
l = ['hole']
for o in l:
self.imgs[o] = pygame.image.load(os.path.join(
self.graphics_dir, '%s.png' % o))
l = ['moat_corner_north',
'moat_corner_south',
'moat_corner_north_flip',
'moat_corner_south_flip',
'moat_end_horizontal',
'moat_horizontal',
'moat_vertical']
for o in l:
self.imgs[o] = pygame.image.load(os.path.join(
self.graphics_dir, 'moat', '%s.png' % o))
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# Special treatment
self.imgs['moat_end_horizontal_flip'] = pygame.transform.flip(
self.imgs['moat_end_horizontal'], 1, 0)
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# Load animations
for anim, directory in (
[('boulder_up', os.path.join('boulder', 'up')),
('boulder_down', os.path.join('boulder', 'down')),
('boulder_right', os.path.join('boulder', 'right')),
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('boulder_left', os.path.join('boulder', 'right')),
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('boulder_falling', os.path.join('boulder_fall')),
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('lever_updown', os.path.join('lever', 'down-up')),
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('lever_leftright', os.path.join('lever', 'left-right')),
('arrow_up', os.path.join('matt', 'up')),
('arrow_right', os.path.join('matt', 'right')),
('arrow_down', os.path.join('matt', 'down')),
('arrow_left', os.path.join('matt', 'right')),]
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):
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)
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# Special treatment:
if anim == 'arrow_left':
img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
def complete_task(self, task):
if task == 0:
return
self.task_completions.append(task)
if len(self.task_completions) > 3:
self.task_completions.remove(self.task_completions[0])
print(self.task_completions)
def restart(self):
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for obj in self.objects:
obj.reset_pos()