Merge branch 'master' of hongabar.org:robotgame
This commit is contained in:
commit
1912a84da9
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@ -32,6 +32,7 @@ import jukebox
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import level
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import main_menu
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import game_menu
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import loader
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class Game(object):
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"""Create an object to handle the game."""
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@ -56,6 +57,8 @@ class Game(object):
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def load(self):
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graphics_dir = os.path.join(self.directory, "resources", "graphics")
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self.loader = loader.Loader(graphics_dir)
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self.loader.load()
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self.level = None
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self.jukebox = jukebox.Jukebox(
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@ -35,9 +35,7 @@ class Level(object):
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self.tiles = []
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self.objects = []
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self.imgs = {}
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self.load()
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self.imgs = game.loader.imgs
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self.reverse_imgs = (
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dict([(val, key) for (key, val)
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@ -37,6 +37,7 @@ import block
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import boulder
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import lever
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import trigger
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import worldobject
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import logic.rollingstone
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import logic.colourboxes
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@ -72,6 +73,60 @@ class Level1(level.Level):
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self.objects.append(block.InvisBlock(self, self.dimensions[0] * 64,
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i * 48))
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### Task 1: Wheels of fortune
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task1_pos = (64 * 15, 48 * 13)
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ws = []
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for i in range(5):
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w1 = Wheel(self, task1_pos[0] + 64 * i, task1_pos[1] - 48 * 2)
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w2 = Wheel(self, task1_pos[0] + 64 * i, task1_pos[1],
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immitate=w1)
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self.objects.extend([w1, w2])
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self.objects.append(lever.Lever(self,
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task1_pos[0] + 64 * i,
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task1_pos[1] + 48 * 1,
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[w2.activate],
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anim='lever_updown'))
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ws.append(w2)
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self.add_tile(task1_pos[0] + 64 * i,
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task1_pos[1] - 48 * 3,
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'moat_horizontal')
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self.objects.append(
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lever.Lever(self,
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task1_pos[0] + 64 * 5,
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task1_pos[1] + 48 * 2,
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[lambda *xs: self.complete_task(1)
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if len(ws) == len([w for w in ws if w.on])
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else lambda: None]))
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self.add_tile(task1_pos[0] - 64,
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task1_pos[1] - 48 * 3,
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'moat_corner_north')
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self.add_tile(task1_pos[0] + 64 * 5,
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task1_pos[1] - 48 * 3,
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'moat_corner_north_flip')
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for i in range(3):
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self.add_tile(task1_pos[0] - 64,
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task1_pos[1] + 48 * (i - 2),
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'moat_vertical')
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self.add_tile(task1_pos[0] + 64 * 5,
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task1_pos[1] + 48 * (i - 2),
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'moat_vertical')
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self.add_tile(task1_pos[0] - 64,
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task1_pos[1] + 48,
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'moat_corner_south_flip')
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self.add_tile(task1_pos[0] + 64 * 5,
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task1_pos[1] + 48,
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'moat_corner_south')
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self.add_tile(task1_pos[0] - 64 * 2,
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task1_pos[1] + 48,
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'moat_end_horizontal')
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self.add_tile(task1_pos[0] + 64 * 6,
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task1_pos[1] + 48,
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'moat_end_horizontal_flip')
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### Task 2: Rolling stone
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task2_size = 15, 10
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@ -88,7 +143,13 @@ class Level1(level.Level):
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task2_pos[0] + 64 * i,
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task2_pos[1] + 48 * j,
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self.imgs['block1'],
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movable=True))
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movable=True)
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if (random.randint(0, 2) or (i, j) == (4, 0)) else
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block.Block(self,
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task2_pos[0] + 64 * i,
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task2_pos[1] + 48 * j,
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self.imgs['block3'],
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movable=False))
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arrow_blocks = []
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n = 0
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@ -210,7 +271,7 @@ class Level1(level.Level):
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# y * 48 + task3_pos[1],
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# self.imgs['ground1']))
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pos_colour[(x, y)] = box
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self.add_tile(task3_pos[0] + 64 * x, task3_pos[1] + 48 * y,
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self.add_tile(task3_pos[0] + 64 * x, task3_pos[1] + 48 * (y + 1),
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'indoor%d' % random.randint(1, 6), blocking=False)
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action_blocks = [block.ActionBlock(self, 64 * i + task3_pos[0],
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@ -338,87 +399,66 @@ class Level1(level.Level):
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if blocking:
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self.objects.append(block.InvisBlock(self, x, y))
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def load(self):
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"""Load all resources used in the level."""
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l = ['ground1', 'ground2']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % o))
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for o in range(1, 7):
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self.imgs['indoor%d' % o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', 'indoor', 'ground%02d.png' % o))
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l = ['block1', 'block1_lifted']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % o))
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l = ['hole', 'well']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, '%s.png' % o))
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l = ['moat_corner_north',
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'moat_corner_south',
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'moat_corner_north_flip',
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'moat_corner_south_flip',
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'moat_end_horizontal',
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'moat_horizontal',
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'moat_vertical']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'moat', '%s.png' % o))
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# Special treatment
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self.imgs['moat_end_horizontal_flip'] = pygame.transform.flip(
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self.imgs['moat_end_horizontal'], 1, 0)
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# Load animations
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for anim, directory in (
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[('boulder_up', os.path.join('boulder', 'up')),
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('boulder_down', os.path.join('boulder', 'down')),
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('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')),
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('arrow_up', os.path.join('matt', 'up')),
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('arrow_right', os.path.join('matt', 'right')),
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('arrow_down', os.path.join('matt', 'down')),
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('arrow_left', os.path.join('matt', 'right')),]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def complete_task(self, task):
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if task == 0:
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return
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self.task_completions.append(task)
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if len(self.task_completions) > 3:
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self.task_completions.remove(self.task_completions[0])
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self.task_completions = self.task_completions[-3:]
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print(self.task_completions)
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def restart(self):
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for obj in self.objects:
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obj.reset_pos()
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class Wheel(block.Block):
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def __init__(self, level, x, y, immitate=None):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y)
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self.frame = 0
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self.anim_speed = 15
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self.nsettings = 4
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self.setting = random.randint(0, self.nsettings - 1)
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if self.immitate:
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self.on = self.setting == self.immitate.setting
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self.init_setting = self.setting
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self.anim = 'stairs'
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self.anim_direction = 1
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def set_init_pos(self):
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worldobject.WorldObject.set_init_pos(self)
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self.init_setting = self.setting
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def reset_pos(self):
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worldobject.WorldObject.reset_pos(self)
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self.setting = self.init_setting
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def set_direction(self, setting):
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self.anim_direction = -1 if setting else 1
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def activate(self, setting):
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self.setting = (self.setting + 1 * self.anim_direction) % self.nsettings
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self.on = self.setting == self.immitate.setting
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def update(self, e, t, dt):
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# Update the animation
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l = len(self.level.imgs[self.anim])
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if not (int(self.frame) == self.setting * l / self.nsettings):
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self.frame = ((self.frame + self.anim_speed * dt) % l
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if (self.setting > 0 and self.anim_direction > 0)
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or (self.setting == self.nsettings - 1
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and self.anim_direction < 0) else
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(self.frame - self.anim_speed * dt) % l)
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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self.img = self.level.imgs[self.anim][int(self.frame)]
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if self.visible:
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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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self.y - self.img.get_size()[1] + 24
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- self.level.camera_y))
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@ -23,7 +23,7 @@ class Level2(level.Level):
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for i in range(self.dimensions[0]):
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for j in range(self.dimensions[1]):
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self.tiles.append(
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tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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tile.Tile(self, i*64, (j + 1)*48, self.imgs['indoor%d' % random.randint(1, 6)]))
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self.draw_background()
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@ -45,45 +45,6 @@ class Level2(level.Level):
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anim='lever_updown'))
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def load(self):
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"""Load all resources used in the level."""
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tile_list = ['ground1', 'ground2']
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for tile in tile_list:
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self.imgs[tile] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % tile))
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block_list = ['block1']
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for block in block_list:
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self.imgs[block] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % block))
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# Load animations
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for anim, directory in (
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[('lever_updown', os.path.join('lever', 'down-up')),
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]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def restart(self):
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for obj in self.objects:
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obj.reset_pos()
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|
|
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@ -57,32 +57,38 @@ class Level3(level.Level):
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# tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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task_start = (2, 2)
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task_size = (5, 5)
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# Abstract "boxes", actually colour fields
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boxes = [box + [(0, 0, 0)] * 2 for box in logic.colourboxes.generate_colour_boxes(2, 3)]
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boxes += [[(0, 0, 0)] * 2 + box for box in logic.colourboxes.generate_colour_boxes(2, 3)]
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boxes += [logic.colourboxes.generate_random_box(4) for _ in range(9)]
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boxes += [[(0, 0, 0)] * 4 for _ in range(9)]
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boxes = []
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for i in range(4):
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boxes.extend([(0, 0, 0)] * i + box + [(0, 0, 0)] * (3 - i)
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for box in logic.colourboxes.generate_colour_boxes(1, 3))
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boxes.extend(logic.colourboxes.generate_random_box(4, 2) for _ in range(20))
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boxes.extend([(0, 0, 0)] * 4 for _ in range(10))
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random.shuffle(boxes)
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pos_colour = {}
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for box, (x, y) in zip(boxes, itertools.product(range(6), range(4))):
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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),
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48 * (y + task_start[1] + 1),
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self.imgs['ground1']))
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self.imgs['indoor%d' % random.randint(1, 6)]))
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pos_colour[(x, y)] = box
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self.draw_background()
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action_blocks = [block.ActionBlock(self, 64 * (i + 1 + task_start[0]),
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48 * task_start[1], movable=True)
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for i in range(6)]
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action_blocks = list(itertools.chain(*
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[(block.ActionBlock(self, 64 * task_start[0],
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48 * (i + 1 + task_start[1]),
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movable=True),
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block.ActionBlock(self, 64 * (task_start[0] + 8),
|
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48 * (i + 1 + task_start[1]),
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movable=True))
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for i in range(6)]))
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self.objects.extend(action_blocks)
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wells = [block.ColorWell(self, task_start[0] * 64, task_start[1] * 48),
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block.ColorWell(self, (task_start[0] + 7) * 64, task_start[1] * 48),
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block.ColorWell(self, task_start[0] * 64, (task_start[1] + 5) * 48),
|
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block.ColorWell(self, (task_start[0] + 7) * 64, (task_start[1] + 5) * 48),
|
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block.ColorWell(self, (task_start[0] + 8) * 64, task_start[1] * 48),
|
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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),
|
||||
]
|
||||
self.objects.extend(wells)
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||||
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||||
|
@ -105,45 +111,6 @@ class Level3(level.Level):
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b.action = update_wells
|
||||
|
||||
|
||||
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(
|
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self.graphics_dir, 'tiles', '%s.png' % tile))
|
||||
|
||||
block_list = ['block1', 'block1_lifted']
|
||||
for block in block_list:
|
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self.imgs[block] = pygame.image.load(os.path.join(
|
||||
self.graphics_dir, 'blocks', '%s.png' % block))
|
||||
|
||||
# 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)$", '/'.join([root, f])):
|
||||
anim_files.append('/'.join([root, f]))
|
||||
|
||||
# Sort and load the files
|
||||
for f in sorted(anim_files):
|
||||
img = pygame.image.load(f)
|
||||
|
||||
# Special treatment:
|
||||
if anim == 'arrow_left':
|
||||
img = pygame.transform.flip(img, 1, 0)
|
||||
|
||||
self.imgs[anim].append(img)
|
||||
|
||||
def restart(self):
|
||||
for obj in self.objects:
|
||||
obj.reset_pos()
|
||||
|
|
|
@ -49,7 +49,7 @@ class Level(level.Level):
|
|||
for i in range(self.dimensions[0]):
|
||||
for j in range(self.dimensions[1]):
|
||||
self.tiles.append(
|
||||
tile.Tile(self, i*64, j*48, self.imgs['ground1']))
|
||||
tile.Tile(self, (i+1)*64, j*48, self.imgs['indoor%d' % random.randint(1, 6)]))
|
||||
|
||||
self.draw_background()
|
||||
|
||||
|
@ -73,46 +73,6 @@ class Level(level.Level):
|
|||
toggling=False,
|
||||
anim='lever_updown'))
|
||||
|
||||
|
||||
def load(self):
|
||||
"""Load all resources used in the level."""
|
||||
tile_list = ['ground1', 'ground2']
|
||||
|
||||
for tile in tile_list:
|
||||
self.imgs[tile] = pygame.image.load(os.path.join(
|
||||
self.graphics_dir, 'tiles', '%s.png' % tile))
|
||||
|
||||
block_list = ['block1', 'block1_lifted']
|
||||
for block in block_list:
|
||||
self.imgs[block] = pygame.image.load(os.path.join(
|
||||
self.graphics_dir, 'blocks', '%s.png' % block))
|
||||
|
||||
# Load animations
|
||||
for anim, directory in (
|
||||
[('lever_updown', os.path.join('lever', 'down-up')),
|
||||
]
|
||||
):
|
||||
|
||||
self.imgs[anim] = []
|
||||
|
||||
# Find all image files for the given animation
|
||||
anim_files = []
|
||||
for root, dirs, files in os.walk(os.path.join(
|
||||
self.graphics_dir, directory)):
|
||||
for f in files:
|
||||
if re.match(r"^.*\.(png)$", '/'.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)
|
||||
|
||||
def enter(self, root_level):
|
||||
self.__dict__.update(locals())
|
||||
self.game.objs.remove(root_level)
|
||||
|
|
|
@ -0,0 +1,189 @@
|
|||
# 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/>.
|
||||
#
|
||||
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
|
||||
#
|
||||
# loader.py
|
||||
# --------------------
|
||||
# date created : Fri Aug 10 2012
|
||||
# copyright : (C) 2012 Sakse Dalum
|
||||
# maintained by : Sakse Dalum <don_s@hongabar.org>
|
||||
|
||||
"""
|
||||
A loader object.
|
||||
"""
|
||||
|
||||
import pygame
|
||||
import os
|
||||
import re
|
||||
|
||||
class Loader(object):
|
||||
def __init__(self, directory):
|
||||
self.__dict__.update(locals())
|
||||
self.imgs = {}
|
||||
|
||||
def load(self):
|
||||
"""Load all game resources."""
|
||||
l = ['ground1', 'ground2']
|
||||
for o in l:
|
||||
self.imgs[o] = pygame.image.load(os.path.join(
|
||||
self.directory, 'tiles', '%s.png' % o))
|
||||
|
||||
for o in range(1, 7):
|
||||
self.imgs['indoor%d' % o] = pygame.image.load(os.path.join(
|
||||
self.directory, 'tiles', 'indoor', 'ground%02d.png' % o))
|
||||
|
||||
l = ['block1', 'block1_lifted', 'block3']
|
||||
for o in l:
|
||||
self.imgs[o] = pygame.image.load(os.path.join(
|
||||
self.directory, 'blocks', '%s.png' % o))
|
||||
|
||||
l = ['hole', 'well']
|
||||
for o in l:
|
||||
self.imgs[o] = pygame.image.load(os.path.join(
|
||||
self.directory, '%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.directory, 'moat', '%s.png' % o))
|
||||
|
||||
# Special treatment
|
||||
self.imgs['moat_end_horizontal_flip'] = pygame.transform.flip(
|
||||
self.imgs['moat_end_horizontal'], 1, 0)
|
||||
|
||||
# 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')),
|
||||
('boulder_left', os.path.join('boulder', 'right')),
|
||||
('boulder_falling', os.path.join('boulder_fall')),
|
||||
|
||||
('lever_updown', os.path.join('lever', 'down-up')),
|
||||
('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')),
|
||||
|
||||
('stairs', 'stairs')]
|
||||
):
|
||||
|
||||
self.imgs[anim] = []
|
||||
|
||||
# Find all image files for the given animation
|
||||
anim_files = []
|
||||
for root, dirs, files in os.walk(os.path.join(
|
||||
self.directory, 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)
|
||||
|
||||
####### PLAYER #######
|
||||
|
||||
for anim, directory in (
|
||||
[('idle_up', os.path.join('robot_idle', 'up')),
|
||||
('idle_down', os.path.join('robot_idle', 'down')),
|
||||
('idle_right', os.path.join('robot_idle', 'right')),
|
||||
('idle_left', os.path.join('robot_idle', 'right')),
|
||||
('carry_up', os.path.join('robot_carry', 'up')),
|
||||
('carry_down', os.path.join('robot_carry', 'down')),
|
||||
('carry_right', os.path.join('robot_carry', 'right')),
|
||||
('carry_left', os.path.join('robot_carry', 'right')),
|
||||
|
||||
# Lever
|
||||
|
||||
('lever_down_right', os.path.join('robot_lever', 'horizontal',
|
||||
'down_left')),
|
||||
('lever_down_left', os.path.join('robot_lever', 'horizontal',
|
||||
'down_left')),
|
||||
('lever_down_up', os.path.join('robot_lever', 'vertical',
|
||||
'down_down')),
|
||||
('lever_down_down', os.path.join('robot_lever', 'vertical',
|
||||
'down_down')),
|
||||
|
||||
('lever_up_right', os.path.join('robot_lever', 'horizontal',
|
||||
'up_right')),
|
||||
('lever_up_left', os.path.join('robot_lever', 'horizontal',
|
||||
'up_right')),
|
||||
('lever_up_up', os.path.join('robot_lever', 'vertical',
|
||||
'up_up')),
|
||||
('lever_up_down', os.path.join('robot_lever', 'vertical',
|
||||
'up_up')),
|
||||
|
||||
('lever_right_right', os.path.join('robot_lever', 'horizontal',
|
||||
'right_right')),
|
||||
('lever_right_left', os.path.join('robot_lever', 'horizontal',
|
||||
'right_right')),
|
||||
('lever_right_up', os.path.join('robot_lever', 'vertical',
|
||||
'left_up')),
|
||||
('lever_right_down', os.path.join('robot_lever', 'vertical',
|
||||
'right_down')),
|
||||
|
||||
('lever_left_right', os.path.join('robot_lever', 'horizontal',
|
||||
'right_right')),
|
||||
('lever_left_left', os.path.join('robot_lever', 'horizontal',
|
||||
'left_left')),
|
||||
('lever_left_up', os.path.join('robot_lever', 'vertical',
|
||||
'left_up')),
|
||||
('lever_left_down', os.path.join('robot_lever', 'vertical',
|
||||
'right_down'))
|
||||
]
|
||||
):
|
||||
|
||||
self.imgs['robot_' + anim] = []
|
||||
|
||||
# Find all image files for the given animation
|
||||
anim_files = []
|
||||
for root, dirs, files in os.walk(os.path.join(
|
||||
self.directory, 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 in ['idle_left', 'carry_left',
|
||||
|
||||
'lever_down_right', 'lever_left_down',
|
||||
'lever_up_left', 'lever_right_up',
|
||||
'lever_left_right']:
|
||||
img = pygame.transform.flip(img, 1, 0)
|
||||
|
||||
if anim in ['lever_right_left', 'lever_left_right',
|
||||
'lever_down_up', 'lever_up_down']:
|
||||
self.imgs['robot_' + anim].insert(0, img)
|
||||
else:
|
||||
self.imgs['robot_' + anim].append(img)
|
|
@ -91,14 +91,35 @@ def _get_oxs(x):
|
|||
else (x - 1, x + 1) if x % 3 == 1 \
|
||||
else (x - 2, x - 1)
|
||||
|
||||
def generate_random_box(nwells):
|
||||
"""Generate a box with random colors except white (111)."""
|
||||
def generate_random_box(nwells, min_nonblacks=0):
|
||||
"""
|
||||
Generate a box that triggers nwells wells, with random colors except white
|
||||
(111).
|
||||
|
||||
Arguments:
|
||||
min_nonblacks -- minimum number of well colours in a box required not to be
|
||||
black.
|
||||
"""
|
||||
def gen_wc():
|
||||
wc = [random.choice((0, 1)) for i in range(3)]
|
||||
if all(b == 1 for b in wc):
|
||||
wc[random.randrange(3)] = 0
|
||||
return wc
|
||||
return [tuple(gen_wc()) for _ in range(nwells)]
|
||||
def gen_wc_nonblack():
|
||||
wc = gen_wc()
|
||||
if all(b == 0 for b in wc):
|
||||
wc[random.randrange(3)] = 1
|
||||
return wc
|
||||
colours = [tuple(gen_wc()) for _ in range(nwells)]
|
||||
nonblack = lambda t: any(n == 1 for n in t)
|
||||
missing_nonblacks = min_nonblacks - len(list(filter(nonblack, colours)))
|
||||
i = 0
|
||||
while missing_nonblacks > 0:
|
||||
if not nonblack(colours[i]):
|
||||
colours[i] = gen_wc_nonblack()
|
||||
missing_nonblacks -= 1
|
||||
i += 1
|
||||
return colours
|
||||
|
||||
def get_colours(boxes):
|
||||
colours = []
|
||||
|
|
|
@ -47,89 +47,8 @@ class Player(worldobject.WorldObject):
|
|||
|
||||
self.ignore_list.append(boulder.Boulder)
|
||||
|
||||
self.load()
|
||||
|
||||
def load(self):
|
||||
self.imgs = {}
|
||||
|
||||
for anim, directory in (
|
||||
[('idle_up', os.path.join('robot_idle', 'up')),
|
||||
('idle_down', os.path.join('robot_idle', 'down')),
|
||||
('idle_right', os.path.join('robot_idle', 'right')),
|
||||
('idle_left', os.path.join('robot_idle', 'right')),
|
||||
('carry_up', os.path.join('robot_carry', 'up')),
|
||||
('carry_down', os.path.join('robot_carry', 'down')),
|
||||
('carry_right', os.path.join('robot_carry', 'right')),
|
||||
('carry_left', os.path.join('robot_carry', 'right')),
|
||||
|
||||
# Lever
|
||||
|
||||
('lever_down_right', os.path.join('robot_lever', 'horizontal',
|
||||
'down_left')),
|
||||
('lever_down_left', os.path.join('robot_lever', 'horizontal',
|
||||
'down_left')),
|
||||
('lever_down_up', os.path.join('robot_lever', 'vertical',
|
||||
'down_down')),
|
||||
('lever_down_down', os.path.join('robot_lever', 'vertical',
|
||||
'down_down')),
|
||||
|
||||
('lever_up_right', os.path.join('robot_lever', 'horizontal',
|
||||
'up_right')),
|
||||
('lever_up_left', os.path.join('robot_lever', 'horizontal',
|
||||
'up_right')),
|
||||
('lever_up_up', os.path.join('robot_lever', 'vertical',
|
||||
'up_up')),
|
||||
('lever_up_down', os.path.join('robot_lever', 'vertical',
|
||||
'up_up')),
|
||||
|
||||
('lever_right_right', os.path.join('robot_lever', 'horizontal',
|
||||
'right_right')),
|
||||
('lever_right_left', os.path.join('robot_lever', 'horizontal',
|
||||
'right_right')),
|
||||
('lever_right_up', os.path.join('robot_lever', 'vertical',
|
||||
'left_up')),
|
||||
('lever_right_down', os.path.join('robot_lever', 'vertical',
|
||||
'right_down')),
|
||||
|
||||
('lever_left_right', os.path.join('robot_lever', 'horizontal',
|
||||
'right_right')),
|
||||
('lever_left_left', os.path.join('robot_lever', 'horizontal',
|
||||
'left_left')),
|
||||
('lever_left_up', os.path.join('robot_lever', 'vertical',
|
||||
'left_up')),
|
||||
('lever_left_down', os.path.join('robot_lever', 'vertical',
|
||||
'right_down'))
|
||||
]
|
||||
):
|
||||
|
||||
self.imgs[anim] = []
|
||||
|
||||
# Find all image files for the given animation
|
||||
anim_files = []
|
||||
for root, dirs, files in os.walk(os.path.join(
|
||||
self.level.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 in ['idle_left', 'carry_left',
|
||||
|
||||
'lever_down_right', 'lever_left_down',
|
||||
'lever_up_left', 'lever_right_up']:
|
||||
img = pygame.transform.flip(img, 1, 0)
|
||||
|
||||
if anim in ['lever_right_left', 'lever_left_right',
|
||||
'lever_down_up', 'lever_up_down']:
|
||||
self.imgs[anim].insert(0, img)
|
||||
else:
|
||||
self.imgs[anim].append(img)
|
||||
|
||||
self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
|
||||
self.imgs = dict([(k[6:], v) for (k, v) in self.level.imgs.iteritems()
|
||||
if k.startswith('robot_')])
|
||||
|
||||
def direction_as_string(self):
|
||||
if self.direction == (1, 0):
|
||||
|
|
Loading…
Reference in New Issue