Merge branch 'master' of hongabar.org:robotgame
This commit is contained in:
commit
43b3cd791c
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@ -1,2 +1,3 @@
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*~
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*~
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*.py[co]
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*.py[co]
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/.old
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@ -10,9 +10,11 @@ import block
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import boulder
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import boulder
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import lever
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import lever
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class Level2(level.Level):
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class Level2(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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def __init__(self, game, graphics_dir, paused=False):
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level.Level.__init__(self, game, graphics_dir, paused)
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level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20),
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paused=paused)
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self.dimensions = 20, 20
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self.dimensions = 20, 20
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@ -21,6 +23,8 @@ class Level2(level.Level):
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self.tiles.append(
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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*48, self.imgs['ground1']))
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self.draw_background()
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blocks = [block.Block(self, 64*4, 48, self.imgs['block1'])]
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blocks = [block.Block(self, 64*4, 48, self.imgs['block1'])]
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self.objects.extend(blocks)
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self.objects.extend(blocks)
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@ -0,0 +1,145 @@
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#!/usr/bin/env python
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# -*- coding: utf-8 -*-
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME 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
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# level3.py
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# --------------------
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# date created : Wed Aug 8 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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"""
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The third level.
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"""
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import os
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import pygame
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import random
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import re
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import itertools
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import worldobject
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import level
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import player
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import tile
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import block
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import boulder
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import lever
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import logic.colourboxes
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class ActionBlock(block.Block):
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def __init__(self, level, x, y, action, movable=True):
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self.__dict__.update(locals())
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block.Block.__init__(
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self, level, x, y, img=level.imgs['block1'],
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movable=movable)
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self._last_pos = None
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def update(self, e, t, dt):
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if (self.x, self.y) != self._last_pos and not self.is_moving:
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self.action(self)
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self._last_pos = self.x, self.y
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worldobject.WorldObject.update(self, e, t, dt)
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class ColorWell(block.Block):
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def __init__(self, level, x, y):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(
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self, level, x, y, movable=False)
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self.img = pygame.Surface((128, 96))
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self.set_colour(0, 0, 0)
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def set_colour(self, r, g, b):
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self.well_colour = r * 255, g * 255, b * 255
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self.img.fill(self.well_colour)
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class Level3(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*20, 48*20),
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paused=paused)
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self.dimensions = 10, 10
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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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boxes = logic.colourboxes.generate_colour_boxes(1, 3)
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boxes += boxes
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boxes += [logic.colourboxes.generate_random_box(1) for _ in range(3)]
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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(3, 6), range(3, 6))):
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self.tiles.append(tile.Tile(self, x * 64, (y + 1) * 48, self.imgs['ground1']))
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pos_colour[(x, y)] = box
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blocks = [ActionBlock(self, 64 * i, 0, action=None, movable=True)
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for i in range(1, 4)]
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self.objects.extend(blocks)
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wells = [ColorWell(self, 64 * 5, 0)]
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self.objects.extend(wells)
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def update_wells(block):
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cur_boxes = []
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for block in blocks:
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box = pos_colour.get((block.x / 64, block.y / 48))
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if box:
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cur_boxes.append(box)
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if not cur_boxes:
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well_colours = [(0, 0, 0)] * len(wells)
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else:
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well_colours = logic.colourboxes.get_colours(cur_boxes)
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for i in range(len(wells)):
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wells[i].set_colour(*well_colours[i])
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for b in blocks:
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b.action = update_wells
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self.draw_background()
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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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def restart(self):
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for obj in self.objects:
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obj.reset_pos()
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def infrange():
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n = 0
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while True:
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yield n
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n += 1
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@ -72,20 +72,20 @@ def generate_random_box(nwells):
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r = lambda: random.choice((0, 1))
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r = lambda: random.choice((0, 1))
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return [(r(), r(), r()) for _ in range(nwells)]
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return [(r(), r(), r()) for _ in range(nwells)]
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def get_colours(boxes):
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colours = []
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for i in range(len(boxes[0])):
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r, g, b = boxes[0][i]
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for j in range(1, len(boxes)):
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r1, g1, b1 = boxes[j][i]
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r ^= r1
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g ^= g1
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b ^= b1
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colours.append((r, g, b))
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return colours
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def makes_all_wells_white(boxes):
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def makes_all_wells_white(boxes):
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"""
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"""
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Determine if the boxes make all wells white when XOR'ed together.
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Determine if the boxes make all wells white when XOR'ed together.
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"""
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"""
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return all(c == 1 for c in itertools.chain(*get_colours(boxes)))
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total = 0
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for box in boxes:
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n = 0
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for r, g, b in box:
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n <<= 1
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n |= r
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n <<= 1
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n |= g
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n <<= 1
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n |= b
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total ^= n
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return total == 2**(len(boxes[0]) * 3) - 1
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