Merge branch 'master' of hongabar.org:robotgame

This commit is contained in:
Sakse Dalum 2012-08-10 12:50:40 +02:00
commit 4afd08724f
4 changed files with 85 additions and 66 deletions

View File

@ -191,3 +191,36 @@ class RisingBlock(Block):
def draw(self, window): def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)] self.img = self.level.imgs[self.anim][int(self.frame)]
Block.draw(self, window) Block.draw(self, window)
class ActionBlock(Block):
def __init__(self, level, x, y, action=None, movable=True):
self.__dict__.update(locals())
Block.__init__(
self, level, x, y, img=level.imgs['block1'],
movable=movable)
self._last_pos = None
def update(self, e, t, dt):
if (self.x, self.y) != self._last_pos and not self.is_moving:
self.action(self)
self._last_pos = self.x, self.y
worldobject.WorldObject.update(self, e, t, dt)
class ColorWell(Block):
def __init__(self, level, x, y):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(
self, level, x, y, movable=False)
self.img = pygame.Surface((64, 64))
def set_colour(self, r, g, b):
self.well_colour = r * 255, g * 255, b * 255
self.img.fill(self.well_colour)
def draw(self, window):
if self.visible:
window.blit(self.img, (self.x - self.level.camera_x,
self.y - self.img.get_size()[1]
- self.level.camera_y))

View File

@ -28,6 +28,7 @@ import os
import pygame import pygame
import random import random
import re import re
import itertools
import level import level
import player import player
@ -38,6 +39,7 @@ import lever
import trigger import trigger
import logic.rollingstone import logic.rollingstone
import logic.colourboxes
class Level1(level.Level): class Level1(level.Level):
def __init__(self, game, graphics_dir, paused=False): def __init__(self, game, graphics_dir, paused=False):
@ -191,6 +193,50 @@ class Level1(level.Level):
self.imgs['hole'], [b], self.imgs['hole'], [b],
signal=[0, 2])) signal=[0, 2]))
### 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)
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)
wells = [block.ColorWell(self, task3_pos[0] + 64, task3_pos[1] + 48 * 5)]
self.objects.extend(wells)
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)
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
### Task 4: Inverted bits ### Task 4: Inverted bits
task4_pos = (64 * 13, 48 * 13) task4_pos = (64 * 13, 48 * 13)

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@ -44,33 +44,6 @@ import lever
import logic.colourboxes import logic.colourboxes
class ActionBlock(block.Block):
def __init__(self, level, x, y, action, movable=True):
self.__dict__.update(locals())
block.Block.__init__(
self, level, x, y, img=level.imgs['block1'],
movable=movable)
self._last_pos = None
def update(self, e, t, dt):
if (self.x, self.y) != self._last_pos and not self.is_moving:
self.action(self)
self._last_pos = self.x, self.y
worldobject.WorldObject.update(self, e, t, dt)
class ColorWell(block.Block):
def __init__(self, level, x, y):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(
self, level, x, y, movable=False)
self.img = pygame.Surface((128, 96))
self.set_colour(0, 0, 0)
def set_colour(self, r, g, b):
self.well_colour = r * 255, g * 255, b * 255
self.img.fill(self.well_colour)
class Level3(level.Level): class Level3(level.Level):
def __init__(self, game, graphics_dir, paused=False): def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20), level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20),
@ -83,40 +56,6 @@ class Level3(level.Level):
# self.tiles.append( # self.tiles.append(
# tile.Tile(self, i*64, j*48, self.imgs['ground1'])) # tile.Tile(self, i*64, j*48, self.imgs['ground1']))
boxes = logic.colourboxes.generate_colour_boxes(1, 3)
boxes += boxes
boxes += [logic.colourboxes.generate_random_box(1) for _ in range(3)]
random.shuffle(boxes)
pos_colour = {}
for box, (x, y) in zip(boxes, itertools.product(range(3, 6), range(3, 6))):
self.tiles.append(tile.Tile(self, x * 64, y * 48, self.imgs['ground1']))
pos_colour[(x, y)] = box
blocks = [ActionBlock(self, 64 * i, 0, action=None, movable=True)
for i in range(1, 4)]
self.objects.extend(blocks)
wells = [ColorWell(self, 64 * 5, 0)]
self.objects.extend(wells)
def update_wells(block):
cur_boxes = []
for block in blocks:
box = pos_colour.get((block.x / 64, block.y / 48))
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 blocks:
b.action = update_wells
self.draw_background() self.draw_background()

View File

@ -82,12 +82,13 @@ def generate_simple_playfield(nmirrors):
succs = (lambda s: lambda d: succ(s(d)))(succs) succs = (lambda s: lambda d: succ(s(d)))(succs)
source_direc = succ(source_direc) source_direc = succ(source_direc)
occup = set(playfield.keys())
emptys = list( emptys = list(
set([(0, y) for y in range(12)] set([(0, y) for y in filter(lambda y: (1, y) not in occup, range(12))]
+ [(11, y) for y in range(12)] + [(11, y) for y in filter(lambda y: (10, y) not in occup, range(12))]
+ [(x, 0) for x in range(12)] + [(x, 0) for x in filter(lambda x: (x, 1) not in occup, range(12))]
+ [(x, 11) for x in range(12)]) + [(x, 11) for x in filter(lambda x: (x, 10) not in occup, range(12))])
- set(playfield.keys())) - occup)
if len(emptys) < nlevers: if len(emptys) < nlevers:
raise Exception("Not enough space for all levers!") raise Exception("Not enough space for all levers!")
for pos in misc.pick_random_elements(emptys, nlevers): for pos in misc.pick_random_elements(emptys, nlevers):