Implemented the logic to generate a rolling boulder map.
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				| @ -30,9 +30,10 @@ import worldobject | ||||
| import block | ||||
| 
 | ||||
| class Boulder(worldobject.WorldObject): | ||||
|     def __init__(self, level, x, y, movable=True, rolling=False): | ||||
|     def __init__(self, level, x, y, direction=(1, 0), | ||||
|                  movable=True, rolling=False): | ||||
|         self.__dict__.update(locals()) | ||||
|         worldobject.WorldObject.__init__(self, level, x, y, | ||||
|         worldobject.WorldObject.__init__(self, level, x, y, direction=direction, | ||||
|                                          movable=movable, speed=4) | ||||
| 
 | ||||
|         self.anim = 'boulder_right' | ||||
|  | ||||
| @ -36,11 +36,13 @@ import block | ||||
| import boulder | ||||
| import lever | ||||
| 
 | ||||
| import logic.rollingstone | ||||
| 
 | ||||
| class Level1(level.Level): | ||||
|     def __init__(self, game, graphics_dir, paused=False): | ||||
|         level.Level.__init__(self, game, graphics_dir, paused) | ||||
| 
 | ||||
|         self.dimensions = 10, 10 | ||||
|         self.dimensions = 50, 50 | ||||
| 
 | ||||
|         for i in range(self.dimensions[0]): | ||||
|             for j in range(self.dimensions[1]): | ||||
| @ -53,23 +55,37 @@ class Level1(level.Level): | ||||
|         #                                     self.imgs['block1'], | ||||
|         #                                     movable=True)) | ||||
| 
 | ||||
|         b = boulder.Boulder(self, 64, 48) | ||||
|         b = boulder.Boulder(self, 64, 0, direction=(0, 1)) | ||||
|         self.objects.append(b) | ||||
|         self.objects.append(lever.Lever(self, 64*5, 48*7, [b.activate])) | ||||
|         self.objects.append(lever.Lever(self, 64*2, 0, [b.activate])) | ||||
| 
 | ||||
|         arrow_blocks = [block.ArrowBlock(self, 64*4, 48, (1, 0)), | ||||
|                         block.ArrowBlock(self, 64*4, 48*2, (-1, 0)), | ||||
|                         block.ArrowBlock(self, 64*5, 48*2, (0, 1)), | ||||
|                         block.ArrowBlock(self, 64*5, 48, (0, -1))] | ||||
|         arrow_blocks = [block.ArrowBlock(self, 0, 48, (1, 0)), | ||||
|                         block.ArrowBlock(self, 0, 48*2, (-1, 0)), | ||||
|                         block.ArrowBlock(self, 0, 48*3, (0, 1)), | ||||
|                         block.ArrowBlock(self, 0, 48*4, (0, -1))] | ||||
| 
 | ||||
|         self.objects.extend(arrow_blocks) | ||||
|         self.objects.append(lever.Lever(self, | ||||
|                                         128, | ||||
|                                         48*2, | ||||
|         self.objects.append(lever.Lever(self, 64*3, 0, | ||||
|                                         [arrow_block.activate | ||||
|                                          for arrow_block in arrow_blocks], | ||||
|                                         toggling=True)) | ||||
| 
 | ||||
|         playfield_pos = (64*2, 48*2) | ||||
| 
 | ||||
|         playfield, nsteps = ( | ||||
|             logic.rollingstone.generate_simple_playfield(10, 10, 7, 50)) | ||||
| 
 | ||||
|         for i in range(10): | ||||
|             for j in range(10): | ||||
|                 if (i, j) in playfield: | ||||
|                     if playfield[(i, j)] is logic.rollingstone.Blocker: | ||||
|                         self.objects.append( | ||||
|                             block.Block(self, | ||||
|                                         playfield_pos[0] + 64 * i, | ||||
|                                         playfield_pos[1] + 48 * j, | ||||
|                                         self.imgs['block1'], | ||||
|                                         movable=True)) | ||||
| 
 | ||||
|     def load(self): | ||||
|         """Load all resources used in the level.""" | ||||
|         tile_list = ['ground1', 'ground2'] | ||||
|  | ||||
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