Improved lasers, implemented the weight indicator, created a level 2 with the symbol blocks, deleted the much too difficult level 3 and the no-content level 2, made proper links between the levels, created an end screen.
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@@ -1,53 +1,168 @@
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#!/usr/bin/env python.
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# -*- coding: utf-8 -*-
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# This file is part of A Robot's Conundrum
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#
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# A Robot's Conundrum is free software: you can redistribute it and/or modify it
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# under the terms of the GNU General Public License as published by the Free
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# Software Foundation, either version 3 of the License, or (at your option) any
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# later version.
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#
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# A Robot's Conundrum 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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# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# level2.py
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# --------------------
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# date created : Fri Oct 12 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ngws@metanohi.name>
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"""
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The second level.
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"""
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from __future__ import print_function
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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 trigger
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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 level_bonus
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import fadeout
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from weight_indicator import WeightIndicator
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import logic.colourboxes
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def is_sorted(xs):
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return all(a <= b for a, b in itertools.izip(xs[:-1], xs[1:]))
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class Level2(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*5, 48*5),
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level.Level.__init__(self, game, graphics_dir, size=(64*21, 48*20),
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paused=paused)
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self.dimensions = 5, 5
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self.dimensions = 21, 20
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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 + 1)*48,
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self.imgs['indoor%d' % random.randint(1, 6)]))
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self.task_start = (1, 6)
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for i, j in self._positions():
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self.tiles.append(
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tile.Tile(self, i * 64, (j + 4) * 48, self.imgs['ground1']))
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self.sort_poss = []
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for x in range(12):
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self.sort_poss.append(((x + 2) * 64, 6 * 48))
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self.tiles.append(
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tile.Tile(self, (x + 2) * 64, 6 * 48, self.imgs['indoor1']))
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self.symbolblocks = []
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for x in range(12):
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b = block.Block(self, 64 * (x + 2), 48 * 10,
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self.imgs['symbolblock%02d' % (x + 1)], movable=True)
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self.symbolblocks.append(b)
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random.shuffle(self.symbolblocks)
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for i in range(len(self.symbolblocks)):
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self.symbolblocks[i].n = i
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random.shuffle(self.symbolblocks)
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self.objects.extend(self.symbolblocks)
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self.weighing_poss = ((7 * 64, 12 * 48), (9 * 64, 12 * 48))
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for x, y in self.weighing_poss:
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self.tiles.append(
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tile.Tile(self, x, y, self.imgs['indoor3']))
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self.objects.append(
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trigger.Trigger(self,
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x, y,
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[self.weigh],
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self.imgs['hole'],
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self.symbolblocks,
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visible=False,
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no_stop=True))
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self.draw_background()
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bonus = level_bonus.Level(self.game, self.graphics_dir)
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self.weight_ind = WeightIndicator(self, 8, 8, 0, links=[])
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self.objects.append(self.weight_ind)
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top = self.dimensions[0]
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for i in range(top):
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if i % 3 == 0:
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self.objects.append(block.Block(
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self, i * 64, 48 * 3,
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self.imgs['wall'],
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width=2 if i == top - 2 else 3,
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blit_area=(0, 0, 160, 192) if i == top - 2 else None))
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self.objects.append(block.InvisBlock(self, i * 64,
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self.size[1]))
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for i in range(self.dimensions[1]):
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self.objects.append(block.InvisBlock(self, - 64, i * 48))
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self.objects.append(block.InvisBlock(self, self.size[0], i * 48))
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self.bottom_objects.append(worldobject.WithBackground(
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self, self.imgs['elevator_top'], 64 * (self.task_start[0] + 1), 48 * (self.task_start[1] + 10)))
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self.elevator = worldobject.WithBackground(
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self, self.imgs['elevator'], 64 * (self.task_start[0] + 1), 48 * (self.task_start[1] + 11), 48)
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self.bottom_objects.append(self.elevator)
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self._next_level_trigger = trigger.Trigger(
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self, 64 * (self.task_start[0] + 2), 48 * (self.task_start[1] + 10), [lambda _: self.try_goto_next_level()],
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self.imgs['hole'],
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[self.player], visible=False, no_stop=True)
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self.objects.append(self._next_level_trigger)
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self.bottom_objects.append(worldobject.WithBackground(
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self, self.imgs['elevator_bottom'], 64 * (self.task_start[0] + 1), 48 * (self.task_start[1] + 12)))
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def f():
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self._update = self.update
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self.update = lambda *args: None
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def g():
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self.update = self._update
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bonus.enter(self)
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fadeout.Fadeout(self.game, g)
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self.objects.append(
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lever.Lever(
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self, 64 * 2, 48 * 3,
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[lambda setting: f()],
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toggling=False,
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anim='lever_updown'))
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self.player.set_pos(64 * 2, 48 * 1)
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self.player.set_pos(64 * 1, 48 * 4)
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self.player.set_init_pos()
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def weigh(self, x):
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a, b = None, None
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for bl in self.symbolblocks:
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if (bl.x, bl.y) == self.weighing_poss[0]:
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a = bl.n
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elif (bl.x, bl.y) == self.weighing_poss[1]:
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b = bl.n
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if a is not None and b is not None:
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self.weight_ind.change_state(-1 if a < b else 1 if a > b else 0)
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def can_go(self):
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calc = [None for i in range(12)]
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for bl in self.symbolblocks:
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p = (bl.x, bl.y)
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if p in self.sort_poss:
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calc[self.sort_poss.index(p)] = bl.n
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return not None in calc and (is_sorted(calc) or is_sorted(calc[::-1]))
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def try_goto_next_level(self):
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if not self.can_go():
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return
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self.objects.remove(self._next_level_trigger)
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self._old_player_update = self.player.update
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self.player.update = lambda e, t, dt: self._old_player_update([], t, dt)
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self.update = self.update2
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self._start_time = pygame.time.get_ticks()
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fadeout.Fadeout(self.game, self.goto_next_level, duration=1500)
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def update2(self, e, t, dt):
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level.Level.update(self, e, t, dt)
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start_offset = (t - self._start_time) / 25
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self.elevator.z_px = 48 - start_offset
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self.player.y = 48 * (self.task_start[1] + 10) - start_offset
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def goto_next_level(self):
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self.game.goto_level(3)
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def restart(self):
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for obj in self.objects:
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