Added elevator and minor other things to level 3 and 4. Added link from level 3
to level 4.
This commit is contained in:
@@ -27,6 +27,8 @@
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The third 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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@@ -36,26 +38,28 @@ 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 lever
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import fadeout
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import logic.colourboxes
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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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level.Level.__init__(self, game, graphics_dir, size=(64*11, 48*20),
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paused=paused)
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self.dimensions = 10, 10
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self.dimensions = 11, 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*48, self.imgs['ground1']))
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task_start = (2, 2)
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self.task_start = (1, 6)
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# Abstract "boxes", actually colour fields
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boxes = []
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@@ -66,36 +70,68 @@ class Level3(level.Level):
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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 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['indoor%d' % random.randint(1, 6)]))
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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['indoor%d' % random.randint(1, 6)]))
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# self.tiles.append(tile.Tile(self, 64 * (x + self.task_start[0] + 1),
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# 48 * (y + self.task_start[1] + 1),
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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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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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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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[(block.ActionBlock(self, 64 * self.task_start[0],
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48 * (i + 1 + self.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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block.ActionBlock(self, 64 * (self.task_start[0] + 8),
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48 * (i + 1 + self.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] + 8) * 64, task_start[1] * 48),
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block.ColorWell(self, task_start[0] * 64, (task_start[1] + 7) * 48),
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block.ColorWell(self, (task_start[0] + 8) * 64, (task_start[1] + 7) * 48),
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wells = [block.ColorWell(self, self.task_start[0] * 64, self.task_start[1] * 48),
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block.ColorWell(self, (self.task_start[0] + 8) * 64, self.task_start[1] * 48),
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block.ColorWell(self, self.task_start[0] * 64, (self.task_start[1] + 7) * 48),
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block.ColorWell(self, (self.task_start[0] + 8) * 64, (self.task_start[1] + 7) * 48),
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]
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self.objects.extend(wells)
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self.wells = wells
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self.bottom_objects.append(worldobject.WithBackground(
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self, self.imgs['elevator_top'], 64 * (self.task_start[0] + 3), 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] + 3), 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] + 4), 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] + 3), 48 * (self.task_start[1] + 12)))
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def update_wells(block):
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cur_boxes = []
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for block in action_blocks:
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box = pos_colour.get((block.x / 64 - task_start[0] - 1,
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block.y / 48 - task_start[1] - 1))
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box = pos_colour.get((block.x / 64 - self.task_start[0] - 1,
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block.y / 48 - self.task_start[1] - 1))
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if box:
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cur_boxes.append(box)
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@@ -109,9 +145,29 @@ class Level3(level.Level):
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for b in action_blocks:
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b.action = update_wells
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self.player.set_pos(64 * 4, 48 * 3)
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self.player.set_pos(64 * 5, 48 * 4)
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self.player.set_init_pos()
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def try_goto_next_level(self):
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# if not all(well.well_colour == (255, 255, 255)
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# for well in self.wells):
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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(4)
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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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