Added elevator and minor other things to level 3 and 4. Added link from level 3

to level 4.
This commit is contained in:
Niels Serup
2012-08-21 18:36:51 +02:00
parent e7745a6f60
commit ca7fea1916
9 changed files with 175 additions and 48 deletions

View File

@@ -27,6 +27,8 @@
The third level.
"""
from __future__ import print_function
import os
import pygame
import random
@@ -36,26 +38,28 @@ import itertools
import worldobject
import level
import player
import trigger
import tile
import block
import lever
import fadeout
import logic.colourboxes
class Level3(level.Level):
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*11, 48*20),
paused=paused)
self.dimensions = 10, 10
self.dimensions = 11, 20
# for i in range(self.dimensions[0]):
# for j in range(self.dimensions[1]):
# self.tiles.append(
# tile.Tile(self, i*64, j*48, self.imgs['ground1']))
task_start = (2, 2)
self.task_start = (1, 6)
# Abstract "boxes", actually colour fields
boxes = []
@@ -66,36 +70,68 @@ class Level3(level.Level):
boxes.extend([(0, 0, 0)] * 4 for _ in range(10))
random.shuffle(boxes)
pos_colour = {}
for i, j in self._positions():
self.tiles.append(
tile.Tile(self, i * 64, (j + 4) * 48, self.imgs['indoor%d' % random.randint(1, 6)]))
for box, (x, y) in zip(boxes, itertools.product(range(7), range(6))):
self.tiles.append(tile.Tile(self, 64 * (x + task_start[0] + 1),
48 * (y + task_start[1] + 1),
self.imgs['indoor%d' % random.randint(1, 6)]))
# self.tiles.append(tile.Tile(self, 64 * (x + self.task_start[0] + 1),
# 48 * (y + self.task_start[1] + 1),
# self.imgs['indoor%d' % random.randint(1, 6)]))
pos_colour[(x, y)] = box
self.draw_background()
top = self.dimensions[0]
for i in range(top):
if i % 3 == 0:
self.objects.append(block.Block(
self, i * 64, 48 * 3,
self.imgs['wall'],
width=2 if i == top - 2 else 3,
blit_area=(0, 0, 160, 192) if i == top - 2 else None))
self.objects.append(block.InvisBlock(self, i * 64,
self.size[1]))
for i in range(self.dimensions[1]):
self.objects.append(block.InvisBlock(self, - 64, i * 48))
self.objects.append(block.InvisBlock(self, self.size[0], i * 48))
action_blocks = list(itertools.chain(*
[(block.ActionBlock(self, 64 * task_start[0],
48 * (i + 1 + task_start[1]),
[(block.ActionBlock(self, 64 * self.task_start[0],
48 * (i + 1 + self.task_start[1]),
movable=True),
block.ActionBlock(self, 64 * (task_start[0] + 8),
48 * (i + 1 + task_start[1]),
block.ActionBlock(self, 64 * (self.task_start[0] + 8),
48 * (i + 1 + self.task_start[1]),
movable=True))
for i in range(6)]))
self.objects.extend(action_blocks)
wells = [block.ColorWell(self, task_start[0] * 64, task_start[1] * 48),
block.ColorWell(self, (task_start[0] + 8) * 64, task_start[1] * 48),
block.ColorWell(self, task_start[0] * 64, (task_start[1] + 7) * 48),
block.ColorWell(self, (task_start[0] + 8) * 64, (task_start[1] + 7) * 48),
wells = [block.ColorWell(self, self.task_start[0] * 64, self.task_start[1] * 48),
block.ColorWell(self, (self.task_start[0] + 8) * 64, self.task_start[1] * 48),
block.ColorWell(self, self.task_start[0] * 64, (self.task_start[1] + 7) * 48),
block.ColorWell(self, (self.task_start[0] + 8) * 64, (self.task_start[1] + 7) * 48),
]
self.objects.extend(wells)
self.wells = wells
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_top'], 64 * (self.task_start[0] + 3), 48 * (self.task_start[1] + 10)))
self.elevator = worldobject.WithBackground(
self, self.imgs['elevator'], 64 * (self.task_start[0] + 3), 48 * (self.task_start[1] + 11), 48)
self.bottom_objects.append(self.elevator)
self._next_level_trigger = trigger.Trigger(
self, 64 * (self.task_start[0] + 4), 48 * (self.task_start[1] + 10), [lambda _: self.try_goto_next_level()],
self.imgs['hole'],
[self.player], visible=False, no_stop=True)
self.objects.append(self._next_level_trigger)
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_bottom'], 64 * (self.task_start[0] + 3), 48 * (self.task_start[1] + 12)))
def update_wells(block):
cur_boxes = []
for block in action_blocks:
box = pos_colour.get((block.x / 64 - task_start[0] - 1,
block.y / 48 - task_start[1] - 1))
box = pos_colour.get((block.x / 64 - self.task_start[0] - 1,
block.y / 48 - self.task_start[1] - 1))
if box:
cur_boxes.append(box)
@@ -109,9 +145,29 @@ class Level3(level.Level):
for b in action_blocks:
b.action = update_wells
self.player.set_pos(64 * 4, 48 * 3)
self.player.set_pos(64 * 5, 48 * 4)
self.player.set_init_pos()
def try_goto_next_level(self):
# if not all(well.well_colour == (255, 255, 255)
# for well in self.wells):
# return
self.objects.remove(self._next_level_trigger)
self._old_player_update = self.player.update
self.player.update = lambda e, t, dt: self._old_player_update([], t, dt)
self.update = self.update2
self._start_time = pygame.time.get_ticks()
fadeout.Fadeout(self.game, self.goto_next_level, duration=1500)
def update2(self, e, t, dt):
level.Level.update(self, e, t, dt)
start_offset = (t - self._start_time) / 25
self.elevator.z_px = 48 - start_offset
self.player.y = 48 * (self.task_start[1] + 10) - start_offset
def goto_next_level(self):
self.game.goto_level(4)
def restart(self):
for obj in self.objects:
obj.reset_pos()