Merge branch 'master' of hongabar.org:robotgame
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commit
f11ad42bfc
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@ -56,8 +56,54 @@ class Level3(level.Level):
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# self.tiles.append(
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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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# tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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task_start = (2, 2)
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task_size = (5, 5)
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# Abstract "boxes", actually colour fields
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boxes = logic.colourboxes.generate_colour_boxes(4, 6)
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boxes += boxes
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boxes += [logic.colourboxes.generate_random_box(4) for _ in range(12)]
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random.shuffle(boxes)
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pos_colour = {}
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for box, (x, y) in zip(boxes, itertools.product(range(6), range(4))):
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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['ground1']))
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pos_colour[(x, y)] = box
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self.draw_background()
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self.draw_background()
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action_blocks = [block.ActionBlock(self, 64 * (i + 1 + task_start[0]),
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48 * task_start[1], 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] + 7) * 64, task_start[1] * 48),
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block.ColorWell(self, task_start[0] * 64, (task_start[1] + 5) * 48),
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block.ColorWell(self, (task_start[0] + 7) * 64, (task_start[1] + 5) * 48),
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]
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self.objects.extend(wells)
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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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if box:
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cur_boxes.append(box)
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if not cur_boxes:
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well_colours = [(0, 0, 0)] * len(wells)
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else:
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well_colours = logic.colourboxes.get_colours(cur_boxes)
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for well, color in zip(wells, well_colours):
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well.set_colour(*color)
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for b in action_blocks:
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b.action = update_wells
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def load(self):
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def load(self):
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"""Load all resources used in the level."""
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"""Load all resources used in the level."""
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@ -67,11 +113,37 @@ class Level3(level.Level):
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self.imgs[tile] = pygame.image.load(os.path.join(
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self.imgs[tile] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % tile))
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self.graphics_dir, 'tiles', '%s.png' % tile))
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block_list = ['block1']
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block_list = ['block1', 'block1_lifted']
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for block in block_list:
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for block in block_list:
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self.imgs[block] = pygame.image.load(os.path.join(
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self.imgs[block] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % block))
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self.graphics_dir, 'blocks', '%s.png' % block))
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# Load animations
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for anim, directory in (
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[('lever_updown', os.path.join('lever', 'down-up')),
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]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def restart(self):
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def restart(self):
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for obj in self.objects:
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for obj in self.objects:
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obj.reset_pos()
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obj.reset_pos()
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@ -82,7 +82,7 @@ class Level(level.Level):
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self.imgs[tile] = pygame.image.load(os.path.join(
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self.imgs[tile] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % tile))
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self.graphics_dir, 'tiles', '%s.png' % tile))
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block_list = ['block1']
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block_list = ['block1', 'block1_lifted']
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for block in block_list:
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for block in block_list:
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self.imgs[block] = pygame.image.load(os.path.join(
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self.imgs[block] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % block))
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self.graphics_dir, 'blocks', '%s.png' % block))
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