# This file is part of ROBOTGAME
#
# ROBOTGAME is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later
# version.
#
# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along with
# ROBOTGAME. If not, see .
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# boulder.py
# --------------------
# date created : Wed Aug 8 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum
"""
A rolling boulder.
"""
import pygame
import worldobject
import block
import player
class Boulder(worldobject.WorldObject):
def __init__(self, level, x, y, direction=(1, 0),
movable=True, rolling=False):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y, direction=direction,
movable=movable, speed=4)
self.falling = False
self.anim = 'boulder_right'
self.frame = 0
self.anim_speed = 60
self.ignore_list.append(player.Player)
def fall(self, setting):
if setting and not self.falling:
self.frame = 0
self.falling = True
def activate(self, setting):
self.rolling = True
def reset_pos(self):
worldobject.WorldObject.reset_pos(self)
self.frame = 0
self.rolling = False
self.falling = False
def update(self, e, t, dt):
# Update the animation
if self.rolling:
self.frame = ((self.frame + self.anim_speed * dt) %
len(self.level.imgs[self.anim]))
if self.falling:
self.frame = min(self.frame + self.anim_speed * dt,
len(self.level.imgs[self.anim]) - 1)
if self.falling:
self.anim = 'boulder_falling'
if self.frame == len(self.level.imgs[self.anim]) - 1:
self.reset_pos()
elif self.direction == (1, 0):
self.anim = 'boulder_right'
elif self.direction == (0, 1):
self.anim = 'boulder_down'
elif self.direction == (-1, 0):
self.anim = 'boulder_left'
elif self.direction == (0, -1):
self.anim = 'boulder_up'
if self.rolling and not self.falling:
if not self.is_moving:
tile_sharer = self.share_tile(block.ArrowBlock)
if tile_sharer:
self.direction = tile_sharer.direction
if not self.move(*self.direction) and not self.is_moving:
self.reset_pos()
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)]
window.blit(self.img, (self.x - 32 - self.level.camera_x,
self.y - self.img.get_size()[1] + 24
- self.level.camera_y))