# 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 .
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# block.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum
"""
A generic block. And other block derivatives.
"""
import pygame
import worldobject
class Block(worldobject.WorldObject):
def __init__(self, level, x, y, img=None, movable=False, visible=True):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y,
movable=movable, visible=visible)
self.orig_alpha = pygame.surfarray.array_alpha(self.img)
def update_alpha(self):
be_opaque = not (self.y + self.z >= self.level.player.y
+ self.level.player.z)
if be_opaque and not self.is_currently_opaque:
self.is_currently_opaque = True
self.set_alpha(1)
elif not be_opaque and self.is_currently_opaque:
self.is_currently_opaque = False
self.set_alpha(0.5)
def use(self, obj):
if self.movable:
if obj == self.holder:
obj.holding = None
self.holder = None
else:
obj.holding = self
self.holder = obj
def draw(self, window):
if self.visible:
window.blit(self.img, (self.x - 32 - self.level.camera_x,
self.y - self.img.get_size()[1] + 24
- self.level.camera_y))
class InvisBlock(Block):
def __init__(self, level, x, y):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y, visible=False)
class ArrowBlock(Block):
def __init__(self, level, x, y, direction, movable=True, is_up=True):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y,
direction=direction, movable=movable)
self.frame = 0
self.anim_speed = 15
self.setting = False
if direction == (1, 0):
self.anim = 'arrow_right'
if direction == (-1, 0):
self.anim = 'arrow_left'
if direction == (0, -1):
self.anim = 'arrow_up'
if direction == (0, 1):
self.anim = 'arrow_down'
def activate(self, setting):
self.movable = True
if not self.share_tile(worldobject.WorldObject):
self.is_up = not setting
self.movable = False
def update(self, e, t, dt):
# Update the animation
if not self.is_up:
self.frame = min(self.frame + self.anim_speed * dt,
len(self.level.imgs[self.anim]) - 1)
else:
self.frame = max(self.frame - self.anim_speed * dt,
0)
if self.frame == len(self.level.imgs[self.anim]) - 1:
self.movable = self.blocking = False
self.z = -48
if self.holder:
self.holder.holding = None
self.holder = None
else:
self.movable = self.blocking = True
self.z = 0
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)]
Block.draw(self, window)
class RisingBlock(Block):
def __init__(self, level, x, y, movable=False, is_up=True):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y, movable=movable)
self.frame = 0
self.anim_speed = 15
self.setting = [0, 0]
self.init_setting = self.setting
self.anim = 'arrow_right'
def set_init_pos(self):
worldobject.WorldObject.set_init_pos(self)
self.init_setting = [self.setting[0], self.setting[1]]
def reset_pos(self):
worldobject.WorldObject.reset_pos(self)
self.setting = [self.init_setting[0], self.init_setting[1]]
self.is_up = self.setting[1] == self.setting[0]
def activate(self, setting):
if setting in [2, 3]:
self.setting[1] = setting - 2
else:
self.setting[0] = setting
if not self.share_tile(worldobject.WorldObject):
self.is_up = self.setting[1] == self.setting[0]
def update(self, e, t, dt):
# Update the animation
if not self.is_up:
self.frame = min(self.frame + self.anim_speed * dt,
len(self.level.imgs[self.anim]) - 1)
else:
self.frame = max(self.frame - self.anim_speed * dt,
0)
if self.frame == len(self.level.imgs[self.anim]) - 1:
self.blocking = False
self.z = -48
else:
self.blocking = True
self.z = 0
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)]
Block.draw(self, window)