# 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, movable=False): self.__dict__.update(locals()) worldobject.WorldObject.__init__(self, level, x, y, movable=movable) self.orig_alpha = pygame.surfarray.array_alpha(self.img) def update_alpha(self): if (self.y + self.z >= self.level.player.y + self.level.player.z): self.set_alpha(0.5) else: self.set_alpha(1) def use(self, obj): if obj == self.holder: obj.holding = None self.holder = None else: obj.holding = self self.holder = obj def draw(self, window): window.blit(self.img, (self.x - 32 - self.level.camera_x, self.y - self.img.get_size()[1] + 24 - self.level.camera_y)) class ArrowBlock(Block): def __init__(self, level, x, y, anim='arrow_up', movable=True, 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 = False def activate(self, setting): self.movable = True if self.check_move(0, 0): 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 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)