# 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 .
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level1.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum
"""
The first level.
"""
import os
import pygame
import random
import re
import level
import player
import tile
import block
import boulder
import lever
class Level1(level.Level):
def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir, paused)
self.dimensions = 10, 10
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']))
# for i in range(10):
# self.objects.append(block.Block(self, random.randint(0, 10)*64,
# random.randint(0, 10)*48,
# self.imgs['block1'],
# movable=True))
self.objects.append(boulder.Boulder(self, 64, 48))
arrow_block = block.ArrowBlock(self, 64, 0)
lever1 = lever.Lever(self, 128, 48*2, [arrow_block.activate],
toggling=True)
self.objects.extend([lever1, arrow_block])
self.objects.append(lever.Lever(self, 128, 48*3, [], toggling=False))
self.objects.append(lever.Lever(self, 128*2, 48*3, [], toggling=False,
anim='lever_updown'))
self.objects.append(lever.Lever(self, 128*2, 48*5, [], toggling=True,
anim='lever_updown'))
def load(self):
"""Load all resources used in the level."""
tile_list = ['ground1', 'ground2']
for tile in tile_list:
self.imgs[tile] = pygame.image.load(os.path.join(
self.graphics_dir, 'tiles', '%s.png' % tile))
block_list = ['block1']
for block in block_list:
self.imgs[block] = pygame.image.load(os.path.join(
self.graphics_dir, 'blocks', '%s.png' % block))
# Load animations
for anim, directory in (
[('boulder_up', os.path.join('boulder', 'up')),
('boulder_down', os.path.join('boulder', 'down')),
('boulder_right', os.path.join('boulder', 'right')),
('boulder_left', os.path.join('boulder', 'right')),
('lever_updown', os.path.join('lever', 'down-up')),
('lever_leftright', os.path.join('lever', 'left-right')),
('arrow_up', os.path.join('matt', 'up')),
('arrow_right', os.path.join('matt', 'right')),
('arrow_down', os.path.join('matt', 'down')),
('arrow_left', os.path.join('matt', 'right')),]
):
self.imgs[anim] = []
# Find all image files for the given animation
anim_files = []
for root, dirs, files in os.walk(os.path.join(
self.graphics_dir, directory)):
for f in files:
if re.match(r"^.*\.(png)$", '/'.join([root, f])):
anim_files.append('/'.join([root, f]))
# Sort and load the files
for f in sorted(anim_files):
img = pygame.image.load(f)
self.imgs[anim].append(img)
def restart(self):
self.player.reset_pos()