# 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 . # # ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' # # level_bonus.py # -------------------- # date created : Thu Aug 9 2012 # copyright : (C) 2012 Niels G. W. Serup # maintained by : Niels G. W. Serup """ Fun bonus level. """ import os import pygame import random import re import itertools import misc import level import player import tile import block import boulder import lever import fadeout class Level(level.Level): def __init__(self, game, graphics_dir, paused=False): level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20), paused=paused) self.dimensions = 20, 20 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'])) self.draw_background() for x, y in misc.pick_random_elements( list(itertools.product(range(2, 20), range(2, 20))), 150): self.objects.append(block.Block(self, 64 * x, 48 * y, self.imgs['block1'], movable=True)) def f(): self._update = self.update self.update = lambda *args: None def g(): self.update = self._update self.exit() fadeout.Fadeout(self.game, g) self.objects.append( lever.Lever( self, 64, 48, [lambda setting: f()], toggling=False, 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', 'block1_lifted'] 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 ( [('lever_updown', os.path.join('lever', 'down-up')), ] ): 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) # Special treatment: if anim == 'arrow_left': img = pygame.transform.flip(img, 1, 0) self.imgs[anim].append(img) def enter(self, root_level): self.__dict__.update(locals()) self.game.objs.remove(root_level) self.game.objs.insert(0, self) self.game.level = self def exit(self): self.game.objs.remove(self) self.game.objs.insert(0, self.root_level) def restart(self): for obj in self.objects: obj.reset_pos()