# 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 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.anim = 'boulder_right' self.frame = 0 self.anim_speed = 30 def activate(self, setting): self.rolling = True def reset_pos(self): worldobject.WorldObject.reset_pos(self) self.rolling = 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.direction == (1, 0): self.anim = 'boulder_right' if self.direction == (0, 1): self.anim = 'boulder_down' if self.direction == (-1, 0): self.anim = 'boulder_left' if self.direction == (0, -1): self.anim = 'boulder_up' if self.rolling: 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))