#!/usr/bin/env python # -*- coding: utf-8 -*- # 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 . # # ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' # # level3.py # -------------------- # date created : Wed Aug 8 2012 # copyright : (C) 2012 Niels G. W. Serup # maintained by : Niels G. W. Serup """ The third level. """ import os import pygame import random import re import itertools import worldobject import level import player import tile import block import boulder import lever import logic.colourboxes class Level3(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 = 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'])) task_start = (2, 2) # Abstract "boxes", actually colour fields boxes = [] for i in range(4): boxes.extend([(0, 0, 0)] * i + box + [(0, 0, 0)] * (3 - i) for box in logic.colourboxes.generate_colour_boxes(1, 3)) boxes.extend(logic.colourboxes.generate_random_box(4, 2) for _ in range(20)) boxes.extend([(0, 0, 0)] * 4 for _ in range(10)) random.shuffle(boxes) pos_colour = {} for box, (x, y) in zip(boxes, itertools.product(range(7), range(6))): self.tiles.append(tile.Tile(self, 64 * (x + task_start[0] + 1), 48 * (y + task_start[1] + 1), self.imgs['ground1'])) pos_colour[(x, y)] = box self.draw_background() action_blocks = list(itertools.chain(* [(block.ActionBlock(self, 64 * task_start[0], 48 * (i + 1 + task_start[1]), movable=True), block.ActionBlock(self, 64 * (task_start[0] + 8), 48 * (i + 1 + task_start[1]), movable=True)) for i in range(6)])) self.objects.extend(action_blocks) wells = [block.ColorWell(self, task_start[0] * 64, task_start[1] * 48), block.ColorWell(self, (task_start[0] + 8) * 64, task_start[1] * 48), block.ColorWell(self, task_start[0] * 64, (task_start[1] + 7) * 48), block.ColorWell(self, (task_start[0] + 8) * 64, (task_start[1] + 7) * 48), ] self.objects.extend(wells) def update_wells(block): cur_boxes = [] for block in action_blocks: box = pos_colour.get((block.x / 64 - task_start[0] - 1, block.y / 48 - task_start[1] - 1)) if box: cur_boxes.append(box) if not cur_boxes: well_colours = [(0, 0, 0)] * len(wells) else: well_colours = logic.colourboxes.get_colours(cur_boxes) for well, color in zip(wells, well_colours): well.set_colour(*color) for b in action_blocks: b.action = update_wells 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 restart(self): for obj in self.objects: obj.reset_pos()