# 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 : Fri Aug 10 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup
"""
The fourth level.
"""
import os
import pygame
import random
import re
import itertools
import level
import player
import tile
import block
import lever
import mirror
import laser
import misc
import worldobject
import logic.lasermirror as lm
from logic.direction import *
class Level4(level.Level):
def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir,
size=(64 * 16, 48 * 16), paused=paused)
self.dimensions = 16, 16
for i in range(self.dimensions[0]):
for j in range(self.dimensions[1]):
self.tiles.append(
tile.Tile(self, i*64, (j+1)*48,
self.imgs['indoor%d' % random.randint(1, 6)]))
self.draw_background()
self.playfield = lm.generate_simple_playfield(16)
for (x, y), t in self.playfield.items():
x1, y1 = 64 * x, 48 * (y + 1)
if isinstance(t, lm.Source):
self.objects.append(block.Block(self, x1, y1,
self.imgs['block3'],
movable=False))
continue
def mir(b, x1, y1):
def f(x, y):
def g(setting):
self.playfield[(x, y)] = lm.MirrorLeft \
if self.playfield[(x, y)] is lm.MirrorRight \
else lm.MirrorRight
self.generate_lasers()
return g
return mirror.Mirror(self, x1, y1, b, links=[f(x, y)])
self.objects.append({
lm.MirrorLeft: mir(True, x1, y1),
lm.MirrorRight: mir(False, x1, y1),
lm.Lever: lever.Lever(
self, x1, y1, [lambda setting: self.generate_lasers],
toggling=True,
anim='lever_leftright' if x in (0, 15)
else 'lever_updown'),
lm.Target: block.Block(self, x1, y1, self.imgs['block3'],
movable=False),
lm.Blocker: block.Block(self, x1, y1, self.imgs['block1'],
movable=False)
}[t])
mirrors = list(filter(lambda obj: isinstance(obj, mirror.Mirror),
self.objects))
levers = list(filter(lambda obj: isinstance(obj, lever.Lever),
self.objects))
random.shuffle(levers)
for l in levers:
m = min(mirrors, key=lambda m: misc.manhattan_dist(
(m.x, m.y), (l.x, l.y)))
mirrors.remove(m)
l.links.insert(0, (lambda m: lambda setting: m.rotate())(m))
self.generate_lasers()
self.player.set_pos(64 * 7, 48 * 2)
self.player.set_init_pos()
def restart(self):
for obj in self.objects:
obj.reset_pos()
def generate_lasers(self):
self.lasers_orig = lm.generate_lasers(self.playfield)
self.lasers = []
for ((x0, y0), (x1, y1)), direc in self.lasers_orig:
self.lasers.append(laser.Laser(
self, (x0 * 64, y0 * 48),
(x1 * 64, y1 * 48)))
def draw(self, window):
self._blit_background(window)
objs = self._sorted_objs()
for obj in objs:
obj.draw(window)
for obj in self.lasers:
obj.draw(window)
for obj in objs:
x0, y0 = obj.x / 64, obj.y / 48 - 1
if isinstance(obj, mirror.Mirror):
for (p0, p1), laser_direc in self.lasers_orig:
if p0 == (x0, y0):
mirror_direc = Left if obj.left_up else Right
do_redraw = {
(Left, Up): True,
(Left, Left): True,
(Left, Down): False,
(Left, Right): False,
(Right, Up): True,
(Right, Right): True,
(Right, Down): False,
(Right, Left): False
}[(mirror_direc, laser_direc)]
if do_redraw:
obj.draw(window)
self.darkness.draw(window)