#!/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 ActionBlock(block.Block): def __init__(self, level, x, y, action, movable=True): self.__dict__.update(locals()) block.Block.__init__( self, level, x, y, img=level.imgs['block1'], movable=movable) self._last_pos = None def update(self, e, t, dt): if (self.x, self.y) != self._last_pos and not self.is_moving: self.action(self) self._last_pos = self.x, self.y worldobject.WorldObject.update(self, e, t, dt) class ColorWell(block.Block): def __init__(self, level, x, y): self.__dict__.update(locals()) worldobject.WorldObject.__init__( self, level, x, y, movable=False) self.img = pygame.Surface((128, 96)) self.set_colour(0, 0, 0) def set_colour(self, r, g, b): self.well_colour = r * 255, g * 255, b * 255 self.img.fill(self.well_colour) 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'])) boxes = logic.colourboxes.generate_colour_boxes(1, 3) boxes += boxes boxes += [logic.colourboxes.generate_random_box(1) for _ in range(3)] random.shuffle(boxes) pos_colour = {} for box, (x, y) in zip(boxes, itertools.product(range(3, 6), range(3, 6))): self.tiles.append(tile.Tile(self, x * 64, y * 48, self.imgs['ground1'])) pos_colour[(x, y)] = box blocks = [ActionBlock(self, 64 * i, 0, action=None, movable=True) for i in range(1, 4)] self.objects.extend(blocks) wells = [ColorWell(self, 64 * 5, 0)] self.objects.extend(wells) def update_wells(block): cur_boxes = [] for block in blocks: box = pos_colour.get((block.x / 64, block.y / 48)) 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 i in range(len(wells)): wells[i].set_colour(*well_colours[i]) for b in blocks: b.action = update_wells self.draw_background() 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)) def restart(self): for obj in self.objects: obj.reset_pos()