418 lines
16 KiB
Python
418 lines
16 KiB
Python
# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# level1.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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The first level.
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"""
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import os
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import pygame
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import random
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import re
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import itertools
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import level
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import player
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import tile
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import block
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import boulder
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import lever
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import trigger
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import logic.rollingstone
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import logic.colourboxes
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class Level1(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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level.Level.__init__(self, game, graphics_dir, size=(64 * 100,
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48 * 100),
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paused=paused)
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self.task_completions = []
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self.dimensions = 50, 50
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self.set_darkness(0)
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for i in range(self.dimensions[0]):
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for j in range(self.dimensions[1]):
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self.tiles.append(
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tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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self.player.set_pos(64 * 15, 48 * 15)
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self.player.set_init_pos()
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for i in range(self.dimensions[0]):
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self.objects.append(block.InvisBlock(self, i * 64,
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0))
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self.objects.append(block.InvisBlock(self, i * 64,
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(self.dimensions[1]) * 48))
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for i in range(self.dimensions[1]):
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self.objects.append(block.InvisBlock(self, -64,
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i * 48))
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self.objects.append(block.InvisBlock(self, self.dimensions[0] * 64,
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i * 48))
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### Task 2: Rolling stone
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task2_size = 15, 10
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task2_pos = (64 * 20, 48 * 20)
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playfield, nsteps, directions = (
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logic.rollingstone.generate_simple_unsolved_solvable_extra(
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task2_size[0], task2_size[1], 7, 30))
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for i, j in playfield:
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self.objects.append(
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block.Block(self,
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task2_pos[0] + 64 * i,
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task2_pos[1] + 48 * j,
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self.imgs['block1'],
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movable=True))
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arrow_blocks = []
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n = 0
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for i in directions:
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arrow_blocks.append(
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block.ArrowBlock(self,
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task2_pos[0] + 64 * (task2_size[0] - n),
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task2_pos[1] + 48 * (task2_size[1] + 2),
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i.next_pos((0, 0))))
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n += 1
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self.objects.extend(arrow_blocks)
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self.objects.append(lever.Lever(self,
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task2_pos[0] + 64 * 3,
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task2_pos[1] - 48 * 2,
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[arrow_block.activate
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for arrow_block in arrow_blocks],
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toggling=True,
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anim='lever_updown'))
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b = boulder.Boulder(self, task2_pos[0], task2_pos[1] - 48,
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direction=(0, 1))
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self.objects.append(b)
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self.objects.append(lever.Lever(self,
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task2_pos[0] + 64 * 2,
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task2_pos[1] - 48 * 2,
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[b.activate],
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anim='lever_updown'))
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# Moat sides
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for i in range(-1, task2_size[1]):
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self.add_moat(task2_pos[0] - 64,
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task2_pos[1] + 48 * i,
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'moat_vertical')
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for i in range(task2_size[1] - 2):
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self.add_moat(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] + 48 * i,
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'moat_vertical')
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for i in range(6, task2_size[0]):
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self.add_moat(task2_pos[0] + 64 * i,
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task2_pos[1] - 48,
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'moat_horizontal')
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for i in range(task2_size[0] - 2):
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self.add_moat(task2_pos[0] + 64 * i,
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task2_pos[1] + 48 * task2_size[1],
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'moat_horizontal')
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# Corners
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self.add_moat(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] - 48,
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'moat_corner_north_flip')
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self.add_moat(task2_pos[0] - 64,
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task2_pos[1] + 48 * task2_size[1],
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'moat_corner_south')
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# Start
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self.add_moat(task2_pos[0] + 64 * 2,
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task2_pos[1] - 48,
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'moat_horizontal')
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self.add_moat(task2_pos[0] + 64 * 3,
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task2_pos[1] - 48,
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'moat_end_horizontal_flip')
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self.add_moat(task2_pos[0] + 64 * 5,
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task2_pos[1] - 48,
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'moat_end_horizontal')
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self.add_moat(task2_pos[0] - 64,
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task2_pos[1] - 48 * 2,
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'moat_corner_north')
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self.add_moat(task2_pos[0],
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task2_pos[1] - 48 * 2,
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'moat_horizontal')
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self.add_moat(task2_pos[0] + 64,
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task2_pos[1] - 48 * 2,
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'moat_corner_north_flip')
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self.add_moat(task2_pos[0] + 64,
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task2_pos[1] - 48,
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'moat_corner_south')
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# End
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self.add_moat(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] + 48 * (task2_size[1] - 2),
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'moat_corner_south')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1] - 2),
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'moat_corner_north_flip')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1] - 1),
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'moat_vertical')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_corner_south_flip')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0]),
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_end_horizontal')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] - 2),
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_end_horizontal_flip')
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self.objects.append(
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trigger.Trigger(self, task2_pos[0] + 64 * (task2_size[0]),
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task2_pos[1] + 48 * (task2_size[1] - 1),
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[self.complete_task, b.fall],
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self.imgs['hole'], [b],
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signal=[0, 2]))
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### Task 3: Colour blocks
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task3_pos = (64 * 3, 48 * 16)
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# Abstract "boxes", actually colour fields
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boxes = logic.colourboxes.generate_colour_boxes(1, 3)
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boxes += boxes
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boxes += [logic.colourboxes.generate_random_box(1) for _ in range(3)]
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random.shuffle(boxes)
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pos_colour = {}
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for box, (x, y) in zip(boxes, itertools.product(range(3), range(3))):
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# self.tiles.append(tile.Tile(self, x * 64 + task3_pos[0],
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# y * 48 + task3_pos[1],
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# self.imgs['ground1']))
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pos_colour[(x, y)] = box
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action_blocks = [block.ActionBlock(self, 64 * i + task3_pos[0],
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task3_pos[1], movable=True)
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for i in range(3)]
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self.objects.extend(action_blocks)
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wells = [block.ColorWell(self, task3_pos[0] + 64,
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task3_pos[1] + 48 * 5)]
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self.objects.extend(wells)
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def update_wells(block):
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cur_boxes = []
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for block in action_blocks:
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box = pos_colour.get(((block.x - task3_pos[0]) / 64,
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(block.y - task3_pos[1] - 48) / 48))
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if box:
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cur_boxes.append(box)
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if not cur_boxes:
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well_colours = [(0, 0, 0)] * len(wells)
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else:
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well_colours = logic.colourboxes.get_colours(cur_boxes)
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for i in range(len(wells)):
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wells[i].set_colour(*well_colours[i])
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for b in action_blocks:
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b.action = update_wells
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self.objects.append(
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lever.Lever(self,
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task3_pos[0] - 64 * 3,
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task3_pos[1] - 48 * 3,
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[lambda *x: (self.complete_task(3)
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if (len([w for w in wells
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if (w.well_colour
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== (255, 255, 255))
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])
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== len(wells))
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else lambda: None)]))
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### Task 4: Inverted bits
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task4_pos = (64 * 13, 48 * 13)
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b = boulder.Boulder(self, task4_pos[0] - 64, task4_pos[1] - 48 * 3,
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direction=(1, 0))
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self.objects.append(b)
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self.objects.append(lever.Lever(self,
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task4_pos[0] - 64 * 3,
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task4_pos[1] - 48 * 3,
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[b.activate]))
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risingblocks = [block.RisingBlock(self, task4_pos[0] + 64 * i,
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task4_pos[1] - 48 * 3,
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is_up = False)
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for i in range(8)]
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for i in range(8):
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r = range(8)
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r.remove(i)
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self.objects.append(risingblocks[i])
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n = random.choice(r)
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self.objects.append(lever.Lever(self,
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task4_pos[0] + 64 * i,
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task4_pos[1] - 48 * 2,
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[risingblocks[i].activate,
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risingblocks[n].activate],
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anim='lever_updown',
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toggling=True,
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signal=[0, 1]))
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for k in range(random.randint(0, 1)):
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self.objects[-1].use(self)
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self.objects[-1].set_init_pos()
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risingblocks[i].set_init_pos()
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risingblocks[n].set_init_pos()
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n = random.choice(r)
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self.objects.append(lever.Lever(self,
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task4_pos[0] + 64 * i,
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task4_pos[1],
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[risingblocks[i].activate,
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risingblocks[n].activate],
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anim='lever_updown',
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toggling=True,
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signal=[2, 3]))
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for k in range(random.randint(0, 1)):
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self.objects[-1].use(self)
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self.objects[-1].set_init_pos()
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risingblocks[i].set_init_pos()
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risingblocks[n].set_init_pos()
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self.objects.append(trigger.Trigger(self, task4_pos[0] + 64 * 8,
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task4_pos[1] - 48 * 3,
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[self.complete_task, b.fall],
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self.imgs['hole'], [b],
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signal=[0, 4]))
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# Moat
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 4,
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'moat_corner_north')
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 3,
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'moat_vertical')
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 2,
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'moat_corner_south')
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self.add_moat(task4_pos[0] - 64, task4_pos[1] - 48 * 2,
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'moat_end_horizontal_flip')
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for i in range(10):
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self.add_moat(task4_pos[0] + 64 * (i - 1), task4_pos[1] - 48 * 4,
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'moat_horizontal')
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self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 4,
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'moat_corner_north_flip')
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self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 3,
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'moat_vertical')
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self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 2,
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'moat_corner_south_flip')
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self.add_moat(task4_pos[0] + 64 * 8, task4_pos[1] - 48 * 2,
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'moat_end_horizontal')
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self.draw_background()
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def add_moat(self, x, y, img):
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self.tiles.append(tile.Tile(self, x, y, self.imgs[img]))
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self.objects.append(block.InvisBlock(self, x, y))
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def load(self):
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"""Load all resources used in the level."""
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l = ['ground1', 'ground2']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % o))
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l = ['block1', 'block1_lifted']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % o))
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l = ['hole']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, '%s.png' % o))
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l = ['moat_corner_north',
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'moat_corner_south',
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'moat_corner_north_flip',
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'moat_corner_south_flip',
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'moat_end_horizontal',
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'moat_horizontal',
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'moat_vertical']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'moat', '%s.png' % o))
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# Special treatment
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self.imgs['moat_end_horizontal_flip'] = pygame.transform.flip(
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self.imgs['moat_end_horizontal'], 1, 0)
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# Load animations
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for anim, directory in (
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[('boulder_up', os.path.join('boulder', 'up')),
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('boulder_down', os.path.join('boulder', 'down')),
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('boulder_right', os.path.join('boulder', 'right')),
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('boulder_left', os.path.join('boulder', 'right')),
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('boulder_falling', os.path.join('boulder_fall')),
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('lever_updown', os.path.join('lever', 'down-up')),
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('lever_leftright', os.path.join('lever', 'left-right')),
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('arrow_up', os.path.join('matt', 'up')),
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('arrow_right', os.path.join('matt', 'right')),
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('arrow_down', os.path.join('matt', 'down')),
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('arrow_left', os.path.join('matt', 'right')),]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def complete_task(self, task):
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if task == 0:
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return
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self.task_completions.append(task)
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if len(self.task_completions) > 3:
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self.task_completions.remove(self.task_completions[0])
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print(self.task_completions)
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def restart(self):
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for obj in self.objects:
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obj.reset_pos()
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