a-robots-conundrum/robotgame/level3.py

150 lines
5.1 KiB
Python

#!/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 <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level3.py
# --------------------
# date created : Wed Aug 8 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ns@metanohi.name>
"""
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)
task_size = (5, 5)
# Abstract "boxes", actually colour fields
boxes = [box + [(0, 0, 0)] * 2 for box in logic.colourboxes.generate_colour_boxes(2, 3)]
boxes += [[(0, 0, 0)] * 2 + box for box in logic.colourboxes.generate_colour_boxes(2, 3)]
boxes += [logic.colourboxes.generate_random_box(4) for _ in range(9)]
boxes += [[(0, 0, 0)] * 4 for _ in range(9)]
random.shuffle(boxes)
pos_colour = {}
for box, (x, y) in zip(boxes, itertools.product(range(6), range(4))):
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 = [block.ActionBlock(self, 64 * (i + 1 + task_start[0]),
48 * 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] + 7) * 64, task_start[1] * 48),
block.ColorWell(self, task_start[0] * 64, (task_start[1] + 5) * 48),
block.ColorWell(self, (task_start[0] + 7) * 64, (task_start[1] + 5) * 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()