171 lines
5.7 KiB
Python
171 lines
5.7 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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# block.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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A generic block. And other block derivatives.
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"""
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import pygame
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import worldobject
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class Block(worldobject.WorldObject):
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def __init__(self, level, x, y, img=None, movable=False, visible=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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movable=movable, visible=visible)
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self.orig_alpha = pygame.surfarray.array_alpha(self.img)
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def update_alpha(self):
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be_opaque = not (self.y + self.z >= self.level.player.y
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+ self.level.player.z)
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if be_opaque and not self.is_currently_opaque:
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self.is_currently_opaque = True
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self.set_alpha(1)
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elif not be_opaque and self.is_currently_opaque:
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self.is_currently_opaque = False
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self.set_alpha(0.5)
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def use(self, obj):
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if self.movable:
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if obj == self.holder:
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obj.holding = None
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self.holder = None
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else:
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obj.holding = self
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self.holder = obj
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def draw(self, window):
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if self.visible:
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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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self.y - self.img.get_size()[1] + 24
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- self.level.camera_y))
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class InvisBlock(Block):
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def __init__(self, level, x, y):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, visible=False)
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class ArrowBlock(Block):
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def __init__(self, level, x, y, direction, movable=True, is_up=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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direction=direction, movable=movable)
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self.frame = 0
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self.anim_speed = 15
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self.setting = False
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if direction == (1, 0):
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self.anim = 'arrow_right'
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if direction == (-1, 0):
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self.anim = 'arrow_left'
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if direction == (0, -1):
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self.anim = 'arrow_up'
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if direction == (0, 1):
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self.anim = 'arrow_down'
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def activate(self, setting):
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self.movable = True
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if not self.share_tile(worldobject.WorldObject):
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self.is_up = not setting
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self.movable = False
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def update(self, e, t, dt):
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# Update the animation
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if not self.is_up:
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self.frame = min(self.frame + self.anim_speed * dt,
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len(self.level.imgs[self.anim]) - 1)
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else:
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self.frame = max(self.frame - self.anim_speed * dt,
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0)
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.movable = self.blocking = False
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self.z = -48
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if self.holder:
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self.holder.holding = None
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self.holder = None
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else:
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self.movable = self.blocking = True
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self.z = 0
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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self.img = self.level.imgs[self.anim][int(self.frame)]
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Block.draw(self, window)
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class RisingBlock(Block):
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def __init__(self, level, x, y, movable=False, is_up=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, movable=movable)
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self.frame = 0
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self.anim_speed = 15
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self.setting = [0, 0]
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self.init_setting = self.setting
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self.anim = 'arrow_right'
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def set_init_pos(self):
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worldobject.WorldObject.set_init_pos(self)
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self.init_setting = [self.setting[0], self.setting[1]]
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def reset_pos(self):
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worldobject.WorldObject.reset_pos(self)
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self.setting = [self.init_setting[0], self.init_setting[1]]
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self.is_up = self.setting[1] == self.setting[0]
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def activate(self, setting):
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if setting in [2, 3]:
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self.setting[1] = setting - 2
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else:
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self.setting[0] = setting
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if not self.share_tile(worldobject.WorldObject):
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self.is_up = self.setting[1] == self.setting[0]
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def update(self, e, t, dt):
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# Update the animation
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if not self.is_up:
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self.frame = min(self.frame + self.anim_speed * dt,
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len(self.level.imgs[self.anim]) - 1)
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else:
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self.frame = max(self.frame - self.anim_speed * dt,
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0)
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.blocking = False
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self.z = -48
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else:
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self.blocking = True
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self.z = 0
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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self.img = self.level.imgs[self.anim][int(self.frame)]
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Block.draw(self, window)
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