a-robots-conundrum/arobotsconundrum/block.py

318 lines
11 KiB
Python

# This file is part of A Robot's Conundrum.
#
# A Robot's Conundrum 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.
#
# A Robot's Conundrum 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
# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# block.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum <don_s@hongabar.org>
"""
A generic block. And other block derivatives.
"""
import pygame
import itertools
import worldobject
import copy
class Block(worldobject.WorldObject):
def __init__(self, level, x, y, img_str='block1',
movable=False, visible=True,
width=1, height=1, blit_area=None,
blocking=True, z=0):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y, z=z,
movable=movable, visible=visible,
blit_area=blit_area, blocking=blocking)
for i in range(width):
for j in range(height):
if width != 1 or height != 1:
self.level.objects.append(
InvisBlock(self.level,
self.x + 64 * i,
self.y - 48 * j))
self.load()
# self.orig_alphas = {
# 'normal':
# pygame.surfarray.array_alpha(self.level.imgs[self.img_str]),
# 'lifted':
# pygame.surfarray.array_alpha(
# self.level.imgs[self.img_str + '_lifted'])}
# self.orig_alpha = self.orig_alphas['normal']
def load(self):
if not isinstance(self.img_str, str):
self.img_str = self.level.reverse_imgs[self.img_str]
self.img = self.level.imgs[self.img_str]
# def update_alpha(self):
# be_opaque = not (self.y + self.z >= self.level.player.move_y
# + self.level.player.move_z)
# if be_opaque and not self.is_currently_opaque:
# self.is_currently_opaque = True
# self.set_alpha(1)
# elif not be_opaque and self.is_currently_opaque:
# self.is_currently_opaque = False
# self.set_alpha(0.5)
def use(self, obj):
if self.movable:
if obj == self.holder:
obj.holding = None
self.holder = None
if hasattr(self, 'img_str'):
self.img = self.level.imgs[self.img_str]
# self.orig_alpha = self.orig_alphas['normal']
else:
obj.holding = self
self.holder = obj
if hasattr(self, 'img_str'):
self.img = self.level.imgs[self.img_str + '_lifted']
# self.orig_alpha = self.orig_alphas['lifted']
def draw(self, window):
if self.visible:
window.blit(self.img, (self.x - 32 - self.level.camera_x,
self.y - self.img.get_size()[1] + 24
- self.level.camera_y), self.blit_area)
class InvisBlock(Block):
def __init__(self, level, x, y):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y, visible=False)
class ArrowBlock(Block):
def __init__(self, level, x, y, direction, movable=True, is_up=True):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y,
direction=direction, movable=movable)
self.frame = 0
self.anim_speed = 15
self.setting = False
if direction == (1, 0):
self.anim = 'arrow_right'
if direction == (-1, 0):
self.anim = 'arrow_left'
if direction == (0, -1):
self.anim = 'arrow_up'
if direction == (0, 1):
self.anim = 'arrow_down'
self.img_str = self.anim
def activate(self, setting):
self.movable = True
if not self.share_tile(worldobject.WorldObject):
self.is_up = not setting
self.movable = False
def update(self, e, t, dt):
# Update the animation
if not self.is_up:
self.frame = min(self.frame + self.anim_speed * dt,
len(self.level.imgs[self.anim]) - 1)
else:
self.frame = max(self.frame - self.anim_speed * dt,
0)
if self.frame == len(self.level.imgs[self.anim]) - 1:
self.movable = self.blocking = False
self.z = -48
if self.holder:
self.holder.holding = None
self.holder = None
else:
self.movable = self.blocking = True
self.z = 0
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
if not self.holder:
self.img = self.level.imgs[self.anim][int(self.frame)]
Block.draw(self, window)
class RisingBlock(Block):
def __init__(self, level, x, y, movable=False, is_up=True):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y, movable=movable)
self.frame = 0
self.anim_speed = 15
self.setting = [0, 0]
self.init_setting = self.setting
self.anim = 'arrow_right'
def set_init_pos(self):
worldobject.WorldObject.set_init_pos(self)
self.init_setting = [self.setting[0], self.setting[1]]
def reset_pos(self):
worldobject.WorldObject.reset_pos(self)
self.setting = [self.init_setting[0], self.init_setting[1]]
self.is_up = self.setting[1] == self.setting[0]
def activate(self, setting):
if setting in [2, 3]:
self.setting[1] = setting - 2
else:
self.setting[0] = setting
if not self.share_tile(worldobject.WorldObject):
self.is_up = self.setting[1] == self.setting[0]
def update(self, e, t, dt):
# Update the animation
if not self.is_up:
self.frame = min(self.frame + self.anim_speed * dt,
len(self.level.imgs[self.anim]) - 1)
else:
self.frame = max(self.frame - self.anim_speed * dt,
0)
if self.frame == len(self.level.imgs[self.anim]) - 1:
self.blocking = False
self.z = -48
else:
self.blocking = True
self.z = 0
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)]
Block.draw(self, window)
class ActionBlock(Block):
def __init__(self, level, x, y, action=None, movable=True):
self.__dict__.update(locals())
Block.__init__(
self, level, x, y, '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):
def __init__(self, level, x, y, img_str='well'):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(
self, level, x, y, movable=False)
Block.load(self)
self.col_img = pygame.Surface((32, 32))
def set_colour(self, r, g, b):
self.well_colour = r * 255, g * 255, b * 255
self.col_img.fill(self.well_colour)
def draw(self, window):
if self.visible:
window.blit(self.col_img, (self.x - self.level.camera_x + 16,
self.y - self.img.get_size()[1] + 52
- self.level.camera_y))
Block.draw(self, window)
class Door(Block):
def __init__(self, level, x, y, movable=False, setting=False):
self.__dict__.update(locals())
worldobject.WorldObject.__init__(self, level, x, y,
z=32, movable=movable)
self.frame = 0
self.anim_speed = 15
self.init_setting = self.setting
self.anim = 'door'
self.level.objects.append(InvisBlock(self.level, self.x + 64, self.y))
self.level.objects.append(InvisBlock(self.level, self.x - 64, self.y))
def set_init_pos(self):
worldobject.WorldObject.set_init_pos(self)
self.init_setting = self.setting
def reset_pos(self):
worldobject.WorldObject.reset_pos(self)
self.setting = self.init_setting
def activate(self, setting):
self.setting = setting
def update(self, e, t, dt):
# Update the animation
if self.setting:
self.frame = min(self.frame + self.anim_speed * dt,
len(self.level.imgs[self.anim]) - 1)
else:
self.frame = max(self.frame - self.anim_speed * dt,
0)
if self.frame == len(self.level.imgs[self.anim]) - 1:
self.blocking = False
else:
self.blocking = True
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.img = self.level.imgs[self.anim][int(self.frame)]
if self.visible:
window.blit(self.img, (self.x - (32 + 64) - self.level.camera_x,
self.y - self.img.get_size()[1] + 24
- self.level.camera_y))
class LaserSource(Block):
def __init__(self, level, x1, y1, source_direction):
self.__dict__.update(locals())
Block.__init__(self, level, x1, y1,
'lasersource_' + source_direction.to_str(),
movable=False)
class LaserTarget(Block):
def __init__(self, level, x0, y0):
self.__dict__.update(locals())
self.xd, self.yd = self.x0 * 64, (self.y0 + 4) * 48
Block.__init__(self, level, self.xd, self.yd,
'lasertarget', movable=False)
self.glows = False
def new_playfield_update(self):
self.glows, self.img_str = (True, 'lasertarget_glow') \
if (self.x0, self.y0) in itertools.chain(*self.level.lasers_orig) \
else (False, 'lasertarget')
self.load()