A good game
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# 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/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# laser.py
# --------------------
# date created : Sun Aug 12 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ngws@metanohi.name>
"""
A laser for drawing.
"""
import pygame
import worldobject
import arobotsconundrum.logic.lasermirror as lm
class Laser(worldobject.WorldObject):
def __init__(self, level, line, first_laser=False):
self.__dict__.update(locals())
(self.x0, self.y0), (self.x1, self.y1) = line
self.x0d, self.y0d, self.x1d, self.y1d \
= self.x0 * 64, (self.y0 + 4) * 48, self.x1 * 64, (self.y1 + 4) * 48
if self.y0d > self.y1d:
self.y0d, self.y1d = self.y1d, self.y0d
if self.x0d > self.x1d:
self.x0d, self.x1d = self.x1d, self.x0d
worldobject.WorldObject.__init__(self, level, self.x0d,
max(self.y0d, self.y1d))
x0de = 31
y0de = -48
x1de = 31
y1de = -48
if self.x0 < 0:
x0de += 32
if self.y0 < 0:
y0de += 24
if self.x1d >= self.level.size[0]:
x1de -= 32
if self.first_laser and self.y0 == 0 and self.y0 != self.y1:
y0de += 6
if self.level.playfield.get((self.x0, self.y0)) is lm.Target and self.x0 < self.x1:
x0de += 20
if self.level.playfield.get((self.x1, self.y1)) is lm.Target and self.x0 < self.x1:
x1de -= 20
self.x0d += x0de
self.y0d += y0de
self.x1d += x1de
self.y1d += y1de
# self.start_dark = 0
# self.surf = pygame.Surface(self.level.game.window.get_size(),
# pygame.SRCALPHA)
self.load()
def update(self, e, t, dt):
# self.start_dark = (t % 200) / 100
worldobject.WorldObject.update(self, e, t, dt)
def load(self):
self.img_horizontal = self.level.imgs['laser_beam_horizontal']
self.img_vertical = self.level.imgs['laser_beam_vertical']
def draw(self, window):
# self.surf.fill((0, 0, 0, 0))
# colors = [(155, 0, 0), (255, 0, 0)]
# c = self.start_dark
if self.x0d != self.x1d:
length = self.x1d - self.x0d
for i in range(0, length, 8):
x0d = self.x0d + i + 2
window.blit(self.img_horizontal,
(x0d - self.level.camera_x,
self.y0d - self.level.camera_y),
self.blit_area)
# pygame.draw.line(self.surf, colors[c],
# (x0d - self.level.camera_x,
# self.y0d - self.level.camera_y),
# (x0d + min(8, length - i) - self.level.camera_x,
# self.y1d - self.level.camera_y), 2)
# c ^= 1
else:
length = self.y1d - self.y0d
for i in range(0, length, 8):
y0d = self.y0d + i + 2
window.blit(self.img_vertical,
(self.x0d - self.level.camera_x,
y0d - self.level.camera_y),
self.blit_area)
# pygame.draw.line(self.surf, colors[c],
# (self.x0d - self.level.camera_x,
# y0d - self.level.camera_y),
# (self.x0d - self.level.camera_x,
# y0d + min(8, length - i) - self.level.camera_y), 2)
# c ^= 1
# window.blit(self.surf, (0, 0))