A good game
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#!/usr/bin/env python.
# -*- coding: utf-8 -*-
# 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/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level2.py
# --------------------
# date created : Fri Oct 12 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ngws@metanohi.name>
"""
The second level.
"""
from __future__ import print_function
import os
import pygame
import random
import re
import itertools
import worldobject
import level
import player
import trigger
import tile
import block
import lever
import fadeout
from weight_indicator import WeightIndicator
import logic.colourboxes
def is_sorted(xs):
return all(a <= b for a, b in itertools.izip(xs[:-1], xs[1:]))
class Level2(level.Level):
def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir, size=(64*21, 48*20),
paused=paused)
self.dimensions = 21, 20
self.task_start = (1, 6)
for i, j in self._positions():
self.tiles.append(
tile.Tile(self, i * 64, (j + 4) * 48, self.imgs['ground1']))
self.sort_poss = []
for x in range(12):
self.sort_poss.append(((x + 2) * 64, 6 * 48))
self.tiles.append(
tile.Tile(self, (x + 2) * 64, 6 * 48, self.imgs['indoor1']))
self.symbolblocks = []
for x in range(12):
b = block.Block(self, 64 * (x + 2), 48 * 10,
self.imgs['symbolblock%02d' % (x + 1)], movable=True)
self.symbolblocks.append(b)
random.shuffle(self.symbolblocks)
for i in range(len(self.symbolblocks)):
self.symbolblocks[i].n = i
random.shuffle(self.symbolblocks)
self.objects.extend(self.symbolblocks)
self.weighing_poss = ((7 * 64, 12 * 48), (9 * 64, 12 * 48))
for x, y in self.weighing_poss:
self.tiles.append(
tile.Tile(self, x, y, self.imgs['indoor3']))
self.objects.append(
trigger.Trigger(self,
x, y,
[self.weigh],
self.imgs['hole'],
self.symbolblocks,
visible=False,
no_stop=True))
self.draw_background()
self.weight_ind = WeightIndicator(self, 8, 8, 0, links=[])
self.objects.append(self.weight_ind)
top = self.dimensions[0]
for i in range(top):
if i % 3 == 0:
self.objects.append(block.Block(
self, i * 64, 48 * 3,
self.imgs['wall'],
width=2 if i == top - 2 else 3,
blit_area=(0, 0, 160, 192) if i == top - 2 else None))
self.objects.append(block.InvisBlock(self, i * 64,
self.size[1]))
for i in range(self.dimensions[1]):
self.objects.append(block.InvisBlock(self, - 64, i * 48))
self.objects.append(block.InvisBlock(self, self.size[0], i * 48))
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_top'], 64 * (self.task_start[0] + 1), 48 * (self.task_start[1] + 10)))
self.elevator = worldobject.WithBackground(
self, self.imgs['elevator'], 64 * (self.task_start[0] + 1), 48 * (self.task_start[1] + 11), 48)
self.bottom_objects.append(self.elevator)
self._next_level_trigger = trigger.Trigger(
self, 64 * (self.task_start[0] + 2), 48 * (self.task_start[1] + 10), [lambda _: self.try_goto_next_level()],
self.imgs['hole'],
[self.player], visible=False, no_stop=True)
self.objects.append(self._next_level_trigger)
self.bottom_objects.append(worldobject.WithBackground(
self, self.imgs['elevator_bottom'], 64 * (self.task_start[0] + 1), 48 * (self.task_start[1] + 12)))
self.player.set_pos(64 * 1, 48 * 4)
self.player.set_init_pos()
def weigh(self, x):
a, b = None, None
for bl in self.symbolblocks:
if (bl.x, bl.y) == self.weighing_poss[0]:
a = bl.n
elif (bl.x, bl.y) == self.weighing_poss[1]:
b = bl.n
if a is not None and b is not None:
self.weight_ind.change_state(-1 if a < b else 1 if a > b else 0)
def can_go(self):
calc = [None for i in range(12)]
for bl in self.symbolblocks:
p = (bl.x, bl.y)
if p in self.sort_poss:
calc[self.sort_poss.index(p)] = bl.n
return not None in calc and (is_sorted(calc) or is_sorted(calc[::-1]))
def try_goto_next_level(self):
if not self.can_go():
return
self.objects.remove(self._next_level_trigger)
self._old_player_update = self.player.update
self.player.update = lambda e, t, dt: self._old_player_update([], t, dt)
self.update = self.update2
self._start_time = pygame.time.get_ticks()
fadeout.Fadeout(self.game, self.goto_next_level, duration=1500)
def update2(self, e, t, dt):
level.Level.update(self, e, t, dt)
start_offset = (t - self._start_time) / 25
self.elevator.z_px = 48 - start_offset
self.player.y = 48 * (self.task_start[1] + 10) - start_offset
def goto_next_level(self):
self.game.goto_level(3)
def restart(self):
for obj in self.objects:
obj.reset_pos()