138 lines
4.8 KiB
Python
138 lines
4.8 KiB
Python
# 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/>.
|
|
#
|
|
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
|
|
#
|
|
# level1.py
|
|
# --------------------
|
|
# date created : Fri Aug 10 2012
|
|
# copyright : (C) 2012 Niels G. W. Serup
|
|
# maintained by : Niels G. W. Serup <ns@metanohi.name>
|
|
|
|
"""
|
|
The fourth level.
|
|
"""
|
|
|
|
import os
|
|
import pygame
|
|
import random
|
|
import re
|
|
import itertools
|
|
|
|
import level
|
|
import player
|
|
import tile
|
|
import block
|
|
import boulder
|
|
import lever
|
|
import mirror
|
|
import trigger
|
|
import misc
|
|
import worldobject
|
|
|
|
import logic.lasermirror as lm
|
|
|
|
class Level4(level.Level):
|
|
def __init__(self, game, graphics_dir, paused=False):
|
|
level.Level.__init__(self, game, graphics_dir,
|
|
size=(64 * 16, 48 * 16), paused=paused)
|
|
|
|
self.dimensions = 16, 16
|
|
|
|
for i in range(self.dimensions[0]):
|
|
for j in range(self.dimensions[1]):
|
|
self.tiles.append(
|
|
tile.Tile(self, i*64, (j+1)*48,
|
|
self.imgs['indoor%d' % random.randint(1, 6)]))
|
|
|
|
self.draw_background()
|
|
|
|
self.playfield = lm.generate_simple_playfield(16)
|
|
|
|
for (x, y), t in self.playfield.items():
|
|
x1, y1 = 64 * x, 48 * (y + 1)
|
|
def mir(b, x1, y1):
|
|
def f(x, y):
|
|
def g(setting):
|
|
self.playfield[(x, y)] = lm.MirrorLeft \
|
|
if self.playfield[(x, y)] is lm.MirrorRight \
|
|
else lm.MirrorRight
|
|
self.generate_lasers()
|
|
return g
|
|
return mirror.Mirror(self, x1, y1, b, links=[f(x, y)])
|
|
self.objects.append({
|
|
lm.MirrorLeft: mir(True, x1, y1),
|
|
lm.MirrorRight: mir(False, x1, y1),
|
|
lm.Lever: lever.Lever(
|
|
self, x1, y1, [lambda setting: self.generate_lasers],
|
|
toggling=True,
|
|
anim='lever_leftright' if x in (0, 15)
|
|
else 'lever_updown'),
|
|
lm.Target: block.Block(self, x1, y1, self.imgs['block3'],
|
|
movable=False),
|
|
lm.Blocker: block.Block(self, x1, y1, self.imgs['block1'],
|
|
movable=False)
|
|
}[t])
|
|
mirrors = list(filter(lambda obj: isinstance(obj, mirror.Mirror),
|
|
self.objects))
|
|
levers = list(filter(lambda obj: isinstance(obj, lever.Lever),
|
|
self.objects))
|
|
random.shuffle(levers)
|
|
for l in levers:
|
|
m = min(mirrors, key=lambda m: misc.manhattan_dist(
|
|
(m.x, m.y), (l.x, l.y)))
|
|
mirrors.remove(m)
|
|
l.links.insert(0, (lambda m: lambda setting: m.rotate())(m))
|
|
|
|
self.generate_lasers()
|
|
|
|
self.player.set_pos(64 * 7, 48 * 2)
|
|
self.player.set_init_pos()
|
|
|
|
def restart(self):
|
|
for obj in self.objects:
|
|
obj.reset_pos()
|
|
|
|
def generate_lasers(self):
|
|
lml = lm.generate_lasers(self.playfield)
|
|
self.lasers = []
|
|
for (x0, y0), (x1, y1) in lml:
|
|
self.lasers.append(((x0 * 64 + 32, y0 * 48 + 32),
|
|
(x1 * 64 + 32, y1 * 48 + 32)))
|
|
|
|
def draw_lasers(self, window):
|
|
for (x0, y0), (x1, y1) in self.lasers:
|
|
pygame.draw.line(window, (255, 0, 0),
|
|
(x0 - self.camera_x, y0 - 28 - self.camera_y),
|
|
(x1 - self.camera_x, y1 - 28 - self.camera_y), 4)
|
|
|
|
def draw(self, window):
|
|
self._blit_background(window)
|
|
|
|
objs = self._sorted_objs()
|
|
for obj in objs:
|
|
obj.draw(window)
|
|
# nonmirrors = filter(lambda obj: not isinstance(obj, mirror.Mirror),
|
|
# objs)
|
|
# mirrors = filter(lambda obj: isinstance(obj, mirror.Mirror), objs)
|
|
# for obj in nonmirrors:
|
|
# obj.draw(window)
|
|
|
|
self.draw_lasers(window)
|
|
|
|
# for obj in mirrors:
|
|
# obj.draw(window)
|
|
|
|
self.darkness.draw(window)
|