Beispiel #1
0
 def __init__(self):
     "Inicialización de las variables del videojuego."
     Escena.__init__(self)
     self.motor = Tilevid()
     tiles = {1: ("todos", self.tile_muro, None), 4: ("personaje", self.recoge_ruby, None)}
     self.motor.tga_load_tiles("media/niveles/tiles_tierra.tga", (TW, TH), tiles)
     self.motor.tga_load_level("media/niveles/laberinto2.tga")
     # Imágenes para los sprites.
     imagenes = [
         # Sprites del jugador.
         ("lp_s1", "media/sprites/lp_s1.gif", (0, 0, 24, 24)),
         ("lp_s2", "media/sprites/lp_s2.gif", (0, 0, 24, 24)),
         ("lp_o1", "media/sprites/lp_o1.gif", (0, 0, 24, 24)),
         ("lp_o2", "media/sprites/lp_o2.gif", (0, 0, 24, 24)),
         ("lp_e1", "media/sprites/lp_e1.gif", (0, 0, 24, 24)),
         ("lp_e2", "media/sprites/lp_e2.gif", (0, 0, 24, 24)),
         ("lp_n1", "media/sprites/lp_n1.gif", (0, 0, 24, 24)),
         ("lp_n2", "media/sprites/lp_n2.gif", (0, 0, 24, 24)),
         # Sprites de la bruja maldita.
         ("bm_s1", "media/sprites/bm_s1.gif", (0, 0, 24, 24)),
         ("bm_s2", "media/sprites/bm_s2.gif", (0, 0, 24, 24)),
         ("bm_o1", "media/sprites/bm_o1.gif", (0, 0, 24, 24)),
         ("bm_o2", "media/sprites/bm_o2.gif", (0, 0, 24, 24)),
         ("bm_e1", "media/sprites/bm_e1.gif", (0, 0, 24, 24)),
         ("bm_e2", "media/sprites/bm_e2.gif", (0, 0, 24, 24)),
         ("bm_n1", "media/sprites/bm_n1.gif", (0, 0, 24, 24)),
         ("bm_n2", "media/sprites/bm_n2.gif", (0, 0, 24, 24)),
         # Sprites del paladín del imperio.
         ("pi_s1", "media/sprites/pi_s1.gif", (0, 0, 24, 24)),
         ("pi_s2", "media/sprites/pi_s2.gif", (0, 0, 24, 24)),
         ("pi_o1", "media/sprites/pi_o1.gif", (0, 0, 24, 24)),
         ("pi_o2", "media/sprites/pi_o2.gif", (0, 0, 24, 24)),
         ("pi_e1", "media/sprites/pi_e1.gif", (0, 0, 24, 24)),
         ("pi_e2", "media/sprites/pi_e2.gif", (0, 0, 24, 24)),
         ("pi_n1", "media/sprites/pi_n1.gif", (0, 0, 24, 24)),
         ("pi_n2", "media/sprites/pi_n2.gif", (0, 0, 24, 24)),
         # Sprites del alter ego.
         ("ae_s1", "media/sprites/ae_s1.gif", (0, 0, 24, 24)),
         ("ae_s2", "media/sprites/ae_s2.gif", (0, 0, 24, 24)),
         ("ae_o1", "media/sprites/ae_o1.gif", (0, 0, 24, 24)),
         ("ae_o2", "media/sprites/ae_o2.gif", (0, 0, 24, 24)),
         ("ae_e1", "media/sprites/ae_e1.gif", (0, 0, 24, 24)),
         ("ae_e2", "media/sprites/ae_e2.gif", (0, 0, 24, 24)),
         ("ae_n1", "media/sprites/ae_n1.gif", (0, 0, 24, 24)),
         ("ae_n2", "media/sprites/ae_n2.gif", (0, 0, 24, 24)),
         # Sprites de los no-muertos.
         ("nm_s1", "media/sprites/nm_s1.gif", (0, 0, 24, 24)),
         ("nm_s2", "media/sprites/nm_s2.gif", (0, 0, 24, 24)),
         ("nm_o1", "media/sprites/nm_o1.gif", (0, 0, 24, 24)),
         ("nm_o2", "media/sprites/nm_o2.gif", (0, 0, 24, 24)),
         ("nm_e1", "media/sprites/nm_e1.gif", (0, 0, 24, 24)),
         ("nm_e2", "media/sprites/nm_e2.gif", (0, 0, 24, 24)),
         ("nm_n1", "media/sprites/nm_n1.gif", (0, 0, 24, 24)),
         ("nm_n2", "media/sprites/nm_n2.gif", (0, 0, 24, 24)),
     ]
     self.codigos = {
         1: (self.crear_jugador, None),
         4: (self.bruja_maldita, None),
         5: (self.alter_ego, None),
         6: (self.paladin, None),
         7: (self.no_muerto, None),
     }
     self.motor.load_images(imagenes)
     self.motor.run_codes(self.codigos, (0, 0, 16, 16))
     self.puntos = 0
     self.rubies = 0
     # Conteo inicial de rubíes.
     for linea in self.motor.tlayer:
         for tile in linea:
             if tile == 4:
                 self.rubies += 1
Beispiel #2
0
 def __init__(self, puntos=0):
     global complejidad, densidad, nivel
     "Inicialización de las variables del videojuego."
     Escena.__init__(self)
                          
     def array_load_level(self,z,bg=0):
         w, h = z.shape
         self.resize((w,h),bg)
         for y in range(0,h):
             for x in range(0,w):
                 t = z[y,x]
                 if t == 5: #jugador
                     self.tlayer[y][x] = 0
                     self.clayer[y][x] = 1
                 elif t == 6: #enemigo
                     self.tlayer[y][x] = 0
                     self.clayer[y][x] = 4
                 else :
                     self.tlayer[y][x] = t
                     self.clayer[y][x] = 0
         return
     
     self.motor = Tilevid()        
     
     Tilevid.array_load_level = array_load_level
        
     tiles = {
         1: ('todos', self.tile_muro, None),
         4: ('personaje', self.recoge_ruby, None),
     }
     self.motor.tga_load_tiles('media/niveles/tiles_ekmaze.tga', (TW, TH), tiles)
     
     self.maze = Maze(16, 16, complejidad, densidad)
     self.motor.array_load_level(self.maze.getMap(),0)
     complejidad += 0.05
     densidad += 0.02
             
     #Imágenes para los sprites.
     imagenes = [
         #Sprites del jugador.
         ('lp_s1', 'media/sprites/lp_s1.gif', (0, 0, 24, 24) ),
         ('lp_s2', 'media/sprites/lp_s2.gif', (0, 0, 24, 24) ),
         ('lp_o1', 'media/sprites/lp_o1.gif', (0, 0, 24, 24) ),
         ('lp_o2', 'media/sprites/lp_o2.gif', (0, 0, 24, 24) ),
         ('lp_e1', 'media/sprites/lp_e1.gif', (0, 0, 24, 24) ),
         ('lp_e2', 'media/sprites/lp_e2.gif', (0, 0, 24, 24) ),
         ('lp_n1', 'media/sprites/lp_n1.gif', (0, 0, 24, 24) ),
         ('lp_n2', 'media/sprites/lp_n2.gif', (0, 0, 24, 24) ),
         #Sprites de los no-muertos.
         ('nm_s1', 'media/sprites/nm_s1.gif', (0, 0, 24, 24) ),
         ('nm_s2', 'media/sprites/nm_s2.gif', (0, 0, 24, 24) ),
         ('nm_o1', 'media/sprites/nm_o1.gif', (0, 0, 24, 24) ),
         ('nm_o2', 'media/sprites/nm_o2.gif', (0, 0, 24, 24) ),
         ('nm_e1', 'media/sprites/nm_e1.gif', (0, 0, 24, 24) ),
         ('nm_e2', 'media/sprites/nm_e2.gif', (0, 0, 24, 24) ),
         ('nm_n1', 'media/sprites/nm_n1.gif', (0, 0, 24, 24) ),
         ('nm_n2', 'media/sprites/nm_n2.gif', (0, 0, 24, 24) ),
     ]
     
     self.codigos = {
         1: (self.crear_jugador, None),
         4: (self.no_muerto, None),
     }
     self.motor.load_images(imagenes)
     self.motor.run_codes(self.codigos, (0, 0, 16, 16))
     self.puntos = puntos
     self.puertas = 0
     
     #Conteo inicial de puertas.
     for linea in self.motor.tlayer:
         for tile in linea:
             if tile == 4:
                 self.puertas += 1
Beispiel #3
0
class EscenaJuego(Escena):
    "Clase que define la escena principal del videojuego."

    def __init__(self):
        "Inicialización de las variables del videojuego."
        Escena.__init__(self)
        self.motor = Tilevid()
        tiles = {1: ("todos", self.tile_muro, None), 4: ("personaje", self.recoge_ruby, None)}
        self.motor.tga_load_tiles("media/niveles/tiles_tierra.tga", (TW, TH), tiles)
        self.motor.tga_load_level("media/niveles/laberinto2.tga")
        # Imágenes para los sprites.
        imagenes = [
            # Sprites del jugador.
            ("lp_s1", "media/sprites/lp_s1.gif", (0, 0, 24, 24)),
            ("lp_s2", "media/sprites/lp_s2.gif", (0, 0, 24, 24)),
            ("lp_o1", "media/sprites/lp_o1.gif", (0, 0, 24, 24)),
            ("lp_o2", "media/sprites/lp_o2.gif", (0, 0, 24, 24)),
            ("lp_e1", "media/sprites/lp_e1.gif", (0, 0, 24, 24)),
            ("lp_e2", "media/sprites/lp_e2.gif", (0, 0, 24, 24)),
            ("lp_n1", "media/sprites/lp_n1.gif", (0, 0, 24, 24)),
            ("lp_n2", "media/sprites/lp_n2.gif", (0, 0, 24, 24)),
            # Sprites de la bruja maldita.
            ("bm_s1", "media/sprites/bm_s1.gif", (0, 0, 24, 24)),
            ("bm_s2", "media/sprites/bm_s2.gif", (0, 0, 24, 24)),
            ("bm_o1", "media/sprites/bm_o1.gif", (0, 0, 24, 24)),
            ("bm_o2", "media/sprites/bm_o2.gif", (0, 0, 24, 24)),
            ("bm_e1", "media/sprites/bm_e1.gif", (0, 0, 24, 24)),
            ("bm_e2", "media/sprites/bm_e2.gif", (0, 0, 24, 24)),
            ("bm_n1", "media/sprites/bm_n1.gif", (0, 0, 24, 24)),
            ("bm_n2", "media/sprites/bm_n2.gif", (0, 0, 24, 24)),
            # Sprites del paladín del imperio.
            ("pi_s1", "media/sprites/pi_s1.gif", (0, 0, 24, 24)),
            ("pi_s2", "media/sprites/pi_s2.gif", (0, 0, 24, 24)),
            ("pi_o1", "media/sprites/pi_o1.gif", (0, 0, 24, 24)),
            ("pi_o2", "media/sprites/pi_o2.gif", (0, 0, 24, 24)),
            ("pi_e1", "media/sprites/pi_e1.gif", (0, 0, 24, 24)),
            ("pi_e2", "media/sprites/pi_e2.gif", (0, 0, 24, 24)),
            ("pi_n1", "media/sprites/pi_n1.gif", (0, 0, 24, 24)),
            ("pi_n2", "media/sprites/pi_n2.gif", (0, 0, 24, 24)),
            # Sprites del alter ego.
            ("ae_s1", "media/sprites/ae_s1.gif", (0, 0, 24, 24)),
            ("ae_s2", "media/sprites/ae_s2.gif", (0, 0, 24, 24)),
            ("ae_o1", "media/sprites/ae_o1.gif", (0, 0, 24, 24)),
            ("ae_o2", "media/sprites/ae_o2.gif", (0, 0, 24, 24)),
            ("ae_e1", "media/sprites/ae_e1.gif", (0, 0, 24, 24)),
            ("ae_e2", "media/sprites/ae_e2.gif", (0, 0, 24, 24)),
            ("ae_n1", "media/sprites/ae_n1.gif", (0, 0, 24, 24)),
            ("ae_n2", "media/sprites/ae_n2.gif", (0, 0, 24, 24)),
            # Sprites de los no-muertos.
            ("nm_s1", "media/sprites/nm_s1.gif", (0, 0, 24, 24)),
            ("nm_s2", "media/sprites/nm_s2.gif", (0, 0, 24, 24)),
            ("nm_o1", "media/sprites/nm_o1.gif", (0, 0, 24, 24)),
            ("nm_o2", "media/sprites/nm_o2.gif", (0, 0, 24, 24)),
            ("nm_e1", "media/sprites/nm_e1.gif", (0, 0, 24, 24)),
            ("nm_e2", "media/sprites/nm_e2.gif", (0, 0, 24, 24)),
            ("nm_n1", "media/sprites/nm_n1.gif", (0, 0, 24, 24)),
            ("nm_n2", "media/sprites/nm_n2.gif", (0, 0, 24, 24)),
        ]
        self.codigos = {
            1: (self.crear_jugador, None),
            4: (self.bruja_maldita, None),
            5: (self.alter_ego, None),
            6: (self.paladin, None),
            7: (self.no_muerto, None),
        }
        self.motor.load_images(imagenes)
        self.motor.run_codes(self.codigos, (0, 0, 16, 16))
        self.puntos = 0
        self.rubies = 0
        # Conteo inicial de rubíes.
        for linea in self.motor.tlayer:
            for tile in linea:
                if tile == 4:
                    self.rubies += 1

    def crear_jugador(self, motor, tile, valor):
        "Función para crear el sprite animado del jugador."
        imagenes = [
            ["lp_s1", "lp_s2"],  # Abajo
            ["lp_n1", "lp_n2"],  # Arriba
            ["lp_o1", "lp_o2"],  # Izquierda
            ["lp_e1", "lp_e2"],  # Derecha
        ]
        jugador = CharacterSprite(imagenes, (tile.rect.x + 4, tile.rect.y + 4), motor, 20)
        motor.sprites.append(jugador)
        jugador.loop = self.mover_jugador
        jugador.groups = motor.string2groups("todos,personaje")
        jugador.speed = 2

    def bruja_maldita(self, motor, tile, valor):
        "Función para crear a la bruja maldita."
        imagenes = [
            ["bm_s1", "bm_s2"],  # Abajo
            ["bm_n1", "bm_n2"],  # Arriba
            ["bm_o1", "bm_o2"],  # Izquierda
            ["bm_e1", "bm_e2"],  # Derecha
        ]
        bruja = CharacterSprite(imagenes, (tile.rect.x + 4, tile.rect.y + 4), motor, 20)
        motor.sprites.append(bruja)
        bruja.groups = motor.string2groups("todos")
        bruja.agroups = motor.string2groups("personaje")
        bruja.loop = self.mover_enemigo
        bruja.hit = self.juego_terminado
        bruja.speed = 2
        bruja.set_movedir(0)

    def alter_ego(self, motor, tile, valor):
        "Función para crear el alter ego."
        imagenes = [
            ["ae_s1", "ae_s2"],  # Abajo
            ["ae_n1", "ae_n2"],  # Arriba
            ["ae_o1", "ae_o2"],  # Izquierda
            ["ae_e1", "ae_e2"],  # Derecha
        ]
        alter = CharacterSprite(imagenes, (tile.rect.x + 4, tile.rect.y + 4), motor, 20)
        motor.sprites.append(alter)
        alter.groups = motor.string2groups("todos")
        alter.agroups = motor.string2groups("personaje")
        alter.loop = self.mover_enemigo
        alter.hit = self.juego_terminado
        alter.speed = 2
        alter.set_movedir(0)

    def paladin(self, motor, tile, valor):
        "Función para crear al paladín del imperio."
        imagenes = [
            ["pi_s1", "pi_s2"],  # Abajo
            ["pi_n1", "pi_n2"],  # Arriba
            ["pi_o1", "pi_o2"],  # Izquierda
            ["pi_e1", "pi_e2"],  # Derecha
        ]
        paladin = CharacterSprite(imagenes, (tile.rect.x + 4, tile.rect.y + 4), motor, 20)
        motor.sprites.append(paladin)
        paladin.groups = motor.string2groups("todos")
        paladin.agroups = motor.string2groups("personaje")
        paladin.loop = self.mover_enemigo
        paladin.hit = self.juego_terminado
        paladin.speed = 2
        paladin.set_movedir(2)

    def no_muerto(self, motor, tile, valor):
        "Función para crear al paladín del imperio."
        imagenes = [
            ["nm_s1", "nm_s2"],  # Abajo
            ["nm_n1", "nm_n2"],  # Arriba
            ["nm_o1", "nm_o2"],  # Izquierda
            ["nm_e1", "nm_e2"],  # Derecha
        ]
        no_muerto = CharacterSprite(imagenes, (tile.rect.x + 4, tile.rect.y + 4), motor, 20)
        motor.sprites.append(no_muerto)
        no_muerto.groups = motor.string2groups("todos")
        no_muerto.agroups = motor.string2groups("personaje")
        no_muerto.loop = self.mover_enemigo
        no_muerto.hit = self.juego_terminado
        no_muerto.speed = 2
        no_muerto.set_movedir(0)

    def tile_muro(self, motor, tile, sprite):
        sprite.crashed = True
        if sprite._rect.bottom <= tile._rect.top:
            sprite.rect.bottom = tile.rect.top
        if sprite._rect.right <= tile._rect.left:
            sprite.rect.right = tile.rect.left
        if sprite._rect.left >= tile._rect.right:
            sprite.rect.left = tile.rect.right
        if sprite._rect.top >= tile._rect.bottom:
            sprite.rect.top = tile.rect.bottom

    def recoge_ruby(self, motor, tile, sprite):
        self.puntos += 100
        self.rubies -= 1
        motor.set((tile.tx, tile.ty), 0)

    def mover_jugador(self, motor, sprite):
        teclas = p.key.get_pressed()
        if teclas[p.K_UP]:
            sprite.set_movedir(1)
        elif teclas[p.K_DOWN]:
            sprite.set_movedir(0)
        elif teclas[p.K_LEFT]:
            sprite.set_movedir(2)
        elif teclas[p.K_RIGHT]:
            sprite.set_movedir(3)
        sprite.update()

    def mover_enemigo(self, motor, sprite):
        if sprite.tile_changed():
            caminos = sprite.next_are_free([0, 2, 3, 4])
            if caminos:
                sprite.movedir = choice(caminos)
            else:
                sprite.reverse()
        sprite.update()

    def juego_terminado(self, motor, sprite, objeto):
        "Accede aquí en caso de colisión entre sprites."
        puntuaciones = High("media/puntuaciones/normal.dat")
        if puntuaciones.check(self.puntos) == None:
            # Aquí no alcanzo entrar.
            self.cambiar_escena(EscenaJuegoTerminado(self.puntos))
        else:
            self.cambiar_escena(EscenaTeclado(self.puntos))

    def actualizar(self):
        "Actualiza los objetos del juego."
        if self.rubies:
            self.motor.loop()
        else:
            self.juego_terminado(None, None, None)

    def dibujar(self, pantalla):
        "Dibujar objetos en pantalla."
        self.motor.paint(pantalla)
        fuente = p.font.Font(None, 36)
        puntuacion = fuente.render("%07d" % self.puntos, True, (255, 255, 255))
        x = pantalla.get_size()[0] - puntuacion.get_width()
        y = pantalla.get_size()[1] - puntuacion.get_height()
        pantalla.blit(puntuacion, (x, y))
Beispiel #4
0
class EscenaJuego(Escena):
 

    "Clase que define la escena principal del videojuego."
    def __init__(self, puntos=0):
        global complejidad, densidad, nivel
        "Inicialización de las variables del videojuego."
        Escena.__init__(self)
                             
        def array_load_level(self,z,bg=0):
            w, h = z.shape
            self.resize((w,h),bg)
            for y in range(0,h):
                for x in range(0,w):
                    t = z[y,x]
                    if t == 5: #jugador
                        self.tlayer[y][x] = 0
                        self.clayer[y][x] = 1
                    elif t == 6: #enemigo
                        self.tlayer[y][x] = 0
                        self.clayer[y][x] = 4
                    else :
                        self.tlayer[y][x] = t
                        self.clayer[y][x] = 0
            return
        
        self.motor = Tilevid()        
        
        Tilevid.array_load_level = array_load_level
           
        tiles = {
            1: ('todos', self.tile_muro, None),
            4: ('personaje', self.recoge_ruby, None),
        }
        self.motor.tga_load_tiles('media/niveles/tiles_ekmaze.tga', (TW, TH), tiles)
        
        self.maze = Maze(16, 16, complejidad, densidad)
        self.motor.array_load_level(self.maze.getMap(),0)
        complejidad += 0.05
        densidad += 0.02
                
        #Imágenes para los sprites.
        imagenes = [
            #Sprites del jugador.
            ('lp_s1', 'media/sprites/lp_s1.gif', (0, 0, 24, 24) ),
            ('lp_s2', 'media/sprites/lp_s2.gif', (0, 0, 24, 24) ),
            ('lp_o1', 'media/sprites/lp_o1.gif', (0, 0, 24, 24) ),
            ('lp_o2', 'media/sprites/lp_o2.gif', (0, 0, 24, 24) ),
            ('lp_e1', 'media/sprites/lp_e1.gif', (0, 0, 24, 24) ),
            ('lp_e2', 'media/sprites/lp_e2.gif', (0, 0, 24, 24) ),
            ('lp_n1', 'media/sprites/lp_n1.gif', (0, 0, 24, 24) ),
            ('lp_n2', 'media/sprites/lp_n2.gif', (0, 0, 24, 24) ),
            #Sprites de los no-muertos.
            ('nm_s1', 'media/sprites/nm_s1.gif', (0, 0, 24, 24) ),
            ('nm_s2', 'media/sprites/nm_s2.gif', (0, 0, 24, 24) ),
            ('nm_o1', 'media/sprites/nm_o1.gif', (0, 0, 24, 24) ),
            ('nm_o2', 'media/sprites/nm_o2.gif', (0, 0, 24, 24) ),
            ('nm_e1', 'media/sprites/nm_e1.gif', (0, 0, 24, 24) ),
            ('nm_e2', 'media/sprites/nm_e2.gif', (0, 0, 24, 24) ),
            ('nm_n1', 'media/sprites/nm_n1.gif', (0, 0, 24, 24) ),
            ('nm_n2', 'media/sprites/nm_n2.gif', (0, 0, 24, 24) ),
        ]
        
        self.codigos = {
            1: (self.crear_jugador, None),
            4: (self.no_muerto, None),
        }
        self.motor.load_images(imagenes)
        self.motor.run_codes(self.codigos, (0, 0, 16, 16))
        self.puntos = puntos
        self.puertas = 0
        
        #Conteo inicial de puertas.
        for linea in self.motor.tlayer:
            for tile in linea:
                if tile == 4:
                    self.puertas += 1
        
    def crear_jugador(self, motor, tile, valor):
        "Función para crear el sprite animado del jugador."
        imagenes = [
            ['lp_s1', 'lp_s2'],   #Abajo
            ['lp_n1', 'lp_n2'],   #Arriba
            ['lp_o1', 'lp_o2'],   #Izquierda
            ['lp_e1', 'lp_e2'],   #Derecha
        ]
        jugador = CharacterSprite(imagenes, (tile.rect.x+4, tile.rect.y+4), motor, 20)
        motor.sprites.append(jugador)
        jugador.loop = self.mover_jugador
        jugador.groups = motor.string2groups('todos,personaje')
        jugador.speed = 2
        
    def no_muerto(self, motor, tile, valor):
        "Función para crear al paladín del imperio."
        imagenes = [
            ['nm_s1', 'nm_s2'],   #Abajo
            ['nm_n1', 'nm_n2'],   #Arriba
            ['nm_o1', 'nm_o2'],   #Izquierda
            ['nm_e1', 'nm_e2'],   #Derecha
        ]
        no_muerto = CharacterSprite(imagenes, (tile.rect.x+4, tile.rect.y+4), motor, 20)
        motor.sprites.append(no_muerto)
        no_muerto.groups = motor.string2groups('todos')
        no_muerto.agroups = motor.string2groups('personaje')
        no_muerto.loop = self.mover_enemigo
        no_muerto.hit = self.juego_terminado
        no_muerto.speed = 2
        no_muerto.set_movedir(0)
        
    def tile_muro(self, motor, tile, sprite):
        sprite.crashed = True
        if sprite._rect.bottom <= tile._rect.top:
            sprite.rect.bottom = tile.rect.top
        if sprite._rect.right <= tile._rect.left:
            sprite.rect.right = tile.rect.left
        if sprite._rect.left >= tile._rect.right:
            sprite.rect.left = tile.rect.right
        if sprite._rect.top >= tile._rect.bottom:
            sprite.rect.top = tile.rect.bottom
            
    def recoge_ruby(self, motor, tile, sprite):
        self.puntos += 100
        self.puertas -= 1
        motor.set((tile.tx, tile.ty), 0)
        
    def mover_jugador(self, motor, sprite):
        teclas = p.key.get_pressed()
        #caminos = sprite.next_are_free([0, 2, 3, 4])
        #print caminos
        if teclas[p.K_UP]:
            sprite.set_movedir(1)
        elif teclas[p.K_DOWN]:
            sprite.set_movedir(0)
        elif teclas[p.K_LEFT]:
            sprite.set_movedir(2)
        elif teclas[p.K_RIGHT]:
            sprite.set_movedir(3)
        sprite.update()
        
    def mover_enemigo(self, motor, sprite):
        if sprite.tile_changed():
            caminos = sprite.next_are_free([0, 2, 3, 4])
            if caminos:
                sprite.movedir = choice(caminos)
            else:
                sprite.reverse()
        sprite.update()
        
    def juego_terminado(self, motor, sprite, objeto):
        global nivel, complejidad, densidad
        
        "Accede aquí en caso de colisión entre sprites."
        if self.puntos > 0 and ((self.puntos - nivel) == 100):
            #seguimos jugando
            nivel += 100
            self.cambiar_escena(EscenaJuego(self.puntos))
        else:
            nivel = 0
            complejidad = 0.10
            densidad = 0.20
            
            puntuaciones = High('media/puntuaciones/normal.dat')
            if puntuaciones.check(self.puntos) == None:
                #Aquí no alcanzo entrar.
                self.cambiar_escena(EscenaJuegoTerminado(self.puntos))
            else:
                self.cambiar_escena(EscenaTeclado(self.puntos))
                
    def actualizar(self):
        "Actualiza los objetos del juego."
        if self.puertas:
            self.motor.loop()
        else:
            self.juego_terminado(None, None, None)
            
    def dibujar(self, pantalla):
        "Dibujar objetos en pantalla."
        
        self.motor.paint(pantalla)

        fuente = p.font.Font(None, 36)
        puntuacion = fuente.render('%07d' % self.puntos, True, (255,255,255))
        x = pantalla.get_size()[0] - puntuacion.get_width()
        y = pantalla.get_size()[1] - puntuacion.get_height()
        pantalla.blit(puntuacion, (x, y))
        
        # fog of war
        # get coordinates from player current pos
        for sprite in self.motor.sprites:
            if sprite.imglists[0][0] =='lp_s1':
                coords = [sprite.rect.x,sprite.rect.y]
                break

        s = p.Surface((480, 480), flags=p.SRCALPHA)
        for y in range(0, 480, 16):
            for x in range(0, 480, 16):
                fog1 = (x-coords[0])*(x-coords[0]) + (y-coords[1])*(y-coords[1])
                fog = fog1/200
                if fog > 225:
                    fog = 225
                p.draw.rect(s, (0, 0, 0, fog), (x, y, 16, 16), 16)

        pantalla.blit(s, (32, 32))