Example #1
0
    def setup(self):
        self.exploding = False
        self.exploded = False

        ground = TiledSprite("ground", self.size[0] / 32, 1)
        self.main_layer.add(ground)
        ground.move_to(0, self.size[1] - ground.rect.height)

        hills = Sprite("65000000bc/hills_1")
        self.bg_layer.add(hills)
        hills.move_to(0, ground.rect.top - hills.rect.height)

        # Volcano
        self.volcano = Volcano()
        self.volcano.add_to(self)
        self.volcano.move_to(1400, ground.rect.top - self.volcano.rect.height + 1)

        blocker = Box(150, self.size[1] - self.volcano.rect.height - 20, (0, 0, 0, 0))
        self.main_layer.add(blocker)
        blocker.move_to(self.volcano.lava_pool.rect.right - 100, 0)

        # Left-side lava pool
        lava_pool = TiledSprite("65000000bc/lava_pool", 5, 1)
        lava_pool.lethal = True
        self.main_layer.add(lava_pool)
        lava_pool.move_to(self.volcano.rect.left - lava_pool.rect.width - 100, ground.rect.top - 18)

        # Platforms
        platform = FloatingSprite("65000000bc/platform")
        self.main_layer.add(platform)
        platform.move_to(lava_pool.rect.left + 250, lava_pool.rect.top - 10)

        platform = FloatingSprite("65000000bc/platform")
        self.main_layer.add(platform)
        platform.move_to(lava_pool.rect.left + 500, lava_pool.rect.top - 8)

        platform = FloatingSprite("65000000bc/platform")
        self.main_layer.add(platform)
        platform.move_to(lava_pool.rect.left + 750, lava_pool.rect.top - 12)

        # Right-side lava pool
        lava_pool = TiledSprite("65000000bc/lava_pool", 3, 1)
        lava_pool.lethal = True
        self.main_layer.add(lava_pool)
        lava_pool.move_to(self.volcano.rect.right + 200, ground.rect.top - 18)

        # Dynamite explosion trigger
        explosion_box = EventBox(self)
        explosion_box.rects.append(
            pygame.Rect(
                self.volcano.lava_puddle.rect.x,
                self.volcano.lava_puddle.rect.bottom - 5,
                self.volcano.lava_puddle.rect.width,
                5,
            )
        )
        explosion_box.watch_object_moves(self.level.dynamite)
        explosion_box.object_entered.connect(self.on_dynamite_placed)

        # Artifact
        self.level.add_artifact(self, lava_pool.rect.right + 200, ground.rect.top)
Example #2
0
    def setup(self):
        level_width, level_height = self.size

        bottom_platforms_y = self.start_pos[1] + \
                             self.engine.player.rect.height + 3

        platform_x = 233

        monolith = Monolith1NE()
        self.main_layer.add(monolith)
        monolith.move_to(platform_x + 30,
                         bottom_platforms_y - monolith.rect.height)

        platform = FloatingPlatform1NE()
        self.main_layer.add(platform)
        platform.move_to(platform_x, bottom_platforms_y)

        red_teleporter_1 = RedTeleporter1NE()
        self.main_layer.add(red_teleporter_1)
        red_teleporter_1.move_to(
            platform.rect.right - red_teleporter_1.rect.width - 30,
            platform.rect.top - red_teleporter_1.rect.height)

        platform = FloatingPlatform1NE()
        self.main_layer.add(platform)
        platform.move_to(934, bottom_platforms_y)

        cage_left = FloatingSprite('1ne/cage_wall_left')
        self.main_layer.add(cage_left)
        cage_left.move_to(2000, 53)

        cage_top = FloatingSprite('1ne/cage_wall_top')
        self.main_layer.add(cage_top)
        cage_top.move_to(cage_left.rect.left, cage_left.rect.top)

        cage_right = FloatingSprite('1ne/cage_wall_right')
        self.main_layer.add(cage_right)
        cage_right.move_to(cage_top.rect.right - cage_right.rect.width,
                           cage_top.rect.top)

        cage_bottom = FloatingSprite('1ne/cage_wall_bottom')
        self.main_layer.add(cage_bottom)
        cage_bottom.move_to(cage_left.rect.left,
                            cage_left.rect.bottom - cage_bottom.rect.height)

        red_teleporter_2 = RedTeleporter1NE()
        self.main_layer.add(red_teleporter_2)
        red_teleporter_2.move_to(
            cage_left.rect.right + 20,
            cage_bottom.rect.top - red_teleporter_2.rect.height)

        red_teleporter_1.destination = red_teleporter_2
        red_teleporter_2.destination = red_teleporter_1

        # Middle platform
        platform = FloatingPlatform1NE('1ne/large_floating_platform')
        self.main_layer.add(platform)
        platform.move_to(2000, bottom_platforms_y)

        blue_teleporter_1 = BlueTeleporter1NE()
        self.main_layer.add(blue_teleporter_1)
        blue_teleporter_1.move_to(
            platform.rect.left + 60,
            platform.rect.top - blue_teleporter_1.rect.height)

        monolith = Monolith1NE()
        self.main_layer.add(monolith)
        monolith.move_to(platform.rect.right - monolith.rect.width - 60,
                         platform.rect.top - monolith.rect.height)

        # Right platform
        platform = FloatingPlatform1NE('1ne/floating_platform')
        self.main_layer.add(platform)
        platform.move_to(level_width - platform.rect.width - 50,
                         bottom_platforms_y)

        blue_teleporter_2 = BlueTeleporter1NE()
        self.main_layer.add(blue_teleporter_2)
        blue_teleporter_2.move_to(
            platform.rect.right - blue_teleporter_2.rect.width - 60,
            platform.rect.top - blue_teleporter_2.rect.height)

        blue_teleporter_1.destination = blue_teleporter_2
        blue_teleporter_2.destination = blue_teleporter_1
Example #3
0
    def setup(self):
        self.in_end_sequence = False

        level_width, level_height = self.size

        base_platforms_y = \
            self.start_pos[1] + self.engine.player.rect.height + 3

        # Left platforms
        platform = FloatingPlatform1NE()
        self.main_layer.add(platform)
        platform.move_to(233, base_platforms_y)

        platform = FloatingPlatform1NE()
        self.main_layer.add(platform)
        platform.move_to(0, 255)

        # Ceiling
        ceiling = Sprite('300ne/ceiling')
        self.main_layer.add(ceiling)
        ceiling.move_to(platform.rect.right + 80, 0)

        # Spikes
        spikes = Sprite('300ne/ceiling_spikes')
        spikes.lethal = True
        self.main_layer.add(spikes)
        spikes.move_to(ceiling.rect.left, ceiling.rect.bottom)

        # Reverse-gravity platforms
        for x, y in self.PLATFORM_POS:
            platform = FloatingSprite('300ne/small_platform')
            platform.set_reverse_gravity(True)
            self.main_layer.add(platform)
            platform.move_to(ceiling.rect.left + x,
                             ceiling.rect.top + y)

        # Reverse gravity background
        reverse_grav_bg = Sprite('300ne/reverse_gravity_bg')
        self.bg_layer.add(reverse_grav_bg)
        reverse_grav_bg.move_to(ceiling.rect.left, ceiling.rect.bottom)

        # Reverse gravity area
        gravity_eventbox = EventBox(self)
        gravity_eventbox.rects.append(reverse_grav_bg.rect)
        gravity_eventbox.watch_object_moves(self.level.engine.player)
        gravity_eventbox.object_entered.connect(
            lambda obj: obj.set_reverse_gravity(True))
        gravity_eventbox.object_exited.connect(
            lambda obj: obj.set_reverse_gravity(False))
        gravity_eventbox.object_moved.connect(
            lambda obj: obj.set_reverse_gravity(True))

        # Right-side floor
        floor = Sprite('300ne/floor')
        self.main_layer.add(floor)
        floor.move_to(level_width - floor.rect.width,
                      level_height - floor.rect.height)

        step = FloatingSprite('300ne/step')
        self.main_layer.add(step)
        step.move_to(floor.rect.left + 20,
                     floor.rect.top - step.rect.height - 40)

        monolith = Monolith300NE()
        self.main_layer.add(monolith)
        monolith.move_to(floor.rect.left + 200,
                         floor.rect.top - monolith.rect.height)

        # Container
        self.container_base = Sprite('300ne/container_base')
        self.main_layer.add(self.container_base)
        self.container_base.move_to(
            floor.rect.right - self.container_base.rect.width - 400,
            floor.rect.top - self.container_base.rect.height)

        self.container_bg = Sprite('300ne/container_bg')
        self.bg_layer.add(self.container_bg)
        self.container_bg.move_to(
            self.container_base.rect.left +
            (self.container_base.rect.width - self.container_bg.rect.width) / 2,
            self.container_base.rect.top - self.container_bg.rect.height)

        self.level.add_artifact(self, self.container_base.rect.centerx,
                                self.container_base.rect.top)

        self.container = Sprite('300ne/container')
        self.main_layer.add(self.container)
        self.container.move_to(self.container_bg.rect.left,
                               self.container_bg.rect.top)

        self.keyhole = Sprite('300ne/keyhole')
        self.main_layer.add(self.keyhole)
        self.keyhole.move_to(
            self.container.rect.right - self.keyhole.rect.width - 10,
            self.container.rect.bottom - self.keyhole.rect.height - 10)

        keyhole_eventbox = EventBox(self)
        keyhole_eventbox.rects.append(
            pygame.Rect(self.container.rect.right,
                        self.keyhole.rect.top,
                        40,
                        self.keyhole.rect.height))
        keyhole_eventbox.watch_object_moves(self.level.triangle_key)
        keyhole_eventbox.object_entered.connect(self.start_end_sequence)
Example #4
0
    def setup(self):
        self.exploding = False
        self.exploded = False

        ground = TiledSprite('ground', self.size[0] / 32, 1)
        self.main_layer.add(ground)
        ground.move_to(0, self.size[1] - ground.rect.height)

        hills = Sprite('65000000bc/hills_1')
        self.bg_layer.add(hills)
        hills.move_to(0, ground.rect.top - hills.rect.height)

        # Volcano
        self.volcano = Volcano()
        self.volcano.add_to(self)
        self.volcano.move_to(
            1400, ground.rect.top - self.volcano.rect.height + 1)

        blocker = Box(150, self.size[1] - self.volcano.rect.height - 20,
                      (0, 0, 0, 0))
        self.main_layer.add(blocker)
        blocker.move_to(self.volcano.lava_pool.rect.right - 100, 0)

        # Left-side lava pool
        lava_pool = TiledSprite('65000000bc/lava_pool', 5, 1)
        lava_pool.lethal = True
        self.main_layer.add(lava_pool)
        lava_pool.move_to(self.volcano.rect.left - lava_pool.rect.width - 100,
                          ground.rect.top - 18)

        # Platforms
        platform = FloatingSprite('65000000bc/platform')
        self.main_layer.add(platform)
        platform.move_to(lava_pool.rect.left + 250, lava_pool.rect.top - 10)

        platform = FloatingSprite('65000000bc/platform')
        self.main_layer.add(platform)
        platform.move_to(lava_pool.rect.left + 500, lava_pool.rect.top - 8)

        platform = FloatingSprite('65000000bc/platform')
        self.main_layer.add(platform)
        platform.move_to(lava_pool.rect.left + 750, lava_pool.rect.top - 12)

        # Right-side lava pool
        lava_pool = TiledSprite('65000000bc/lava_pool', 3, 1)
        lava_pool.lethal = True
        self.main_layer.add(lava_pool)
        lava_pool.move_to(self.volcano.rect.right + 200,
                          ground.rect.top - 18)

        # Dynamite explosion trigger
        explosion_box = EventBox(self)
        explosion_box.rects.append(
            pygame.Rect(self.volcano.lava_puddle.rect.x,
                        self.volcano.lava_puddle.rect.bottom - 5,
                        self.volcano.lava_puddle.rect.width,
                        5))
        explosion_box.watch_object_moves(self.level.dynamite)
        explosion_box.object_entered.connect(self.on_dynamite_placed)

        # Artifact
        self.level.add_artifact(self, lava_pool.rect.right + 200,
                                ground.rect.top)