def trigger(self, game): level_map = game.level_map if self.triggered == False: if self.kind == 'gems': level_map.panel.messages.append('You set of a Reveal Gems Spell.') new_gems = random.randint(1, 6) for x in range(new_gems): random_space = random.randint(1, len(level_map.floors)) random_space = level_map.floors.pop(random_space) item = Object(os.path.join(IMGDIR, 'gem.bmp'), random_space.left, random_space.top, 'gem') level_map.items.append(item) if self.kind == 'walls1': walls = level_map.triggered_walls['7'] for wall in walls: game.add_remove_walls.play() level_map.walls.append(wall) level_map.panel.messages.append('The walls are closing in on you!') if self.kind == 'walls2': walls = level_map.triggered_walls['8'] for wall in walls: game.add_remove_walls.play() level_map.walls.append(wall) level_map.panel.messages.append('The walls are closing in on you!') if self.kind == 'remove_walls': walls = level_map.triggered_walls['Y'] for wall in walls: game.add_remove_walls.play() game.level_map.breakable.remove(wall) level_map.triggered_walls['Y'] = [] if self.kind == 'move_walls': game.player.findMovingWalls(game) if self.kind == 'lava_flow': game.changeTimer(lava, VERYSLOW) if self.kind == "invis_walls": for a in range(100, 200): space = random.choice(game.level_map.walls) game.level_map.walls.remove(space) game.level_map.hidden_walls.append(space) if self.kind == 'earthquake': for a in range(50, 100): space = random.choice(game.level_map.floors) breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), space.left, space.top) game.level_map.breakable.append(breakable_wall) self.triggered = True else: return
def lavaFlow(self, game): up = ' ' down = '' left = '' right = '' for lava in game.level_map.lava: up = lava.rect.move(-IMGSIZE, 0) down = lava.rect.move(IMGSIZE, 0) left = lava.rect.move(0, -IMGSIZE) right = lava.rect.move(0, IMGSIZE) # print('up: {0}, down:{1}, left:{2}, right{3}'.format(up,down,left,right)) if down in game.level_map.floors: new_lava = Object(os.path.join(IMGDIR, 'lava.bmp'), down.left, down.top) game.level_map.floors.remove(down) game.level_map.lava.append(new_lava) for item in game.level_map.items: if item.rect == down: game.level_map.items.remove(item) return if left in game.level_map.floors: new_lava = Object(os.path.join(IMGDIR, 'lava.bmp'), left.left, left.top) game.level_map.floors.remove(left) game.level_map.lava.append(new_lava) for item in game.level_map.items: if item.rect == left: game.level_map.items.remove(item) return if right in game.level_map.floors: new_lava = Object(os.path.join(IMGDIR, 'lava.bmp'), right.left, right.top) game.level_map.floors.remove(right) game.level_map.lava.append(new_lava) for item in game.level_map.items: if item.rect == right: game.level_map.items.remove(item) return if up in game.level_map.floors: new_lava = Object(os.path.join(IMGDIR, 'lava.bmp'), up.left, up.top) game.level_map.floors.remove(up) game.level_map.lava.append(new_lava) for item in game.level_map.items: if item.rect == up: game.level_map.items.remove(item) return for item in game.level_map.items: if item.rect == up or item.rect == down or item.rect == left or item.rect == right: game.level_map.items.remove(item)
def populateLevel(self, game): # for randomly generated levels ''' grab self.level_map from MakeMap, find all the blank spaces, and fill them with junk based on level, and return map to Makemap need to randomly generate level content. different amounts based on level, mobs, breakable walls etc. must have: exit player start ''' for a in range(len(self.map_of_level)): for b in range(len(self.map_of_level[a])): y = a * IMGSIZE x = b * IMGSIZE if self.map_of_level[a][b] == ' ': self.floors.append(pygame.Rect(x, y, IMGSIZE, IMGSIZE)) # there are 1470 spaces available for random objects # add the exit space = random.randint(0, (len(self.floors) - 1)) self.exits.append(self.floors[space]) self.floors.pop(space) # add Player Start space = random.randint(0, (len(self.floors) - 1)) game.player.rect = self.floors[space] self.floors.pop(space) if self.level == 2: # 30% mobs 5% gems 5% whips 1 chest # add a chest space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top chest = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(chest) self.floors.pop(space) # add a slow monsters # add a teleport for a in range(241): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'gnome.bmp'), x, y, 1, 'slow') self.mobs.append(mob) self.floors.pop(space) for b in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) self.floors.pop(space) for c in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) self.floors.pop(space) for d in range(14): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gold.bmp'), x, y, 'gold') self.items.append(item) self.floors.pop(space) for e in range(14): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'tele_trap.bmp'), x, y, 'tele_trap') trigger = Tile(x, y, False, 'teleport') self.triggers.append(trigger) self.items.append(item) self.floors.pop(space) for f in range(140): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) if self.level == 4: # 40% level 2 mobs some random items # add a chest space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top chest = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(chest) self.floors.pop(space) # add a slow monsters # add a teleport for a in range(588): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'elf_mummy.bmp'), x, y, 2, 'medium') self.mobs.append(mob) self.floors.pop(space) for b in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) self.floors.pop(space) for c in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) self.floors.pop(space) for d in range(14): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gold.bmp'), x, y, 'gold') self.items.append(item) self.floors.pop(space) for e in range(14): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'tele_trap.bmp'), x, y, 'tele_trap') trigger = Tile(x, y, False, 'teleport') self.triggers.append(trigger) self.items.append(item) self.floors.pop(space) for f in range(140): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) if self.level == 6: # 80% breakable walls, whips gems, whip ring # add a chest space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top chest = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(chest) self.floors.pop(space) # add a whip ring space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top ring = Object(os.path.join(IMGDIR, 'ring.bmp'), x, y, 'whip_ring') self.items.append(ring) self.floors.pop(space) for b in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) self.floors.pop(space) for c in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) self.floors.pop(space) for d in range(14): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gold.bmp'), x, y, 'gold') self.items.append(item) self.floors.pop(space) for f in range(1000): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) if self.level == 8: # add a chest space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top chest = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(chest) self.floors.pop(space) # add a slow monsters # add a teleport for a in range(1000): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'gnome.bmp'), x, y, 1, 'slow') self.mobs.append(mob) self.floors.pop(space) for b in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) self.floors.pop(space) for c in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) self.floors.pop(space) if self.level == 10: # add a chest space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top chest = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(chest) self.floors.pop(space) # add a slow monsters # add a teleport for a in range(241): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'gnome.bmp'), x, y, 1, 'slow') self.mobs.append(mob) self.floors.pop(space) for a in range(241): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'elf_mummy.bmp'), x, y, 2, 'medium') self.mobs.append(mob) self.floors.pop(space) for a in range(241): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'ogre_lord.bmp'), x, y, 3, 'fast') self.mobs.append(mob) self.floors.pop(space) for b in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) self.floors.pop(space) for c in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) self.floors.pop(space) for d in range(140): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) if self.level == 12: # add a chest space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top chest = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(chest) self.floors.pop(space) # add a slow monsters # add a teleport for a in range(1000): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'elf_mummy.bmp'), x, y, 2, 'medium') self.mobs.append(mob) self.floors.pop(space) for b in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) self.floors.pop(space) for c in range(73): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) self.floors.pop(space) if self.level == 14: for a in range(300): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'tele_trap.bmp'), x, y, 'tele_trap') trigger = Tile(x, y, False, 'teleport') self.triggers.append(trigger) self.items.append(item) self.floors.pop(space) for b in range(300): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) for c in range(300): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'invisibility.bmp'), x, y, 'invisibility') self.items.append(item) self.floors.pop(space) for d in range(150): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'ogre_lord.bmp'), x, y, 3, 'fast') self.mobs.append(mob) self.floors.pop(space) if self.level == 16: for a in range(300): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top pit = Object(os.path.join(IMGDIR, 'pit.bmp'), x, y) self.pits.append(pit) self.floors.pop(space) for b in range(400): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) for c in range(241): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top mob = Mob(os.path.join(IMGDIR, 'gnome.bmp'), x, y, 1, 'slow') self.mobs.append(mob) self.floors.pop(space) for d in range(140): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'gold.bmp'), x, y, 'gold') self.items.append(item) self.floors.pop(space) if self.level == 18: for a in range(1000): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) self.floors.pop(space) for b in range(200): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'sack.bmp'), x, y, 'more_monsters') self.items.append(item) self.floors.pop(space) for c in range(10): space = random.randint(0, (len(self.floors) - 1)) x = self.floors[space].left y = self.floors[space].top item = Object(os.path.join(IMGDIR, 'sack.bmp'), x, y, 'gem_sack') self.items.append(item) self.floors.pop(space)
def makeMap(self, game): if self.level % 2 == 1 or self.level == 20: # This checks to see if the level is odd, or the last level to load map otherwise random level f = open(os.path.join(LVLDIR, 'lvl{}.txt').format(self.level), 'r') lines = f.readlines() self.map_of_level = lines else: # this is where we read in the blank map, pass it to populate level then continue with the makemap f = open(os.path.join(LVLDIR, 'level.txt'), 'r') lines = f.readlines() self.map_of_level = lines self.populateLevel(game) walls = ['#', '7', '8', 'X', 'Y', 'D', 'R', 'M', 'L', 'V', '=', '/'] for a in range(len(self.map_of_level)): for b in range(len(self.map_of_level[a])): y = a * IMGSIZE x = b * IMGSIZE # ---------------Walls, floors etc----------------------------------------------------------------------------- if self.map_of_level[a][b] not in walls: self.floors.append(pygame.Rect(x, y, IMGSIZE, IMGSIZE)) if self.map_of_level[a][b] == '#' or self.map_of_level[a][b] == '6' or self.map_of_level[a][b] == 'R': self.walls.append(pygame.Rect(x, y, IMGSIZE, IMGSIZE)) if self.map_of_level[a][b] == 'X': breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(breakable_wall) if self.map_of_level[a][b] == 'Y': breakable_wall = Object(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.triggered_walls['Y'].append(breakable_wall.rect) self.breakable.append(breakable_wall) if self.map_of_level[a][b] == 'M': moveable_wall = MobTile(os.path.join(IMGDIR, 'breakable.bmp'), x, y) self.breakable.append(moveable_wall) self.moveable_walls.append(moveable_wall) if self.map_of_level[a][b] == 'D': door = Door(os.path.join(IMGDIR, 'door.bmp'), x, y) self.doors.append(door) if self.map_of_level[a][b] == ':': self.hidden_walls.append(pygame.Rect(x, y, IMGSIZE, IMGSIZE)) if self.map_of_level[a][b] == '7': wall = pygame.Rect(x, y, IMGSIZE, IMGSIZE) self.triggered_walls['7'].append( wall) # uses a dictionary with a list as the value to keep track off all walls to be triggered if self.map_of_level[a][b] == '8': wall = pygame.Rect(x, y, IMGSIZE, IMGSIZE) self.triggered_walls['8'].append(wall) if self.map_of_level[a][b] == 'L': self.exits.append(pygame.Rect(x, y, IMGSIZE, IMGSIZE)) if self.map_of_level[a][b] == 'V': lava = Object(os.path.join(IMGDIR, 'lava.bmp'), x, y) self.lava.append(lava) if self.map_of_level[a][b] == '=': pit = Object(os.path.join(IMGDIR, 'pit.bmp'), x, y) self.pits.append(pit) if self.map_of_level[a][b] == 'R': water = pygame.Rect(x, y, IMGSIZE, IMGSIZE) self.water.append(water) if self.map_of_level[a][b] == '/': tree_wall = Object(os.path.join(IMGDIR, 'tree.bmp'), x, y) self.breakable.append(tree_wall) # ----------------Player------------------------------------------------------------------------------------------ if self.map_of_level[a][b] == 'P': game.player.rect.top = y game.player.rect.left = x # -----------------MOBS------------------------------------------------------------------------------- if self.map_of_level[a][b] == '1': mob = Mob(os.path.join(IMGDIR, 'gnome.bmp'), x, y, 1, 'slow') self.mobs.append(mob) if self.map_of_level[a][b] == '2': mob = Mob(os.path.join(IMGDIR, 'elf_mummy.bmp'), x, y, 2, 'medium') self.mobs.append(mob) if self.map_of_level[a][b] == '3': mob = Mob(os.path.join(IMGDIR, 'ogre_lord.bmp'), x, y, 3, 'fast') self.mobs.append(mob) if self.map_of_level[a][b] == '4': mob = Mob(os.path.join(IMGDIR, 'umber_hulk.bmp'), x, y, 3, 'fast') self.mobs.append(mob) # ---------------Items----------------------------------------------------------------- if self.map_of_level[a][b] == '+': item = Object(os.path.join(IMGDIR, 'gem.bmp'), x, y, 'gem') self.items.append(item) if self.map_of_level[a][b] == 'W': item = Object(os.path.join(IMGDIR, 'whip.bmp'), x, y, 'whip') self.items.append(item) if self.map_of_level[a][b] == 'T': item = Object(os.path.join(IMGDIR, 'teleport.bmp'), x, y, 'teleport') self.items.append(item) if self.map_of_level[a][b] == 'K': item = Object(os.path.join(IMGDIR, 'key.bmp'), x, y, 'key') self.items.append(item) if self.map_of_level[a][b] == '*': item = Object(os.path.join(IMGDIR, 'gold.bmp'), x, y, 'gold') self.items.append(item) if self.map_of_level[a][b] == 'C': item = Object(os.path.join(IMGDIR, 'chest.bmp'), x, y, 'chest') self.items.append(item) if self.map_of_level[a][b] == 'Q': item = Object(os.path.join(IMGDIR, 'ring.bmp'), x, y, 'whip_ring') self.items.append(item) if self.map_of_level[a][b] == '?': item = Object(os.path.join(IMGDIR, 'sack.bmp'), x, y, 'gem_sack') self.items.append(item) if self.map_of_level[a][b] == 'B': item = Object(os.path.join(IMGDIR, 'bomb.bmp'), x, y, 'bomb') self.items.append(item) if self.map_of_level[a][b] == '!': item = Tablet(os.path.join(IMGDIR, 'tablet.bmp'), x, y, self.level) self.items.append(item) # ----------------SPELLS---------------------------------------------------------------------- if self.map_of_level[a][b] == 'I': item = Object(os.path.join(IMGDIR, 'invisibility.bmp'), x, y, 'invisibility') self.items.append(item) if self.map_of_level[a][b] == 'Z': item = Object(os.path.join(IMGDIR, 'freeze_monster.bmp'), x, y, 'freeze') self.items.append(item) if self.map_of_level[a][b] == 'S': item = Object(os.path.join(IMGDIR, 'slow_monster.bmp'), x, y, 'slow') self.items.append(item) if self.map_of_level[a][b] == 'F': item = Object(os.path.join(IMGDIR, 'fast_monster.bmp'), x, y, 'fast') self.items.append(item) if self.map_of_level[a][b] == ']': item = Object(os.path.join(IMGDIR, 'sack.bmp'), x, y, 'more_monsters') self.items.append(item) if self.map_of_level[a][b] == '%': item = Object(os.path.join(IMGDIR, 'zap_monster.bmp'), x, y, 'zap') self.items.append(item) if self.map_of_level[a][b] == '.': item = Object(os.path.join(IMGDIR, 'tele_trap.bmp'), x, y, 'tele_trap') self.items.append(item) # ---------------Map Triggers------------------------------------------------------------- if self.map_of_level[a][b] == 'H': trigger = Tile(x, y, False, 'gems') self.triggers.append(trigger) if self.map_of_level[a][b] == '`': trigger = Tile(x, y, False, 'walls1') # reveal hidden walls labeled as 7 on map self.triggers.append(trigger) if self.map_of_level[a][b] == ',': trigger = Tile(x, y, False, 'walls2') # reveal hidden walls labeled as 8 on map. self.triggers.append(trigger) if self.map_of_level[a][b] == '~': trigger = Tile(x, y, False, 'remove_walls') self.triggers.append(trigger) if self.map_of_level[a][b] == 'A': trigger = Tile(x, y, False, 'move_walls') self.triggers.append(trigger) if self.map_of_level[a][b] == '9': trigger = Tile(x, y, False, "lava_flow") self.triggers.append(trigger) if self.map_of_level[a][b] == 'N': trigger = Tile(x, y, False, 'invis_walls') self.triggers.append(trigger) if self.map_of_level[a][b] == 'E': trigger = Tile(x, y, False, 'earthquake') self.triggers.append(trigger) # ---------------KROZ Letters------------------------------------------------------------------------------------------ if self.map_of_level[a][b] == '<': item = Object(os.path.join(IMGDIR, 'k.bmp'), x, y, 'k') self.items.append(item) # self.triggers.append(item) if self.map_of_level[a][b] == '[': item = Object(os.path.join(IMGDIR, 'r.bmp'), x, y, 'r') self.items.append(item) # self.triggers.append(item) if self.map_of_level[a][b] == '|': item = Object(os.path.join(IMGDIR, 'o.bmp'), x, y, 'o') self.items.append(item) # self.triggers.append(item) if self.map_of_level[a][b] == '"': item = Object(os.path.join(IMGDIR, 'z.bmp'), x, y, 'z') self.items.append(item) # self.triggers.append(item) self.panel.messages.append('Press any key to start level')