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)
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
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)
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)