Esempio n. 1
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    def __init__(self, player, write_data=False):
        ''' Create level 6 '''

        # Call the parents constructor
        Level.__init__(self, player)

        self.background = pygame.image.load(
            "resources/images/background_01.png").convert()

        savefile = os.path.join("level_data", "level6", "data.json")
        tilefile = os.path.join("level_data", "level6", "tiles.png")
        typefile = os.path.join("level_data", "level6", "types.png")

        # Create an instance of the LevelData class

        level = terrain.LevelData(savefile, tilefile, typefile)

        if write_data:
            level.write_data()

            # Load the data
            levelData = level.load_data()

            # Then render it
            self.render(levelData)
Esempio n. 2
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level6.json")
        self.tile_file = os.path.join("level_data", "layouts", "level6")
        self.type_file = os.path.join("level_data", "tile_types", "level6")

        # How many layers the level has
        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 1, 1: 2, 2: 2, 3: 2, 4: 2, 5: 2, 6: 0}

        level = terrain.LevelData(self.save_file, self.tile_file,
                                  self.type_file, "level6")

        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        # Then render it
        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(
            text.LevelText("Don't get caught by the camera!", 435, 1210))
        self.level_text.add(
            text.LevelText("Use the keypad to turn off the camera,", 435,
                           1235))
        self.level_text.add(
            text.LevelText("But it will turn on again soon!", 490, 1260))
        self.level_text.add(
            text.LevelText("Have fun with this bit...", 425, 600))
        self.level_text.add(text.LevelText("Better start running!", 100, 35))
        self.level_text.add(text.LevelText("Almost there...", 1680, 75))
        self.level_text.add(
            text.LevelText("Going right is the easy way", 1150, 700))

        # Set the start position
        self.start_x = 0
        self.start_y = 719

        # Scroll to the starting position
        self.reset_world()
        self.shift_world(self.start_x, self.start_y)
Esempio n. 3
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level8.json")
        self.tile_file = os.path.join("level_data", "layouts", "level8")
        self.type_file = os.path.join("level_data", "tile_types", "level8")

        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 0, 1: 0, 2: 0, 3: 0, 4: 1, 5: 1, 6: 1}

        level = terrain.LevelData(self.save_file, self.tile_file,
                                  self.type_file, "level8")

        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(
            text.LevelText("You've angered the guards!", 150, 1225))
        self.level_text.add(
            text.LevelText("They now have firearms.", 150, 1250))
        self.level_text.add(text.LevelText("Bullets will hurt you.", 150,
                                           1275))
        self.level_text.add(
            text.LevelText("Try to dodge or hide from them!", 150, 1300))
        self.level_text.add(
            text.LevelText("There's another one up there!", 625, 1000))
        self.level_text.add(
            text.LevelText("You'll need to run right over him", 580, 780))
        self.level_text.add(text.LevelText("Big jump up head!", 150, 625))
        self.level_text.add(
            text.LevelText("i wonder what's down there...", 900, 600))
        self.level_text.add(text.LevelText("Ah, you made it!", 1300, 1250))
        self.level_text.add(
            text.LevelText("The keypad is up this way", 1590, 950))

        self.start_x = 0
        self.start_y = 719

        self.reset_world()
        self.set_scrolling()
Esempio n. 4
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level4.json")
        self.tile_file = os.path.join("level_data", "layouts", "level4")
        self.type_file = os.path.join("level_data", "tile_types", "level4")

        # How many layers the level has
        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 0, 1: 0, 2: 0, 3: 1, 4: 1}

        level = terrain.LevelData(self.save_file, self.tile_file,
                                  self.type_file, "level4")

        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        # Render it
        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(text.LevelText("Up we go!", 80, 1060))
        self.level_text.add(
            text.LevelText("Crawl through ventilation shafts", 144, 90))
        self.level_text.add(text.LevelText("Doors aren't", 664, 130))
        self.level_text.add(text.LevelText("always vertical", 664, 155))
        self.level_text.add(text.LevelText("Slide through here!", 588, 476))
        self.level_text.add(
            text.LevelText("You'll need to hang about on these ladders.", 1200,
                           1350))
        self.level_text.add(
            text.LevelText("Here's some complex jumps", 1500, 700))

        # Set the start position
        self.start_x = 0
        self.start_y = 719

        # Scroll to the starting position
        self.reset_world()
        self.shift_world(self.start_x, self.start_y)
Esempio n. 5
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        save_file = os.path.join("level_data", "level1.json")
        tile_file = os.path.join("level_data", "layouts", "level1")
        type_file = os.path.join("level_data", "tile_types", "level1")

        # How many layers the level has
        self.layer_range = 2

        self.fast = fast

        level = terrain.LevelData(save_file, tile_file, type_file, "level1")
        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        # Then render
        self.render(level_data)

        # Add the level text
        self.level_text.add(
            text.LevelText(
                "Use {} and {} to walk left/right".format(
                    pygame.key.name(self.controls["WALK_LEFT"]),
                    pygame.key.name(self.controls["WALK_RIGHT"])), 36, 960))
        self.level_text.add(
            text.LevelText(
                "Use {} to jump!".format(pygame.key.name(
                    self.controls["JUMP"])), 36, 990))
        self.level_text.add(text.LevelText("Don't fall!", 615, 600))
        self.level_text.add(text.LevelText("Watch your stamina level", 30,
                                           600))
        self.level_text.add(text.LevelText("The lower it gets", 30, 625))
        self.level_text.add(text.LevelText("the slower you move", 30, 650))
        self.level_text.add(text.LevelText("Nearly there...", 975, 600))
        self.level_text.add(text.LevelText("Down we go", 1750, 450))

        # Set start position
        self.start_x = 0
        self.start_y = 719

        # Scroll to start position
        self.reset_world()
        self.shift_world(self.start_x, self.start_y)
Esempio n. 6
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level5.json")
        self.tile_file = os.path.join("level_data", "layouts", "level5")
        self.type_file = os.path.join("level_data", "tile_types", "level5")

        # How many layers the level has
        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 0, 1: 0, 2: 1, 3: 1, 4: 2, 5: 2}

        level = terrain.LevelData(self.save_file, self.type_file,
                                  self.type_file, "level5")

        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        # Then render it
        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(text.LevelText("Easy way out...", 700, 1350))
        self.level_text.add(text.LevelText("Ah, some doors.", 1600, 1350))
        self.level_text.add(
            text.LevelText("These jumps aren't easy!", 290, 670))
        self.level_text.add(text.LevelText("Here's a keypad.", 70, 30))
        self.level_text.add(
            text.LevelText("You need perfect timing for this.", 1560, 550))
        self.level_text.add(
            text.LevelText("Watch out for the acid!", 400, 1050))

        # Set the start position
        self.start_x = 0
        self.start_y = 719

        # Scroll to the starting position
        self.reset_world()
        self.shift_world(self.start_x, self.start_y)
Esempio n. 7
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level10.json")
        self.tile_file = os.path.join("level_data", "layouts", "level10")
        self.type_file = os.path.join("level_data", "tile_types", "level10")

        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 0, 1: 0}

        level = terrain.LevelData(self.save_file, self.tile_file,
                                  self.type_file, "level10")

        if write_data:
            level_data = level.write_data(self.fast)
        else:
            level_data = level.load_data()

        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        self.level_text.add(text.LevelText("Good luck!", 70, 1080))
        self.level_text.add(text.LevelText("Guards everywhere!", 200, 380))
        self.level_text.add(text.LevelText("Leap of faith", 300, 100))
        self.level_text.add(text.LevelText("Still more guards!", 1360, 750))
        self.level_text.add(text.LevelText("This was very cruel", 1050, 1090))
        self.level_text.add(text.LevelText("You did it!", 1750, 1090))

        self.start_x = 0
        self.start_y = 719

        self.reset_world()
        self.set_scrolling()
Esempio n. 8
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level9.json")
        self.tile_file = os.path.join("level_data", "layouts", "level9")
        self.type_file = os.path.join("level_data", "tile_types", "level9")

        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 0, 1: 0, 2: 0}

        level = terrain.LevelData(self.save_file, self.tile_file,
                                  self.type_file, "level9")

        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        self.level_text.add(
            text.LevelText("There are lots of guards!", 70, 1080))
        self.level_text.add(
            text.LevelText("You really need to be quick...", 300, 1000))

        self.start_x = 0
        self.start_y = 719

        self.reset_world()
        self.set_scrolling()
Esempio n. 9
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        self.save_file = os.path.join("level_data", "level7.json")
        self.tile_file = os.path.join("level_data", "layouts", "level7")
        self.type_file = os.path.join("level_data", "tile_types", "level7")

        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {
            0: 0,
            1: 0,
            2: 0,
            3: 2,
            4: 4,
            5: 3,
            6: 5,
            7: 1,
            8: 2,
            9: 4,
            10: 3,
            11: 5,
            12: 2,
            13: 4,
            14: 3,
            15: 5,
            16: 2,
            17: 4,
            18: 3,
            19: 5,
            20: 2,
            21: 4,
            22: 3,
            23: 5,
            24: 2,
            25: 4,
            26: 3,
            27: 5,
            28: 6
        }

        level = terrain.LevelData(self.save_file, self.tile_file,
                                  self.type_file, "level7")

        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(
            text.LevelText("if you get stuck then press", 80, 1060))
        self.level_text.add(
            text.LevelText(
                "{} to restart the level".format(
                    pygame.key.name(self.controls["RESTART"])), 80, 1085))
        self.level_text.add(text.LevelText("Remember this trick?", 180, 550))
        self.level_text.add(
            text.LevelText("You really need to be fast here!", 800, 380))
        self.level_text.add(
            text.LevelText("You're past the security!", 890, 1230))
        self.level_text.add(
            text.LevelText(
                "Use {} to plant bombs".format(
                    pygame.key.name(self.controls["ACTION"])), 890, 1255))
        self.level_text.add(
            text.LevelText("on each of the power supplies", 890, 1280))
        self.level_text.add(
            text.LevelText("Once you've placed the bomb", 1200, 1230))
        self.level_text.add(
            text.LevelText(
                "use {} to activate it!".format(
                    pygame.key.name(self.controls["ACTION"])), 1200, 1255))
        self.level_text.add(
            text.LevelText("There are guards protecting these ones", 1480,
                           1070))
        self.level_text.add(
            text.LevelText("And a nice easy finish!", 1150, 800))
        self.level_text.add(
            text.LevelText("You can't go to the next level", 1500, 800))
        self.level_text.add(
            text.LevelText("until all the bombs are active", 1500, 825))

        self.start_x = 0
        self.start_y = 719

        self.reset_world()
        self.shift_world(self.start_x, self.start_y)
Esempio n. 10
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        save_file = os.path.join("level_data", "level3.json")
        tile_file = os.path.join("level_data", "layouts", "level3")
        type_file = os.path.join("level_data", "tile_types", "level3")

        # How many layers the level has
        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {0: 0, 1: 0}

        level = terrain.LevelData(save_file, tile_file, type_file, "level3")
        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        # Then render
        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(
            text.LevelText("Watch out for the guards!", 110, 1075))
        self.level_text.add(
            text.LevelText("They're searching with torches,", 110, 1100))
        self.level_text.add(
            text.LevelText("Make sure they don't catch you!", 110, 1125))
        self.level_text.add(
            text.LevelText("Try to find a way to get past the guard.", 110,
                           1150))
        self.level_text.add(text.LevelText("Press the jump key", 700, 1300))
        self.level_text.add(text.LevelText("to climb ladders!", 700, 1325))
        self.level_text.add(text.LevelText("Here's another guard.", 500, 900))
        self.level_text.add(
            text.LevelText("Let go to slide down ladders.", 800, 800))
        self.level_text.add(
            text.LevelText("These are tricky jumps!", 1120, 1355))
        self.level_text.add(
            text.LevelText(
                "Press {}".format(pygame.key.name(self.controls["CROUCH"])),
                1635, 1060))
        self.level_text.add(text.LevelText("to slide through", 1635, 1085))
        self.level_text.add(text.LevelText("tight spaces.", 1635, 1110))
        self.level_text.add(text.LevelText("Jump onto", 1200, 875))
        self.level_text.add(text.LevelText("the ladders.", 1200, 900))
        self.level_text.add(text.LevelText("You can also crouch", 920, 350))
        self.level_text.add(text.LevelText("under torches!", 920, 375))
        self.level_text.add(text.LevelText("Good job!", 200, 200))
        self.level_text.add(text.LevelText("Watch out here...", 1275, 425))

        # Set start position
        self.start_x = 0
        self.start_y = 719

        # Scroll to start position
        self.reset_world()
        self.shift_world(self.start_x, self.start_y)
Esempio n. 11
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    def __init__(self,
                 player,
                 write_data=False,
                 fast=False,
                 controls=None,
                 sound_engine=None):

        # Call the parents constructor
        Level.__init__(self, player, controls, sound_engine)

        save_file = os.path.join("level_data", "level2.json")
        tile_file = os.path.join("level_data", "layouts", "level2")
        type_file = os.path.join("level_data", "tile_types", "level2")

        # How many layers the level has
        self.layer_range = 2

        self.fast = fast

        self.door_linkup = {
            0: 1,
            1: 1,
            2: 0,
            3: 0,
            4: 2,
            5: 2,
            6: 2,
            7: 2,
            8: 2
        }

        level = terrain.LevelData(save_file, tile_file, type_file, "level2")
        if write_data:
            level_data = level.write_data(fast)
        else:
            level_data = level.load_data()

        # Then render
        self.render(level_data)
        for door in self.doors.sprites():
            door.set_keypad()

        # Add the level text
        self.level_text.add(
            text.LevelText("Watch out for the acid!", 100, 1300))
        self.level_text.add(text.LevelText("Nice!", 850, 1150))
        self.level_text.add(text.LevelText("This is tricky,", 50, 860))
        self.level_text.add(text.LevelText("good luck!", 50, 885))
        self.level_text.add(
            text.LevelText(
                "Use {} to hack the keypad.".format(
                    pygame.key.name(self.controls["ACTION"])), 360, 50))
        self.level_text.add(
            text.LevelText("Once the keypad is hacked,", 360, 75))
        self.level_text.add(text.LevelText("the door will open.", 360, 100))
        self.level_text.add(text.LevelText("And again", 585, 270))
        self.level_text.add(text.LevelText("Jump!", 800, 370))
        self.level_text.add(text.LevelText("Congrats!", 1150, 700))
        self.level_text.add(text.LevelText("Choose your path", 1300, 625))

        # Set start position
        self.start_x = 0
        self.start_y = 719

        # Scroll to start position
        self.reset_world()
        self.shift_world(self.start_x, self.start_y)