def build_obj_map_level_5(): #level 5 array = [] array = [ #starting stairs ob.Floor(x=MAP_UNIT_X * 2, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 22, sizey=MAP_UNIT_X * 2), ob.Floor(x=MAP_UNIT_X * 16, y=ground - MAP_UNIT_Y * 4, sizex=MAP_UNIT_X * 8, sizey=MAP_UNIT_X * 2), ob.Floor(x=MAP_UNIT_X * 20, y=ground - MAP_UNIT_Y * 6, sizex=MAP_UNIT_X * 4, sizey=MAP_UNIT_X * 2), #first pit / 1x vertical flame ob.Flame_UFO(x=MAP_UNIT_X * 28, y=ground - MAP_UNIT_Y * 14, speed_y=0.32 * MAP_UNIT_Y), #Next platform ob.Floor(x=MAP_UNIT_X * 34, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 6, sizey=MAP_UNIT_X * 6), #second pit / 1x vertical flame ob.Flame_UFO(x=MAP_UNIT_X * 44, y=ground - MAP_UNIT_Y * 14, speed_y=0.32 * MAP_UNIT_Y), #Next platform ob.Floor(x=MAP_UNIT_X * 50, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 4, sizey=MAP_UNIT_X * 2), #third pit / 2x vertical flame ob.Flame_UFO(x=MAP_UNIT_X * 57, y=ground - MAP_UNIT_Y * 14, speed_y=0.32 * MAP_UNIT_Y), ob.Flame_UFO(x=MAP_UNIT_X * 61, y=ground, speed_y=-0.32 * MAP_UNIT_Y), #Floor ob.Floor(x=MAP_UNIT_X * 66, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 150, sizey=MAP_UNIT_X * 2), #horzontal tunnel ob.Floor(x=MAP_UNIT_X * 70, y=0, sizex=MAP_UNIT_X * 8, sizey=576 - MAP_UNIT_X * 5), ob.Floor(x=MAP_UNIT_X * 78, y=0, sizex=MAP_UNIT_X * 4, sizey=576 - MAP_UNIT_X * 10), ob.Floor(x=MAP_UNIT_X * 82, y=0, sizex=MAP_UNIT_X * 6, sizey=576 - MAP_UNIT_X * 5), ob.Floor(x=MAP_UNIT_X * 88, y=0, sizex=MAP_UNIT_X * 4, sizey=576 - MAP_UNIT_X * 10), ob.Floor(x=MAP_UNIT_X * 92, y=0, sizex=MAP_UNIT_X * 6, sizey=576 - MAP_UNIT_X * 5), #flames ob.Flame_Move(x=MAP_UNIT_X * 88, y=ground - MAP_UNIT_Y * 4, speed_x=0.2 * MAP_UNIT_X), ob.Flame_Move(x=MAP_UNIT_X * 96, y=ground - MAP_UNIT_Y * 4, speed_x=-0.2 * MAP_UNIT_X), #blocks ob.Block(x=MAP_UNIT_X * 2, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 4, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 6, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 8, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 10, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 12, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 14, y=ground - MAP_UNIT_Y * 4, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 16, y=ground - MAP_UNIT_Y * 4, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 18, y=ground - MAP_UNIT_Y * 6, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 20, y=ground - MAP_UNIT_Y * 6, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 22, y=ground - MAP_UNIT_Y * 6, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 34, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 36, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 38, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 50, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 52, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 2), ob.Block(x=MAP_UNIT_X * 66, y=ground - MAP_UNIT_Y * 2, sizex=MAP_UNIT_X * 2, sizey=MAP_UNIT_X * 50), ] return array
def build_obj_map_2(): # jump pits with rising fire balls array = [] array = [ ob.Block(x=start + 150, y=ground), ob.Block(x=start + 200, y=ground), ob.Block(x=start + 250, y=ground), ob.Block(x=start + 300, y=ground), ob.Block(x=start + 300, y=ground), ob.Glue(x=start + 350, y=ground - 2 * MAP_UNIT_Y), ob.Glue(x=start + 350, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 400, y=ground), ob.Block(x=start + 400, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 400, y=ground - 4 * MAP_UNIT_Y), ob.Block(x=start + 450, y=ground), ob.Block(x=start + 450, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 450, y=ground - 4 * MAP_UNIT_Y), ob.Block(x=start + 450, y=ground - 6 * MAP_UNIT_Y), ob.Block(x=start + 800, y=ground), ob.Block(x=start + 800, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 800, y=ground - 4 * MAP_UNIT_Y), ob.Block(x=start + 800, y=ground - 6 * MAP_UNIT_Y), ob.Block(x=start + 850, y=ground), ob.Block(x=start + start + 850, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 850, y=ground - 4 * MAP_UNIT_Y), ob.Block(x=start + 850, y=ground - 6 * MAP_UNIT_Y), ob.Block(x=start + 900, y=ground), ob.Block(x=start + 900, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 900, y=ground - 4 * MAP_UNIT_Y), ob.Block(x=start + 900, y=ground - 6 * MAP_UNIT_Y), ob.Block(x=start + 950, y=ground), ob.Block(x=start + 950, y=ground - 2 * MAP_UNIT_Y), ob.Block(x=start + 950, y=ground - 4 * MAP_UNIT_Y), ob.Block(x=start + 950, y=ground - 6 * MAP_UNIT_Y), ob.Block(x=start + 1300, y=ground - 10), ob.Block(x=start + 1350, y=ground - 10), ob.Block(x=start + 1700, y=ground - 10), ob.Block(x=start + 1750, y=ground - 10), ob.Block(x=start + 1800, y=ground - 10), ob.Block(x=start + 1850, y=ground - 10), # floor ob.Floor(x=0, y=ground, sizex=500 + 40 * MAP_UNIT_X, sizey=20), # ob.Floor(x= 800, y=ground, sizex=8*MAP_UNIT_Y, sizey=20), # ob.Floor(x= 1300, y=ground, sizex=4*MAP_UNIT_Y, sizey=20), ob.Floor(x=start + 1900, y=ground, sizex=1000, sizey=20), # pit flame 1 ob.Flame(x=start + 500, y=ground), ob.Flame(x=start + 550, y=ground), ob.Flame(x=start + 600, y=ground), ob.Flame(x=start + 650, y=ground), ob.Flame(x=start + 700, y=ground), ob.Flame(x=start + 750, y=ground), # pit flame 2 ob.Flame(x=start + 1000, y=ground), ob.Flame(x=start + 1050, y=ground), ob.Flame(x=start + 1100, y=ground), ob.Flame(x=start + 1150, y=ground), ob.Flame(x=start + 1200, y=ground), ob.Flame(x=start + 1250, y=ground), # pit flame 3 ob.Flame(x=start + 1400, y=ground), ob.Flame(x=start + 1450, y=ground), # moving flame ob.Flame_UFO(x=start + 625, y=ground - 14 * MAP_UNIT_Y), ob.Flame_UFO(x=start + 1125, y=ground - 14 * MAP_UNIT_Y), ob.Flame_UFO(x=start + 1525, y=ground - 14 * MAP_UNIT_Y), ob.Flame_UFO(x=start + 1625, y=ground, speed_y=-0.32 * MAP_UNIT_Y), # low ceiling ob.Floor(x=start + 2000, y=ground - 90, sizex=8 * MAP_UNIT_Y, sizey=20), # vertical tunnel ob.Floor(x=start + 2200, y=0, sizex=20, sizey=400), ob.Flame_Move(x=start + 2200, y=ground - 40, speed_y=9), ob.Flame_Move(x=start + 2300, y=ground - 2 * MAP_UNIT_Y, speed_y=9), ob.Flame_Move(x=start + 2400, y=ground - 2 * MAP_UNIT_Y, speed_y=9) ] return array