def grow_probe(self): bottom = self.container_bg.rect.bottom self.container_bg.name = '300ne/broken_container_bg' self.container_bg.update_image() self.container_bg.rect.bottom = bottom bottom = self.container.rect.bottom self.container.name = '300ne/broken_container' self.container.update_image() self.container.rect.bottom = bottom self.level.artifact.remove() self.level.engine.player.remove() self.large_probe = Sprite('probe_large') self.main_layer.add(self.large_probe) self.large_probe.collidable = False self.large_probe.obey_gravity = False self.large_probe.move_to( self.container.rect.left + (self.container.rect.width - self.large_probe.rect.width) / 2, self.container.rect.bottom - 2 * self.large_probe.rect.height) # We're going to force updates to get things in the right order. self.container.hide() self.container.show() self.container_base.hide() self.container_base.show()
def on_container_added(self): player = self.level.engine.player self.questionmark = Sprite('questionmark') self.questionmark.collidable = False self.main_layer.add(self.questionmark) self.questionmark.move_to( player.rect.left + (player.rect.width - self.questionmark.rect.width) / 2, player.rect.top - self.questionmark.rect.height - 10) timer = Timer(300, self.hide_questionmark, one_shot=True) timer.start()
def setup(self): level_width, level_height = self.size toxicwaste = TiledSprite('2300ad/toxicwaste', 5, 1) toxicwaste.lethal = True self.main_layer.add(toxicwaste) toxicwaste.move_to(0, level_height - toxicwaste.rect.height) ground = TiledSprite('2300ad/ground', 15, 1) self.main_layer.add(ground) ground.move_to(toxicwaste.rect.right, level_height - ground.rect.height) toxicwaste = TiledSprite('2300ad/toxicwaste', 8, 1) toxicwaste.lethal = True self.main_layer.add(toxicwaste) toxicwaste.move_to(ground.rect.right, level_height - toxicwaste.rect.height) pyramid = Sprite('2300ad/pyramid') self.bg_layer.add(pyramid) pyramid.move_to(922, ground.rect.top - pyramid.rect.height) bubble = Sprite('2300ad/pyramid_bubble') self.bg_layer.add(bubble) bubble.move_to( pyramid.rect.left + (pyramid.rect.width - bubble.rect.width) / 2, ground.rect.top - bubble.rect.height) pole = LightningPole() self.main_layer.add(pole) pole.move_to(pyramid.rect.left + 100, ground.rect.top - pole.rect.height) pole = LightningPole() self.main_layer.add(pole) pole.move_to(2600, ground.rect.top - pole.rect.height) self.main_layer.add(self.level.hoverboard) self.level.hoverboard.move_to( bubble.rect.right + 200, ground.rect.top - self.level.hoverboard.rect.height - 30) sign = QuarantineSign() self.main_layer.add(sign) sign.move_to(bubble.rect.left - sign.rect.width - 200, ground.rect.top - 300) sign = QuarantineSign() self.main_layer.add(sign) sign.move_to(bubble.rect.right + 200, ground.rect.top - 300)
def setup(self): level_width, level_height = self.size tiles_x = self.size[0] / 144 ground = TiledSprite('1000ad/ground', tiles_x, 1) self.main_layer.add(ground) ground.move_to(0, level_height - ground.rect.height) cactus = Cactus() self.main_layer.add(cactus) cactus.move_to(100, ground.rect.top - cactus.rect.height) pyramid = Sprite('1000ad/pyramid') self.bg_layer.add(pyramid) pyramid.move_to(922, ground.rect.top - pyramid.rect.height) cactus = Cactus() self.main_layer.add(cactus) cactus.move_to(pyramid.rect.left + 100, ground.rect.top - cactus.rect.height) cactus = Cactus() self.main_layer.add(cactus) cactus.move_to(2600, ground.rect.top - cactus.rect.height) self.pyramid_door.destination = self.time_period.areas['pyramid'].door self.main_layer.add(self.pyramid_door) self.pyramid_door.move_to( pyramid.rect.left + 621, pyramid.rect.bottom - self.pyramid_door.rect.height) snake = Snake() self.main_layer.add(snake) snake.move_to(pyramid.rect.left - snake.rect.width, ground.rect.top - snake.rect.height) # Artifact self.level.add_artifact(self, cactus.rect.right + 100, ground.rect.top)
def setup(self): level_width, level_height = self.size lava_name = '65000000bc/lava_pool' tiles_x = level_width / load_image(lava_name).get_width() lava = TiledSprite('65000000bc/lava_pool', tiles_x, 1) lava.lethal = True self.main_layer.add(lava) lava.move_to(0, level_height - lava.rect.height) cliff = Sprite('40000000ad/cliff_left') cliff.use_pixel_collisions = True self.main_layer.add(cliff) cliff.move_to(0, level_height - cliff.rect.height) self.main_layer.add(self.bluebox) self.bluebox.move_to(60, cliff.rect.top - self.bluebox.rect.height) self.bluebox.destination = self.time_period.areas['bluebox'].door cliff = Sprite('40000000ad/cliff_middle') cliff.use_pixel_collisions = True self.main_layer.add(cliff) cliff.move_to(1720, level_height - cliff.rect.height)
def setup(self): level_width, level_height = self.size # Ground tiles_x = self.size[0] / 32 ground = TiledSprite("ground", tiles_x, 1) self.main_layer.add(ground) ground.move_to(0, self.size[1] - ground.rect.height) building_rect = self.BUILDING_RECT.move(0, ground.rect.top - self.BUILDING_RECT.height) # Building background building_bg = Box(*building_rect.size) self.bg_layer.add(building_bg) building_bg.move_to(*building_rect.topleft) # First floor floor1 = Box(building_rect.width, self.GROUND_HEIGHT, self.FLOOR_COLOR) self.main_layer.add(floor1) floor1.move_to(building_rect.left, ground.rect.top) # Second floor floor2 = Box(building_rect.width, self.GROUND_HEIGHT, self.FLOOR_COLOR) self.main_layer.add(floor2) floor2.move_to(building_rect.left, building_rect.top + (building_rect.height - floor2.rect.height) / 2) # Left wall of building box = Box(self.WALL_WIDTH, building_rect.height, self.WALL_COLOR) self.main_layer.add(box) box.move_to(building_rect.left, building_rect.top) # Right wall of the building right_wall = Box(self.WALL_WIDTH, building_rect.height, self.WALL_COLOR) self.main_layer.add(right_wall) right_wall.move_to(building_rect.right - self.WALL_WIDTH, building_rect.top) # Ceiling box = Box(building_rect.width, self.GROUND_HEIGHT) self.main_layer.add(box) box.move_to(building_rect.left, building_rect.top) # Top elevator elevator1 = Elevator() self.main_layer.add(elevator1) elevator1.move_to(building_rect.left + 100, building_rect.top - elevator1.rect.height) # Bottom elevator elevator2 = Elevator() self.main_layer.add(elevator2) elevator2.move_to(elevator1.rect.left, floor2.rect.top - elevator2.rect.height) # Link up the elevators elevator1.destination = elevator2 elevator2.destination = elevator1 # Dynamite self.main_layer.add(self.level.dynamite) self.level.dynamite.move_to( right_wall.rect.left - self.level.dynamite.rect.width - 20, floor2.rect.top - self.level.dynamite.rect.height, ) # self.level.dynamite.move_to( # 200, ground.rect.top - self.level.dynamite.rect.height) # Mountain mountain = Mountain() mountain.add_to(self) mountain.move_to(1300, ground.rect.top - mountain.rect.height) platform = Sprite("1999ad/lavamatics_platform") self.main_layer.add(platform) platform.move_to(1841, mountain.rect.bottom - platform.rect.height - 500) platform = Sprite("1999ad/l_tube") self.main_layer.add(platform) platform.move_to(2140, mountain.rect.bottom - platform.rect.height - 450)
def setup(self): tiles_x = self.size[0] / 32 ground = TiledSprite("ground", tiles_x, 1) self.main_layer.add(ground) ground.move_to(0, self.size[1] - ground.rect.height) hills = Sprite("600ad/hills_1") self.bg_layer.add(hills) hills.move_to(0, ground.rect.top - hills.rect.height) mountain = Mountain() mountain.add_to(self) mountain.move_to(1300, ground.rect.top - mountain.rect.height) # Mountain platforms platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(1740, mountain.rect.bottom - platform.rect.height - 10) platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(1990, mountain.rect.bottom - platform.rect.height - 100) platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(2240, mountain.rect.bottom - platform.rect.height - 180) platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(1990, mountain.rect.bottom - platform.rect.height - 260) platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(2240, mountain.rect.bottom - platform.rect.height - 340) platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(1990, mountain.rect.bottom - platform.rect.height - 420) platform = Sprite("600ad/platform") self.main_layer.add(platform) platform.move_to(2240, mountain.rect.bottom - platform.rect.height - 500)
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): area_width, area_height = self.size ground = Box(area_width, 60, (83, 107, 143)) self.main_layer.add(ground) ground.move_to(0, area_height - ground.rect.height) ceiling = Box(area_width, 60, (83, 107, 143)) self.main_layer.add(ceiling) ceiling.move_to(0, 0) wall_height = area_height - ground.rect.height - ceiling.rect.height + 2 wall_y = ceiling.rect.bottom - 1 left_wall = Box(60, wall_height, (83, 107, 143)) self.main_layer.add(left_wall) left_wall.move_to(0, wall_y) right_wall = Box(60, wall_height, (83, 107, 143)) self.main_layer.add(right_wall) right_wall.move_to(area_width - right_wall.rect.width, wall_y) self.main_layer.add(self.door) self.door.move_to(left_wall.rect.right + 100, ground.rect.top - self.door.rect.height) self.door.destination = self.time_period.areas['default'].bluebox # Reverse gravity background reverse_grav_bg = Sprite('300ne/bluebox_reverse_gravity_bg') self.bg_layer.add(reverse_grav_bg) reverse_grav_bg.move_to(left_wall.rect.right, 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)) teleporter1 = BlueBoxTeleporter() self.main_layer.add(teleporter1) teleporter1.move_to(right_wall.rect.left - teleporter1.rect.width - 20, ground.rect.top - teleporter1.rect.height) teleporter2 = BlueBoxTeleporter() teleporter2.reverse_gravity = True self.main_layer.add(teleporter2) teleporter2.move_to(left_wall.rect.right + 20, ceiling.rect.bottom) teleporter1.destination = teleporter2 teleporter2.destination = teleporter1 self.main_layer.add(self.level.triangle_key) self.level.triangle_key.move_to( right_wall.rect.left - self.level.triangle_key.rect.width - 40, ceiling.rect.bottom) self.level.triangle_key.set_reverse_gravity(True)
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)
class Outside300NE(Level3OutsideArea): PLATFORM_POS = [ (2, 83), (83, 180), (277, 238), (445, 163), (608, 186), (912, 272), ] def draw_bg(self, surface): surface.fill((200, 200, 200)) 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 start_end_sequence(self, *args, **kwargs): if self.in_end_sequence: return self.in_end_sequence = True player = self.level.engine.player player.stop_tractor_beam() player.block_events = True player.velocity = (0, 0) player.fall() move_effect = MoveEffect(self.level.triangle_key) move_effect.total_time_ms = 1500 move_effect.timer_ms = 30 move_effect.destination = self.keyhole.rect.topleft move_effect.stopped.connect(self.on_key_inserted) move_effect.start() def on_key_inserted(self): self.level.triangle_key.remove() self.keyhole.remove() hide_effect = SlideHideEffect(self.container) hide_effect.direction = Direction.DOWN hide_effect.timer_ms = 30 hide_effect.total_time_ms = 500 hide_effect.stopped.connect(self.on_container_removed) hide_effect.start() hide_effect = SlideHideEffect(self.container_bg) hide_effect.direction = Direction.DOWN hide_effect.timer_ms = 30 hide_effect.total_time_ms = 500 hide_effect.start() def on_container_removed(self): self.container.collidable = False # Go collect the artifact! player = self.level.engine.player player.jump() timer = Timer(200, self.hop_onto_platform, one_shot=True) timer.start() def hop_onto_platform(self): player = self.level.engine.player player.velocity = (-player.MOVE_SPEED, player.velocity[1]) timer = Timer(700, self.stop_moving, one_shot=True) timer.start() def stop_moving(self): timer = Timer(300, self.show_container, one_shot=True) timer.start() def show_container(self): player = self.level.engine.player player.velocity = (0, player.velocity[1]) player.fall() show_effect = SlideShowEffect(self.container) show_effect.direction = Direction.UP show_effect.timer_ms = 30 show_effect.total_time_ms = 500 show_effect.stopped.connect(self.on_container_added) timer = Timer(700, show_effect.start, one_shot=True) timer.start() def on_container_added(self): player = self.level.engine.player self.questionmark = Sprite('questionmark') self.questionmark.collidable = False self.main_layer.add(self.questionmark) self.questionmark.move_to( player.rect.left + (player.rect.width - self.questionmark.rect.width) / 2, player.rect.top - self.questionmark.rect.height - 10) timer = Timer(300, self.hide_questionmark, one_shot=True) timer.start() def hide_questionmark(self): self.questionmark.remove() self.level.engine.player.direction = Direction.RIGHT timer = Timer(500, self.absorb_artifact, one_shot=True) timer.start() def absorb_artifact(self): player = self.level.engine.player player.direction = Direction.LEFT self.level.artifact.collidable = False move_effect = MoveEffect(self.level.artifact) move_effect.collidable = False move_effect.total_time_ms = 1500 move_effect.timer_ms = 30 move_effect.destination = player.rect.center move_effect.start() screen_flash_effect = ScreenFlashEffect(self.fg_layer, self.level.engine.camera.rect) screen_flash_effect.flash_peaked.connect(self.grow_probe) screen_flash_effect.stopped.connect(self.prepare_launch) screen_flash_effect.start() def grow_probe(self): bottom = self.container_bg.rect.bottom self.container_bg.name = '300ne/broken_container_bg' self.container_bg.update_image() self.container_bg.rect.bottom = bottom bottom = self.container.rect.bottom self.container.name = '300ne/broken_container' self.container.update_image() self.container.rect.bottom = bottom self.level.artifact.remove() self.level.engine.player.remove() self.large_probe = Sprite('probe_large') self.main_layer.add(self.large_probe) self.large_probe.collidable = False self.large_probe.obey_gravity = False self.large_probe.move_to( self.container.rect.left + (self.container.rect.width - self.large_probe.rect.width) / 2, self.container.rect.bottom - 2 * self.large_probe.rect.height) # We're going to force updates to get things in the right order. self.container.hide() self.container.show() self.container_base.hide() self.container_base.show() def prepare_launch(self): player = self.level.engine.player self.explosion = ExplosionParticleSystem(self) self.explosion.max_lifetime = 1 self.explosion.min_lifetime = 0.5 self.explosion.min_particles = 30 self.explosion.max_particles = 40 self.explosion.max_scale = 0.4 self.explosion.min_angle = -(4 * math.pi) / 3 self.explosion.max_angle = -(5 * math.pi) / 3 self.explosion.repeat = True self.explosion.start(self.container.rect.centerx, self.large_probe.rect.bottom) shake_effect = ShakeEffect(self.large_probe) shake_effect.start() timer = Timer(3000, self.launch_probe, one_shot=True) timer.start() def launch_probe(self): self.large_probe.velocity = (0, -15) self.large_probe.moved.connect(self.move_explosion) timer = Timer(4000, self.probe_launched, one_shot=True) timer.start() def move_explosion(self, dx, dy): self.explosion.pos = (self.container.rect.centerx, self.large_probe.rect.bottom) def probe_launched(self): self.explosion.stop() screen_flash_effect = ScreenFadeEffect(self.fg_layer, self.level.engine.camera.rect) screen_flash_effect.fade_time_ms = 3000 screen_flash_effect.stopped.connect( self.level.engine.show_end_scene) screen_flash_effect.start()
def setup(self): super(Pyramid2300AD, self).setup() # Fall to your doom, probes! self.pit.remove() wall = TiledSprite(self.wall_name, 4, 3) self.main_layer.add(wall) wall.move_to(*self.weapons_entrance_pos) self.main_layer.add(self.level.flamethrower) self.level.flamethrower.move_to( wall.rect.right + 100, wall.rect.bottom - self.level.flamethrower.rect.height) wall = TiledSprite(self.wall_name, 2, 7) self.main_layer.add(wall) wall.move_to(self.topleft_platform.rect.left, self.topleft_platform.rect.top - wall.rect.height) wall = TiledSprite(self.wall_name, 2, 7) self.main_layer.add(wall) wall.move_to(self.topleft_platform.rect.right - wall.rect.width, self.topleft_platform.rect.top - wall.rect.height) button = Button('2300ad/button') button.pressed.connect(self.on_platforms_button_pressed) self.main_layer.add(button) button.move_to(wall.rect.left - button.rect.width, self.topleft_platform.rect.top - button.rect.height - 10) wall = TiledSprite(self.wall_name, 15, 6) self.main_layer.add(wall) wall.move_to(self.topleft_platform.rect.right - wall.rect.width, button.rect.top - wall.rect.height - 10) sign = Sprite('2300ad/weapons_sign') self.main_layer.add(sign) sign.move_to(button.rect.right - sign.rect.width, wall.rect.bottom - sign.rect.height - 20) step = TiledSprite(self.wall_name, 2, 6) self.main_layer.add(step) step.move_to(self.pit.rect.left - step.rect.width, self.ground_top - step.rect.height) x = step.rect.left step = TiledSprite(self.wall_name, 2, 4) self.main_layer.add(step) step.move_to(x - step.rect.width, self.ground_top - step.rect.height) x = step.rect.left step = TiledSprite(self.wall_name, 2, 2) self.main_layer.add(step) step.move_to(x - step.rect.width, self.ground_top - step.rect.height) platform_x = self.pit.rect.left platform_y = self.pit.rect.top - 500 for x, y in self.PLATFORM_POS: platform = TogglePlatform() self.main_layer.add(platform) platform.move_to(platform_x + x, platform_y + y) self.platforms.append(platform)
def setup(self): level_width, level_height = self.size ground = TiledSprite('12000bc/ground', 3, 1) self.main_layer.add(ground) ground.move_to(0, level_height - ground.rect.height) x = ground.rect.right + 800 tiles_x = (self.size[0] - x) / 144 ground = TiledSprite('12000bc/ground', tiles_x, 1) self.main_layer.add(ground) ground.move_to(x, level_height - ground.rect.height) ice_hill = Sprite('12000bc/ice_hill_left') self.main_layer.add(ice_hill) ice_hill.use_pixel_collisions = True ice_hill.move_to(0, ground.rect.top - ice_hill.rect.height + 18) ice_hill = Sprite('12000bc/ice_hill_right') self.main_layer.add(ice_hill) ice_hill.use_pixel_collisions = True ice_hill.move_to(level_width - ice_hill.rect.width, ground.rect.top - ice_hill.rect.height + 18) hill_bg = Sprite('12000bc/hill_bg') self.bg_layer.add(hill_bg) hill_bg.move_to(ice_hill.rect.right, ground.rect.top - hill_bg.rect.height) hill_bg = Sprite('12000bc/hill_bg') self.bg_layer.add(hill_bg) hill_bg.move_to(ground.rect.left + 600, ground.rect.top - hill_bg.rect.height) hill_bg = Sprite('12000bc/hill_bg') self.bg_layer.add(hill_bg) hill_bg.move_to(ground.rect.left + 2000, ground.rect.top - hill_bg.rect.height) self.ice_boulder = IceBoulder() self.main_layer.add(self.ice_boulder) self.ice_boulder.move_to( 2315, ground.rect.top - self.ice_boulder.rect.height)
def setup(self): level_width, level_height = self.size # Ground tiles_x = self.size[0] / 32 ground = TiledSprite('ground', tiles_x, 1) self.main_layer.add(ground) ground.move_to(0, self.size[1] - ground.rect.height) building_rect = self.BUILDING_RECT.move( 0, ground.rect.top - self.BUILDING_RECT.height) # Building background building_bg = Box(*building_rect.size) self.bg_layer.add(building_bg) building_bg.move_to(*building_rect.topleft) # First floor floor1 = Box(building_rect.width, self.GROUND_HEIGHT, self.FLOOR_COLOR) self.main_layer.add(floor1) floor1.move_to(building_rect.left, ground.rect.top) # Second floor floor2 = Box(building_rect.width, self.GROUND_HEIGHT, self.FLOOR_COLOR) self.main_layer.add(floor2) floor2.move_to(building_rect.left, building_rect.top + (building_rect.height - floor2.rect.height) / 2) # Left wall of building box = Box(self.WALL_WIDTH, building_rect.height, self.WALL_COLOR) self.main_layer.add(box) box.move_to(building_rect.left, building_rect.top) # Right wall of the building right_wall = Box(self.WALL_WIDTH, building_rect.height, self.WALL_COLOR) self.main_layer.add(right_wall) right_wall.move_to(building_rect.right - self.WALL_WIDTH, building_rect.top) # Ceiling box = Box(building_rect.width, self.GROUND_HEIGHT) self.main_layer.add(box) box.move_to(building_rect.left, building_rect.top) # Top elevator elevator1 = Elevator() self.main_layer.add(elevator1) elevator1.move_to(building_rect.left + 100, building_rect.top - elevator1.rect.height) # Bottom elevator elevator2 = Elevator() self.main_layer.add(elevator2) elevator2.move_to(elevator1.rect.left, floor2.rect.top - elevator2.rect.height) # Link up the elevators elevator1.destination = elevator2 elevator2.destination = elevator1 # Dynamite self.main_layer.add(self.level.dynamite) self.level.dynamite.move_to( right_wall.rect.left - self.level.dynamite.rect.width - 20, floor2.rect.top - self.level.dynamite.rect.height) #self.level.dynamite.move_to( # 200, ground.rect.top - self.level.dynamite.rect.height) # Mountain mountain = Mountain() mountain.add_to(self) mountain.move_to(1300, ground.rect.top - mountain.rect.height) platform = Sprite('1999ad/lavamatics_platform') self.main_layer.add(platform) platform.move_to(1841, mountain.rect.bottom - platform.rect.height - 500) platform = Sprite('1999ad/l_tube') self.main_layer.add(platform) platform.move_to(2140, mountain.rect.bottom - platform.rect.height - 450)
def setup(self): tiles_x = self.size[0] / 32 ground = TiledSprite('ground', tiles_x, 1) self.main_layer.add(ground) ground.move_to(0, self.size[1] - ground.rect.height) hills = Sprite('600ad/hills_1') self.bg_layer.add(hills) hills.move_to(0, ground.rect.top - hills.rect.height) mountain = Mountain() mountain.add_to(self) mountain.move_to(1300, ground.rect.top - mountain.rect.height) # Mountain platforms platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(1740, mountain.rect.bottom - platform.rect.height - 10) platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(1990, mountain.rect.bottom - platform.rect.height - 100) platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(2240, mountain.rect.bottom - platform.rect.height - 180) platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(1990, mountain.rect.bottom - platform.rect.height - 260) platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(2240, mountain.rect.bottom - platform.rect.height - 340) platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(1990, mountain.rect.bottom - platform.rect.height - 420) platform = Sprite('600ad/platform') self.main_layer.add(platform) platform.move_to(2240, mountain.rect.bottom - platform.rect.height - 500)
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)