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BattleWorld.py
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BattleWorld.py
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__author__ = 'NoNotCar'
import Img, Entities, Tiles, Object, FX, pygame
from random import randint
import BattlePlayers
powerup = Img.sndget("powerup")
exp = Img.sndget("explode")
class World(object):
pconv=[BattlePlayers.Player,BattlePlayers.FatPlayer,BattlePlayers.SmallPlayer,BattlePlayers.ThinPlayer,BattlePlayers.CrazyPlayer]
rtime=0
rumbling=0
def __init__(self, level, players,controllers):
self.done = False
self.level = level
self.exitcode="NORMAL"
self.e = []
self.ps=[]
savfile = open(Img.np("lvls//battle//"+level), "r")
self.t = []
self.o = []
self.fx = []
self.bfx = []
pn=0
savr = savfile.readlines()
for row in savr[:20]:
self.t.append([int(s) for s in row.split()])
for x, row in enumerate(savr[20:]):
self.o.append([None] * 20)
crow = [int(s) for s in row.split()]
for y, n in enumerate(crow):
if n:
eo = self.eoconvert(n)
if eo[1] == "obj":
self.o[x][y] = eo[0](x, y)
elif eo[1] == "ent":
self.e.append(eo[0](x, y))
elif eo[1] == "spawn":
self.ps.append(self.pconv[players[pn]](x, y, controllers[pn]))
self.e.append(self.ps[-1])
pn+=1
savfile.close()
def update(self, ev):
for e in self.e[:]:
if e.moving:
e.mupdate(self)
if e.invtime:
e.invtime-=1
e.update(self, ev)
for e in self.e:
e.rerect()
dangers = [d.rect for d in self.e if d.denemy]
for e in [e for e in self.e if not e.denemy and e.enemy and not e.invtime]:
if e.rect.collidelist(dangers) != -1:
if e.hp:
e.hp-=1
e.invtime=20
else:
self.e.remove(e)
for p in self.ps[:]:
if p.rect.collidelist([e.rect for e in self.e if e.enemy]) != -1:
self.ps.remove(p)
self.e.remove(p)
for row in self.o:
for o in row:
if o:
o.update(self)
for fx in self.fx[:]:
fx.update(self)
if fx.dead:
self.fx.remove(fx)
for fx in self.bfx[:]:
fx.update(self)
if fx.dead:
self.bfx.remove(fx)
for x, r in enumerate(self.t):
for y, t in enumerate(r):
if t:
Tiles.tiles[t-1].update(self,x,y)
if self.rtime>0:
self.rtime-=1
if self.rtime==0:
self.rumbling-=1
if self.rumbling>0:
self.rtime=10
def render(self, s):
try:
rx=randint(-self.rumbling,self.rumbling)
ry=randint(-self.rumbling,self.rumbling)
except ValueError:
rx=0
ry=0
if self.rumbling>=10 and not randint(0,5):
s.fill((255,255,255))
else:
for fx in self.bfx:
s.blit(fx.img, (fx.x+rx, fx.y+ry))
for x, r in enumerate(self.t):
for y, t in enumerate(r):
if t:
s.blit(Tiles.tiles[t - 1].img, (x * 32+rx, y * 32+ry))
for e in self.e:
s.blit(e.get_img(), (e.x * 32 + e.xoff+rx, e.y * 32 + e.yoff+ry))
for x, r in enumerate(self.o):
for y, o in enumerate(r):
if o:
s.blit(o.get_img(), (x * 32+rx, y * 32 - 8 * o.is3d+ry))
for fx in self.fx:
s.blit(fx.img, (fx.x+rx, fx.y+ry))
def inworld(self, x, y):
return 0 <= x < 20 and 0 <= y < 20
def is_clear(self, x, y, ent=None):
if not self.inworld(x,y):
return False
for e in self.e:
if e.x == x and e.y == y:
if ent and ((ent in self.ps and (e.enemy or e.powerup)) or (ent.enemy and e in self.ps)):
if e.powerup:
self.e.remove(e)
e.collect(ent)
powerup.play()
pass
else:
return False
if self.o[x][y]:
return False
return self.t[x][y]
def get_tile(self, x, y):
return Tiles.tiles[self.t[x][y] - 1]
def get_t(self, x, y):
return self.t[x][y]
def get_ent(self, x, y):
for e in self.e:
if (e.x, e.y) == (x, y):
return e
def get_ents(self,x,y):
ents=[]
for e in self.e:
if (e.x, e.y) == (x, y):
ents.append(e)
return ents
def eoconvert(self, eo):
if eo == 1:
return Object.Block, "obj"
elif eo in Tiles.eents.keys():
return Tiles.eents[eo], "ent"
elif eo == 3:
return BattlePlayers.Player, "spawn"
elif eo == 6:
return Object.Indest, "obj"
elif eo == 9:
return Object.SokoLock, "obj"
elif eo == 10:
return Object.ExplosiveBlock, "obj"
elif eo == 13:
return Object.GhostSpawner,"obj"
elif eo == 15:
return Object.CannonBlock,"obj"
elif eo == 16:
return BattlePlayers.SmallPlayer, "spawn"
elif eo == 17:
return BattlePlayers.FatPlayer, "spawn"
elif eo == 18:
return BattlePlayers.ThinPlayer, "spawn"
def create_exp(self, fx, fy, r, p=False):
self.rtime=10
self.rumbling+=r*(p+1)
exp.play()
self.explode(fx, fy,p)
for dx, dy in [[0, 1], [1, 0], [0, -1], [-1, 0]]:
x, y = fx + dx, fy + dy
for n in range(r):
if self.explode(x, y, p):
break
x += dx
y += dy
def explode(self, x, y, p):
if self.inworld(x, y):
if self.o[x][y]:
if self.o[x][y].destructible:
self.o[x][y] = None
self.e.append(Entities.Explosion(x, y, p))
else:
self.o[x][y].explode(self)
return True
if not p:
return True
else:
self.e.append(Entities.Explosion(x, y, p))
gent=self.get_ent(x,y)
if gent and gent.name=="Bomb":
gent.timer=1
else:
return True
def get_p(self,x,y):
if len(self.ps)==1:
return self.ps[0]
scores=[]
for p in self.ps:
scores.append((p, abs(p.x-x)+abs(p.y-y)))
minscore=min([x[1] for x in scores])
for p, s in scores:
if s == minscore:
return p
return self.ps[0]
def get_activeplayer(self):
return [p for p in self.ps if p.akey==self.akey][0]