2012-10-12 13:50:02 +02:00
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# This file is part of A Robot's Conundrum.
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2012-08-09 16:00:27 +02:00
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#
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2012-10-12 13:50:02 +02:00
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# A Robot's Conundrum is free software: you can redistribute it and/or modify it
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# under the terms of the GNU General Public License as published by the Free
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# Software Foundation, either version 3 of the License, or (at your option) any
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# later version.
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2012-08-09 16:00:27 +02:00
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#
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2012-10-12 13:50:02 +02:00
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# A Robot's Conundrum is distributed in the hope that it will be useful, but
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# WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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# FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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# details.
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2012-08-09 16:00:27 +02:00
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#
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# You should have received a copy of the GNU General Public License along with
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2012-10-12 13:50:02 +02:00
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# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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2012-08-09 16:00:27 +02:00
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# trigger.py
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# --------------------
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# date created : Thu Aug 9 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A generic trigger pad.
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"""
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import pygame
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import worldobject
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class Trigger(worldobject.WorldObject):
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def __init__(self, level, x, y, links, img, trigger_objs,
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toggling=False, signal=[0, 1],
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setting=False, blocking=False,
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visible=True, no_stop=False):
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2012-08-09 16:00:27 +02:00
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, z=-48,
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blocking=blocking, visible=visible)
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self.frame = 0
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self.anim_speed = 15
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2012-08-12 17:36:59 +02:00
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def trigger(self, setting, obj):
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if self.setting != setting or self.no_stop:
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self.setting = setting
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for link in self.links:
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link(self.signal[setting])
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def update(self, e, t, dt):
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for obj in self.trigger_objs:
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if self.x == obj.x and self.y == obj.y:
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self.trigger(True, obj)
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break
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2012-08-12 19:05:54 +02:00
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if self.toggling:
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self.trigger(False, obj)
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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if self.visible:
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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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self.y - self.img.get_size()[1] + 24
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- self.level.camera_y))
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