Added the spacecraft to level 1, fixed some bugs when lifting arrow blocks.
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@@ -62,9 +62,28 @@ class Level1(level.Level):
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self.tiles.append(
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tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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self.player.set_pos(64 * 15, 48 * 30)
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start_pos = 7 * 64, 34 * 48
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self.player.set_pos(*start_pos)
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self.player.set_init_pos()
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self.objects.append(block.Block(self, start_pos[0] - 2 * 64,
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start_pos[1] + 48,
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self.imgs['spacecraft'], z=16))
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self.objects.append(block.InvisBlock(self, start_pos[0] - 2 * 64,
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start_pos[1]))
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self.objects.append(block.InvisBlock(self, start_pos[0] - 64,
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start_pos[1]))
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self.objects.append(block.InvisBlock(self, start_pos[0] - 64,
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start_pos[1] + 48))
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self.objects.append(block.InvisBlock(self, start_pos[0],
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start_pos[1] + 48))
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self.add_tile(start_pos[0] + 4 * 64, start_pos[1] - 3 * 48,
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'indoor%d' % random.randint(1, 6), blocking=False)
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self.add_tile(start_pos[0] + 2 * 64, start_pos[1] - 7 * 48,
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'indoor%d' % random.randint(1, 6), blocking=False)
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for i in range(self.size[0] / 64):
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if not i % 3:
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self.objects.append(block.Block(self, i * 64,
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@@ -536,14 +555,14 @@ class Level1(level.Level):
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class CompletionBlock(block.Block):
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def __init__(self, level, x, y, task, number):
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self.__dict__.update(locals())
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block.Block.__init__(self, level, x, y)
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block.Block.__init__(self, level, x, y, blocking=False)
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def update(self, e, t, dt):
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self.img = self.level.imgs['symbol%02d-0016' % (self.task + 12)]
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self.img = self.level.imgs['symbol%02d-0018' % (self.task + 12)]
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for t in range(1, 4):
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if (self.level.task_completions[-t:] == self.level.solution[:t]
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and t >= self.number):
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self.img = self.level.imgs['symbol%02d-0018' % (self.task + 12)]
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self.img = self.level.imgs['symbol%02d-0019' % (self.task + 12)]
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break
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class Wheel(block.Block):
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