Added trigger pads/holes and implemented them into level1.
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@@ -35,6 +35,7 @@ import tile
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import block
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import boulder
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import lever
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import trigger
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import logic.rollingstone
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@@ -44,6 +45,8 @@ class Level1(level.Level):
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48 * 100),
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paused=paused)
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self.task_completions = []
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self.dimensions = 50, 50
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for i in range(self.dimensions[0]):
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@@ -179,6 +182,13 @@ class Level1(level.Level):
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_end_horizontal_flip')
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self.objects.append(
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trigger.Trigger(self, task2_pos[0] + 64 * (task2_size[0]),
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task2_pos[1] + 48 * (task2_size[1] - 1),
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[self.complete_task],
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self.imgs['hole'], [b],
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signal=[0, 2]))
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### Task 4: Inverted bits
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task4_pos = (64 * 13, 48 * 13)
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@@ -231,6 +241,12 @@ class Level1(level.Level):
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risingblocks[i].set_init_pos()
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risingblocks[n].set_init_pos()
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self.objects.append(trigger.Trigger(self, task4_pos[0] + 64 * 8,
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task4_pos[1] - 48 * 3,
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[self.complete_task],
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self.imgs['hole'], [b],
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signal=[0, 4]))
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# Moat
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 4,
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'moat_corner_north')
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@@ -260,27 +276,31 @@ class Level1(level.Level):
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def load(self):
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"""Load all resources used in the level."""
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tile_list = ['ground1', 'ground2']
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l = ['ground1', 'ground2']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % o))
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for tile in tile_list:
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self.imgs[tile] = pygame.image.load(os.path.join(
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self.graphics_dir, 'tiles', '%s.png' % tile))
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l = ['block1']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % o))
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block_list = ['block1']
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for block in block_list:
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self.imgs[block] = pygame.image.load(os.path.join(
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self.graphics_dir, 'blocks', '%s.png' % block))
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l = ['hole']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, '%s.png' % o))
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moat_list = ['moat_corner_north',
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'moat_corner_south',
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'moat_corner_north_flip',
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'moat_corner_south_flip',
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'moat_end_horizontal',
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'moat_horizontal',
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'moat_vertical']
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for moat in moat_list:
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self.imgs[moat] = pygame.image.load(os.path.join(
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self.graphics_dir, 'moat', '%s.png' % moat))
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l = ['moat_corner_north',
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'moat_corner_south',
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'moat_corner_north_flip',
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'moat_corner_south_flip',
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'moat_end_horizontal',
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'moat_horizontal',
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'moat_vertical']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.graphics_dir, 'moat', '%s.png' % o))
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# Special treatment
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self.imgs['moat_end_horizontal_flip'] = pygame.transform.flip(
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@@ -322,6 +342,14 @@ class Level1(level.Level):
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self.imgs[anim].append(img)
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def complete_task(self, task):
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if task == 0:
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return
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self.task_completions.append(task)
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if len(self.task_completions) > 3:
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self.task_completions.remove(self.task_completions[0])
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print(self.task_completions)
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def restart(self):
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for obj in self.objects:
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obj.reset_pos()
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