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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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 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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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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@ -0,0 +1,61 @@
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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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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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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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):
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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=False)
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self.frame = 0
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self.anim_speed = 15
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def trigger(self, setting):
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if self.setting != setting:
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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)
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break
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self.trigger(False)
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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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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