Blocks, depth, holding and releasing objects, etc.
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@@ -26,27 +26,40 @@ The first level.
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import os
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import pygame
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import random
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import level
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import player
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import tile
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import block
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class Level1(level.Level):
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def __init__(self, graphics_dir):
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self.__dict__.update(locals())
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self.player = player.Player(200, 200)
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self.player = player.Player(self, 5*64, 5*48)
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self.dimensions = 20, 20
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self.tiles = []
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self.objects = []
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self.imgs = {}
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self.load()
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for i in range(0, 10):
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for j in range(0, 10):
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for i in range(self.dimensions[0]):
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for j in range(self.dimensions[1]):
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self.tiles.append(
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tile.Tile(i*64, j*48,
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self.imgs['ground%d' % (((i + j) % 2) + 1)]))
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tile.Tile(self, i*64, j*48, self.imgs['ground%d'
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% (((i + j) % 2) + 1)]))
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self.objects.append(self.player)
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for i in range(100):
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self.objects.append(block.Block(self, random.randint(0, 20)*64,
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random.randint(0, 20)*48,
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self.imgs['block1'],
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movable=True))
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def load(self):
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"""Load all resources used in the level."""
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@@ -56,11 +69,18 @@ class Level1(level.Level):
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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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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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def update(self, e, t, dt):
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self.player.update(e, t, dt)
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for obj in self.objects:
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obj.update(e, t, dt)
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def draw(self, window):
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for tile in self.tiles:
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tile.draw(window)
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self.player.draw(window)
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for obj in sorted(self.objects, key=lambda obj: (obj.y + obj.z)):
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obj.draw(window)
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