Blocks, depth, holding and releasing objects, etc.
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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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# block.py
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# --------------------
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# date created : Tue Aug 7 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 block.
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"""
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import worldobject
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class Block(worldobject.WorldObject):
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def __init__(self, level, x, y, img, movable=False):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, movable=movable)
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def use(self, obj):
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if obj == self.holder:
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obj.holding = None
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self.holder = None
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else:
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obj.holding = self
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self.holder = obj
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def draw(self, window):
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window.blit(self.img, (self.x - 32,
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self.y - self.img.get_size()[1]))
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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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@ -29,21 +29,47 @@ import pygame
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import worldobject
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class Player(worldobject.WorldObject):
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def __init__(self, level, x, y, z=1, movable=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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z=z, movable=movable)
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def touch(self, touch_x, touch_y):
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for obj in self.level.objects:
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if (obj.x == self.x + touch_x * self.tile_x
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and obj.y == self.y + touch_y * self.tile_y
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and obj != self):
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obj.use(self)
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def update(self, e, t, dt):
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worldobject.WorldObject.update(self, e, t, dt)
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for event in e:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP:
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if not self.holding:
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self.direction = (0, -1)
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self.move(0, -1)
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if event.key == pygame.K_DOWN:
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if not self.holding:
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self.direction = (0, 1)
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self.move(0, 1)
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if event.key == pygame.K_RIGHT:
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if not self.holding:
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self.direction = (1, 0)
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self.move(1, 0)
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if event.key == pygame.K_LEFT:
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if not self.holding:
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self.direction = (-1, 0)
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self.move(-1, 0)
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if event.key == pygame.K_SPACE:
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self.touch(*self.direction)
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def draw(self, window):
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pygame.draw.circle(window, (255, 255, 255), (self.x + self.tile_x / 2,
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self.y + self.tile_y / 2),
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20)
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pygame.draw.circle(window, (255, 0, 255),
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(self.x + self.tile_x / 2,
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self.y - self.tile_y / 2), 20)
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pygame.draw.circle(window, (255, 255, 0),
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(self.x + self.tile_x / 2 + self.direction[0]*10,
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self.y - self.tile_y / 2 + self.direction[1]*10), 5)
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@ -14,22 +14,23 @@
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# worldobject.py
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# tile.py
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# --------------------
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# date created : Tue Aug 7 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 world object.
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A generic tile.
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"""
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import worldobject
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class Tile(worldobject.WorldObject):
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def __init__(self, x, y, img):
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def __init__(self, level, x, y, img):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, x, y)
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worldobject.WorldObject.__init__(self, level, x, y)
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def draw(self, window):
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window.blit(self.img, (self.x, self.y), (0, 0, self.tile_x, self.tile_y))
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window.blit(self.img, (self.x, self.y),
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(0, 0, self.tile_x, self.tile_y))
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@ -25,17 +25,44 @@ A generic world object.
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"""
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class WorldObject(object):
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def __init__(self, x, y, speed=5, tile_x=64, tile_y=48):
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def __init__(self, level, x, y, z=0, direction=(1, 0), speed=5,
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tile_x=64, tile_y=48,
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movable=False):
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self.__dict__.update(locals())
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self.move_x = self.x = self.x - (self.x % self.tile_x)
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self.move_y = self.y = self.y - (self.y % self.tile_y)
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self.holding = None
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self.holder = None
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def check_move(self, move_x, move_y):
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if self.move_x == self.x and self.move_y == self.y and self.movable:
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for obj in self.level.objects:
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if (obj.x == self.x + move_x * self.tile_x
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and obj.y == self.y + move_y * self.tile_y
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and obj != self and obj != self.holder
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and obj != self.holding):
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return False
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return True
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return False
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def move(self, move_x, move_y):
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if self.move_x == self.x and self.move_y == self.y:
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if self.check_move(move_x, move_y):
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if self.holding:
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if not self.holding.check_move(move_x, move_y):
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return False
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self.move_x += move_x * self.tile_x
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self.move_y += move_y * self.tile_y
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if self.holding:
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self.holding.move(move_x, move_y)
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def use(self):
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pass
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def update(self, e, t, dt):
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if self.x > self.move_x:
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self.x -= min(self.speed * dt * self.tile_x,
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