Merge branch 'master' of hongabar.org:robotgame
This commit is contained in:
commit
3b50af291c
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@ -23,7 +23,7 @@ class Level2(level.Level):
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for i in range(self.dimensions[0]):
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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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for j in range(self.dimensions[1]):
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self.tiles.append(
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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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tile.Tile(self, i*64, (j + 1)*48, self.imgs['indoor%d' % random.randint(1, 6)]))
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self.draw_background()
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self.draw_background()
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@ -45,45 +45,6 @@ class Level2(level.Level):
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anim='lever_updown'))
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anim='lever_updown'))
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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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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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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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# Load animations
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for anim, directory in (
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[('lever_updown', os.path.join('lever', 'down-up')),
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]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def restart(self):
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def restart(self):
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for obj in self.objects:
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for obj in self.objects:
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obj.reset_pos()
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obj.reset_pos()
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@ -57,32 +57,38 @@ class Level3(level.Level):
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# tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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# tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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task_start = (2, 2)
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task_start = (2, 2)
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task_size = (5, 5)
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# Abstract "boxes", actually colour fields
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# Abstract "boxes", actually colour fields
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boxes = [box + [(0, 0, 0)] * 2 for box in logic.colourboxes.generate_colour_boxes(2, 3)]
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boxes = []
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boxes += [[(0, 0, 0)] * 2 + box for box in logic.colourboxes.generate_colour_boxes(2, 3)]
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for i in range(4):
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boxes += [logic.colourboxes.generate_random_box(4) for _ in range(9)]
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boxes.extend([(0, 0, 0)] * i + box + [(0, 0, 0)] * (3 - i)
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boxes += [[(0, 0, 0)] * 4 for _ in range(9)]
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for box in logic.colourboxes.generate_colour_boxes(1, 3))
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boxes.extend(logic.colourboxes.generate_random_box(4, 2) for _ in range(20))
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boxes.extend([(0, 0, 0)] * 4 for _ in range(10))
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random.shuffle(boxes)
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random.shuffle(boxes)
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pos_colour = {}
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pos_colour = {}
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for box, (x, y) in zip(boxes, itertools.product(range(6), range(4))):
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for box, (x, y) in zip(boxes, itertools.product(range(7), range(6))):
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self.tiles.append(tile.Tile(self, 64 * (x + task_start[0] + 1),
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self.tiles.append(tile.Tile(self, 64 * (x + task_start[0] + 1),
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48 * (y + task_start[1] + 1),
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48 * (y + task_start[1] + 1),
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self.imgs['ground1']))
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self.imgs['indoor%d' % random.randint(1, 6)]))
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pos_colour[(x, y)] = box
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pos_colour[(x, y)] = box
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self.draw_background()
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self.draw_background()
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action_blocks = [block.ActionBlock(self, 64 * (i + 1 + task_start[0]),
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action_blocks = list(itertools.chain(*
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48 * task_start[1], movable=True)
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[(block.ActionBlock(self, 64 * task_start[0],
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for i in range(6)]
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48 * (i + 1 + task_start[1]),
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movable=True),
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block.ActionBlock(self, 64 * (task_start[0] + 8),
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48 * (i + 1 + task_start[1]),
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movable=True))
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for i in range(6)]))
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self.objects.extend(action_blocks)
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self.objects.extend(action_blocks)
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wells = [block.ColorWell(self, task_start[0] * 64, task_start[1] * 48),
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wells = [block.ColorWell(self, task_start[0] * 64, task_start[1] * 48),
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block.ColorWell(self, (task_start[0] + 7) * 64, task_start[1] * 48),
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block.ColorWell(self, (task_start[0] + 8) * 64, task_start[1] * 48),
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block.ColorWell(self, task_start[0] * 64, (task_start[1] + 5) * 48),
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block.ColorWell(self, task_start[0] * 64, (task_start[1] + 7) * 48),
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block.ColorWell(self, (task_start[0] + 7) * 64, (task_start[1] + 5) * 48),
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block.ColorWell(self, (task_start[0] + 8) * 64, (task_start[1] + 7) * 48),
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]
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]
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self.objects.extend(wells)
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self.objects.extend(wells)
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@ -105,45 +111,6 @@ class Level3(level.Level):
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b.action = update_wells
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b.action = update_wells
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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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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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block_list = ['block1', 'block1_lifted']
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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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# Load animations
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for anim, directory in (
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[('lever_updown', os.path.join('lever', 'down-up')),
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]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def restart(self):
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def restart(self):
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for obj in self.objects:
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for obj in self.objects:
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obj.reset_pos()
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obj.reset_pos()
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@ -49,7 +49,7 @@ class Level(level.Level):
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for i in range(self.dimensions[0]):
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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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for j in range(self.dimensions[1]):
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self.tiles.append(
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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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tile.Tile(self, (i+1)*64, j*48, self.imgs['indoor%d' % random.randint(1, 6)]))
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self.draw_background()
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self.draw_background()
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@ -73,46 +73,6 @@ class Level(level.Level):
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toggling=False,
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toggling=False,
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anim='lever_updown'))
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anim='lever_updown'))
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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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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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block_list = ['block1', 'block1_lifted']
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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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# Load animations
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for anim, directory in (
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[('lever_updown', os.path.join('lever', 'down-up')),
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]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'arrow_left':
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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def enter(self, root_level):
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def enter(self, root_level):
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self.__dict__.update(locals())
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self.__dict__.update(locals())
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self.game.objs.remove(root_level)
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self.game.objs.remove(root_level)
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@ -91,14 +91,35 @@ def _get_oxs(x):
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else (x - 1, x + 1) if x % 3 == 1 \
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else (x - 1, x + 1) if x % 3 == 1 \
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else (x - 2, x - 1)
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else (x - 2, x - 1)
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def generate_random_box(nwells):
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def generate_random_box(nwells, min_nonblacks=0):
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"""Generate a box with random colors except white (111)."""
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"""
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Generate a box that triggers nwells wells, with random colors except white
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(111).
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Arguments:
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min_nonblacks -- minimum number of well colours in a box required not to be
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black.
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"""
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def gen_wc():
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def gen_wc():
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wc = [random.choice((0, 1)) for i in range(3)]
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wc = [random.choice((0, 1)) for i in range(3)]
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if all(b == 1 for b in wc):
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if all(b == 1 for b in wc):
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wc[random.randrange(3)] = 0
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wc[random.randrange(3)] = 0
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return wc
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return wc
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return [tuple(gen_wc()) for _ in range(nwells)]
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def gen_wc_nonblack():
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wc = gen_wc()
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if all(b == 0 for b in wc):
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wc[random.randrange(3)] = 1
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return wc
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colours = [tuple(gen_wc()) for _ in range(nwells)]
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nonblack = lambda t: any(n == 1 for n in t)
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missing_nonblacks = min_nonblacks - len(list(filter(nonblack, colours)))
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i = 0
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while missing_nonblacks > 0:
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if not nonblack(colours[i]):
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colours[i] = gen_wc_nonblack()
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missing_nonblacks -= 1
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i += 1
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return colours
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def get_colours(boxes):
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def get_colours(boxes):
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colours = []
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colours = []
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