Added very secret bonus level.
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a63a4034c5
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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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# fadeout.py
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# --------------------
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# date created : Thu Aug 9 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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"""
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Fade out and in.
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"""
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import os
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import pygame
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class Fadeout(object):
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def __init__(self, game, function):
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self.__dict__.update(locals())
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self.game.objs.append(self)
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self.img = pygame.Surface(self.game.window.get_size())
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self._start_time = pygame.time.get_ticks()
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self._middle_time = self._start_time + 500
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self._end_time = self._middle_time + 500
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self.img.set_alpha(0)
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self.img.fill((0, 0, 0))
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self._has_run = False
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def update(self, e, t, dt):
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if t < self._middle_time:
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self.img.set_alpha(255 * (t - self._start_time) / 500)
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else:
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if not self._has_run:
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self.function()
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self._has_run = True
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if t < self._end_time:
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self.img.set_alpha(255 * (500 - (t - self._middle_time)) / 500)
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else:
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self.game.objs.remove(self)
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self.update = lambda *xs: None
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def draw(self, window):
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window.blit(self.img, (0, 0))
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@ -109,7 +109,7 @@ class Game(object):
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self.jukebox.play()
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self.jukebox.play()
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# Update all objects
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# Update all objects
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for obj in self.objs:
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for obj in self.objs[:]:
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if hasattr(obj, 'update'):
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if hasattr(obj, 'update'):
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obj.update(e, t, dt)
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obj.update(e, t, dt)
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@ -121,7 +121,7 @@ class Game(object):
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"""
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"""
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self.window.fill((0, 0, 0))
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self.window.fill((0, 0, 0))
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for obj in self.objs:
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for obj in self.objs[:]:
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if hasattr(obj, 'draw'):
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if hasattr(obj, 'draw'):
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obj.draw(self.window)
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obj.draw(self.window)
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self.menu.draw(self.window)
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self.menu.draw(self.window)
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@ -9,14 +9,16 @@ import tile
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import block
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import block
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import boulder
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import boulder
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import lever
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import lever
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import level_bonus
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import fadeout
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class Level2(level.Level):
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class Level2(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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def __init__(self, game, graphics_dir, paused=False):
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level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20),
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level.Level.__init__(self, game, graphics_dir, size=(64*5, 48*5),
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paused=paused)
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paused=paused)
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self.dimensions = 20, 20
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self.dimensions = 5, 5
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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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@ -25,9 +27,15 @@ class Level2(level.Level):
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self.draw_background()
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self.draw_background()
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blocks = [block.Block(self, 64*4, 48, self.imgs['block1'])]
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bonus = level_bonus.Level(self.game, self.graphics_dir)
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self.objects.append(
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lever.Lever(
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self, 64 * 2, 48 * 3,
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[lambda setting:
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fadeout.Fadeout(self.game, lambda: bonus.enter(self))],
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toggling=False,
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anim='lever_updown'))
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self.objects.extend(blocks)
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def load(self):
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def load(self):
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"""Load all resources used in the level."""
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"""Load all resources used in the level."""
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@ -42,6 +50,32 @@ class Level2(level.Level):
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self.imgs[block] = pygame.image.load(os.path.join(
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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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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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@ -0,0 +1,121 @@
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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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# level_bonus.py
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# --------------------
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# date created : Thu Aug 9 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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"""
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Fun bonus level.
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"""
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import os
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import pygame
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import random
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import re
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import itertools
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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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import boulder
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import lever
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import fadeout
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class Level(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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level.Level.__init__(self, game, graphics_dir, size=(64*20, 48*20),
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paused=paused)
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self.dimensions = 20, 20
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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(self, i*64, j*48, self.imgs['ground1']))
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self.draw_background()
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emptys = list(itertools.product(range(2, 20), range(2, 20)))
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for _ in range(150):
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x, y = random.choice(emptys)
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emptys.remove((x, y))
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self.objects.append(block.Block(self, 64 * x, 48 * y,
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self.imgs['block1'], movable=True))
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self.objects.append(
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lever.Lever(
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self, 64, 48,
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[lambda setting: fadeout.Fadeout(self.game, self.exit)],
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toggling=False,
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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 enter(self, root_level):
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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.insert(0, self)
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self.game.level = self
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def exit(self):
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self.game.objs.remove(self)
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self.game.objs.insert(0, self.root_level)
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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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