Holy smokes, level 1 almost finished!
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@ -39,7 +39,7 @@ class Block(worldobject.WorldObject):
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for i in range(width):
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for j in range(height):
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if not i or not j :
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if width != 1 or height != 1:
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self.level.objects.append(
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InvisBlock(self.level,
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self.x + 64 * i,
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@ -236,3 +236,52 @@ class ColorWell(Block):
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self.y - self.img.get_size()[1] + 52
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- self.level.camera_y))
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Block.draw(self, window)
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class Door(Block):
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def __init__(self, level, x, y, movable=False, setting=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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self.frame = 0
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self.anim_speed = 15
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self.init_setting = self.setting
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self.anim = 'door'
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self.level.objects.append(InvisBlock(self.level, self.x + 64, self.y))
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self.level.objects.append(InvisBlock(self.level, self.x - 64, self.y))
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def set_init_pos(self):
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worldobject.WorldObject.set_init_pos(self)
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self.init_setting = self.setting
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def reset_pos(self):
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worldobject.WorldObject.reset_pos(self)
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self.setting = self.init_setting
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def activate(self, setting):
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self.setting = setting
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def update(self, e, t, dt):
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# Update the animation
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if self.setting:
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self.frame = min(self.frame + self.anim_speed * dt,
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len(self.level.imgs[self.anim]) - 1)
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else:
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self.frame = max(self.frame - self.anim_speed * dt,
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0)
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.blocking = False
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else:
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self.blocking = True
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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self.img = self.level.imgs[self.anim][int(self.frame)]
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if self.visible:
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window.blit(self.img, (self.x - (32 + 64) - 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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@ -48,6 +48,11 @@ class Level1(level.Level):
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48 * 100),
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paused=paused)
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self.solution = range(1, 6)
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random.shuffle(self.solution)
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self.solution = self.solution[:3]
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print self.solution
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self.task_completions = []
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self.dimensions = 50, 50
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@ -469,6 +474,35 @@ class Level1(level.Level):
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task5_pos[0] - 64 * (task5_size[1]),
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task5_pos[1] - (task5_size[0] / 2) * 48,
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[lambda *x: self.complete_task(5)]))
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### Final: The door
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door_x = 22
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for i in range(12):
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self.add_tile(door_x * 64,
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48 * (5 + i),
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'indoor%d' % random.randint(1, 6), blocking=False)
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for i in range(7):
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self.add_tile((door_x - i - 1) * 64,
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48 * (5 + 11),
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'indoor%d' % random.randint(1, 6), blocking=False)
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door = block.Door(self, 64 * door_x, 48 * 4)
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self.objects.append(door)
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self.objects.append(
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lever.Lever(self, 64 * (door_x + 3), 48 * 4,
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[lambda x: door.activate(x)
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if self.task_completions == self.solution
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else lambda *v: None],
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anim='lever_updown', toggling=False))
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self.objects.append(
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trigger.Trigger(self, 64 * door_x, 48 * 4,
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[self.game.goto_level],
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self.imgs['indoor1'],
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[self.player]))
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# DRAW THE BACKGROUND
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self.draw_background()
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@ -88,7 +88,9 @@ class Loader(object):
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('stairs', 'stairs'),
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('elevating_column', 'elevating_column'),
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('mirror', 'mirror')]
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('mirror', 'mirror'),
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('door', 'door')]
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):
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self.imgs[anim] = []
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@ -52,7 +52,8 @@ class Trigger(worldobject.WorldObject):
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if self.x == obj.x and self.y == obj.y:
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self.trigger(True, obj)
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break
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self.trigger(False, None)
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if self.toggling:
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self.trigger(False, obj)
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worldobject.WorldObject.update(self, e, t, dt)
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