Made boulder fall into holes.
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9c86aa3dfb
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58cfb15c21
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@ -37,35 +37,51 @@ class Boulder(worldobject.WorldObject):
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worldobject.WorldObject.__init__(self, level, x, y, direction=direction,
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worldobject.WorldObject.__init__(self, level, x, y, direction=direction,
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movable=movable, speed=4)
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movable=movable, speed=4)
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self.falling = False
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self.anim = 'boulder_right'
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self.anim = 'boulder_right'
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self.frame = 0
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self.frame = 0
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self.anim_speed = 60
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self.anim_speed = 60
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self.ignore_list.append(player.Player)
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self.ignore_list.append(player.Player)
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def fall(self, setting):
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if setting:
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self.frame = 0
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self.falling = True
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def activate(self, setting):
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def activate(self, setting):
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self.rolling = True
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self.rolling = True
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def reset_pos(self):
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def reset_pos(self):
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worldobject.WorldObject.reset_pos(self)
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worldobject.WorldObject.reset_pos(self)
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self.frame = 0
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self.rolling = False
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self.rolling = False
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self.falling = False
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def update(self, e, t, dt):
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def update(self, e, t, dt):
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# Update the animation
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# Update the animation
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if self.rolling:
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if self.rolling:
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self.frame = ((self.frame + self.anim_speed * dt) %
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self.frame = ((self.frame + self.anim_speed * dt) %
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len(self.level.imgs[self.anim]))
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len(self.level.imgs[self.anim]))
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if self.falling:
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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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if self.direction == (1, 0):
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if self.falling:
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self.anim = 'boulder_falling'
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.reset_pos()
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elif self.direction == (1, 0):
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self.anim = 'boulder_right'
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self.anim = 'boulder_right'
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if self.direction == (0, 1):
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elif self.direction == (0, 1):
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self.anim = 'boulder_down'
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self.anim = 'boulder_down'
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if self.direction == (-1, 0):
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elif self.direction == (-1, 0):
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self.anim = 'boulder_left'
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self.anim = 'boulder_left'
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if self.direction == (0, -1):
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elif self.direction == (0, -1):
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self.anim = 'boulder_up'
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self.anim = 'boulder_up'
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if self.rolling:
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if self.rolling and not self.falling:
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if not self.is_moving:
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if not self.is_moving:
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tile_sharer = self.share_tile(block.ArrowBlock)
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tile_sharer = self.share_tile(block.ArrowBlock)
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if tile_sharer:
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if tile_sharer:
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@ -185,7 +185,7 @@ class Level1(level.Level):
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self.objects.append(
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self.objects.append(
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trigger.Trigger(self, task2_pos[0] + 64 * (task2_size[0]),
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trigger.Trigger(self, task2_pos[0] + 64 * (task2_size[0]),
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task2_pos[1] + 48 * (task2_size[1] - 1),
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task2_pos[1] + 48 * (task2_size[1] - 1),
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[self.complete_task],
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[self.complete_task, b.fall],
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self.imgs['hole'], [b],
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self.imgs['hole'], [b],
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signal=[0, 2]))
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signal=[0, 2]))
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@ -243,7 +243,7 @@ class Level1(level.Level):
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self.objects.append(trigger.Trigger(self, task4_pos[0] + 64 * 8,
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self.objects.append(trigger.Trigger(self, task4_pos[0] + 64 * 8,
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task4_pos[1] - 48 * 3,
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task4_pos[1] - 48 * 3,
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[self.complete_task],
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[self.complete_task, b.fall],
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self.imgs['hole'], [b],
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self.imgs['hole'], [b],
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signal=[0, 4]))
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signal=[0, 4]))
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@ -312,6 +312,7 @@ class Level1(level.Level):
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('boulder_down', os.path.join('boulder', 'down')),
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('boulder_down', os.path.join('boulder', 'down')),
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('boulder_right', os.path.join('boulder', 'right')),
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('boulder_right', os.path.join('boulder', 'right')),
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('boulder_left', os.path.join('boulder', 'right')),
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('boulder_left', os.path.join('boulder', 'right')),
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('boulder_falling', os.path.join('boulder_fall')),
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('lever_updown', os.path.join('lever', 'down-up')),
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('lever_updown', os.path.join('lever', 'down-up')),
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('lever_leftright', os.path.join('lever', 'left-right')),
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('lever_leftright', os.path.join('lever', 'left-right')),
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