Moat has been added to level 1.
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1ebd4a9c91
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9456b30c8c
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@ -29,12 +29,12 @@ import pygame
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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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def __init__(self, level, x, y, img=None, movable=False, visible=True):
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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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worldobject.WorldObject.__init__(self, level, x, y,
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movable=movable, visible=visible)
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self.orig_alpha = pygame.surfarray.array_alpha(self.img)
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self.is_currently_opaque = True
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def update_alpha(self):
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be_opaque = not (self.y + self.z >= self.level.player.y
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@ -56,16 +56,22 @@ class Block(worldobject.WorldObject):
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self.holder = obj
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def draw(self, window):
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if self.visible:
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window.blit(self.img, (self.x - 32 - 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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class InvisBlock(Block):
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def __init__(self, level, x, y):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, visible=False)
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class ArrowBlock(Block):
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def __init__(self, level, x, y, direction, movable=True, is_up=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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direction=direction, movable=movable)
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self.is_currently_opaque = True
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self.frame = 0
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self.anim_speed = 15
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@ -115,7 +121,6 @@ class RisingBlock(Block):
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def __init__(self, level, x, y, movable=False, is_up=True):
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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.is_currently_opaque = True
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self.frame = 0
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self.anim_speed = 15
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@ -56,7 +56,7 @@ class Level(object):
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if not self.paused:
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for obj in self.objects:
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obj.update(e, t, dt)
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if self.player.is_moving and hasattr(obj, 'update_alpha'):
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if self.player.is_moving:
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obj.update_alpha()
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@ -65,7 +65,7 @@ class Level(object):
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self.camera_y = (self.player.y - screen_size[1] / 2 - 24)
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def draw(self, window):
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window.blit(self.background, (0 - self.camera_x, -48 - self.camera_y))
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window.blit(self.background, (0 - self.camera_x, 0 - self.camera_y))
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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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@ -51,18 +51,18 @@ class Level1(level.Level):
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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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self.player.set_pos(64 * 10, 48 * 10)
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self.player.set_pos(64 * 15, 48 * 15)
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self.player.set_init_pos()
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### Task 2: Rolling stone
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task2_size = 15, 10
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task2_pos = (64 * 20, 48 * 20)
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playfield, nsteps, directions = (
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logic.rollingstone.generate_simple_unsolved_solvable_extra(
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10, 10, 7, 20))
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task2_size[0], task2_size[1], 7, 30))
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for i, j in playfield:
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self.objects.append(
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@ -75,9 +75,10 @@ class Level1(level.Level):
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arrow_blocks = []
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n = 0
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for i in directions:
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arrow_blocks.append(block.ArrowBlock(self,
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task2_pos[0] - 64,
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task2_pos[1] + 48 * n,
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arrow_blocks.append(
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block.ArrowBlock(self,
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task2_pos[0] + 64 * (task2_size[0] - n),
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task2_pos[1] + 48 * (task2_size[1] + 2),
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i.next_pos((0, 0))))
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n += 1
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@ -90,7 +91,7 @@ class Level1(level.Level):
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toggling=True,
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anim='lever_updown'))
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b = boulder.Boulder(self, task2_pos[0], task2_pos[1],
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b = boulder.Boulder(self, task2_pos[0], task2_pos[1] - 48,
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direction=(0, 1))
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self.objects.append(b)
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@ -99,6 +100,73 @@ class Level1(level.Level):
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task2_pos[1] - 48 * 2,
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[b.activate],
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anim='lever_updown'))
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# Moat sides
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for i in range(-1, task2_size[1]):
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self.add_moat(task2_pos[0] - 64,
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task2_pos[1] + 48 * i,
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'moat_vertical')
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for i in range(task2_size[1] - 2):
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self.add_moat(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] + 48 * i,
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'moat_vertical')
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for i in range(6, task2_size[0]):
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self.add_moat(task2_pos[0] + 64 * i,
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task2_pos[1] - 48,
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'moat_horizontal')
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for i in range(task2_size[0] - 2):
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self.add_moat(task2_pos[0] + 64 * i,
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task2_pos[1] + 48 * task2_size[1],
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'moat_horizontal')
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# Corners
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self.add_moat(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] - 48,
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'moat_corner_north_flip')
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self.add_moat(task2_pos[0] - 64,
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task2_pos[1] + 48 * task2_size[1],
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'moat_corner_south')
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# Start
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self.add_moat(task2_pos[0] + 64 * 2,
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task2_pos[1] - 48,
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'moat_horizontal')
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self.add_moat(task2_pos[0] + 64 * 3,
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task2_pos[1] - 48,
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'moat_end_horizontal_flip')
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self.add_moat(task2_pos[0] + 64 * 5,
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task2_pos[1] - 48,
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'moat_end_horizontal')
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self.add_moat(task2_pos[0] - 64,
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task2_pos[1] - 48 * 2,
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'moat_corner_north')
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self.add_moat(task2_pos[0],
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task2_pos[1] - 48 * 2,
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'moat_horizontal')
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self.add_moat(task2_pos[0] + 64,
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task2_pos[1] - 48 * 2,
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'moat_corner_north_flip')
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self.add_moat(task2_pos[0] + 64,
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task2_pos[1] - 48,
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'moat_corner_south')
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# End
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self.add_moat(task2_pos[0] + 64 * task2_size[0],
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task2_pos[1] + 48 * (task2_size[1] - 2),
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'moat_corner_south')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1] - 2),
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'moat_corner_north_flip')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1] - 1),
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'moat_vertical')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] + 1),
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_corner_south_flip')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0]),
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_end_horizontal')
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self.add_moat(task2_pos[0] + 64 * (task2_size[0] - 2),
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task2_pos[1] + 48 * (task2_size[1]),
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'moat_end_horizontal_flip')
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### Task 4: Inverted bits
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@ -109,7 +177,7 @@ class Level1(level.Level):
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self.objects.append(b)
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self.objects.append(lever.Lever(self,
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task4_pos[0] - 64 * 2,
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task4_pos[0] - 64 * 3,
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task4_pos[1] - 48 * 3,
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[b.activate]))
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@ -152,32 +220,32 @@ class Level1(level.Level):
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risingblocks[i].set_init_pos()
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risingblocks[n].set_init_pos()
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self.objects.append(block.Block(self, task4_pos[0] + 64 * i,
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task4_pos[1] - 48 * 4,
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self.imgs['block1']))
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# Moat
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 4,
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'moat_corner_north')
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 3,
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'moat_vertical')
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self.add_moat(task4_pos[0] - 64 * 2, task4_pos[1] - 48 * 2,
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'moat_corner_south')
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self.add_moat(task4_pos[0] - 64, task4_pos[1] - 48 * 2,
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'moat_end_horizontal_flip')
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for i in range(10):
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self.add_moat(task4_pos[0] + 64 * (i - 1), task4_pos[1] - 48 * 4,
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'moat_horizontal')
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self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 4,
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'moat_corner_north_flip')
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self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 3,
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'moat_vertical')
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self.add_moat(task4_pos[0] + 64 * 9, task4_pos[1] - 48 * 2,
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'moat_corner_south_flip')
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self.add_moat(task4_pos[0] + 64 * 8, task4_pos[1] - 48 * 2,
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'moat_end_horizontal')
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self.draw_background()
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self.objects.append(block.Block(self, task4_pos[0] - 64,
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task4_pos[1] - 48 * 2,
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self.imgs['block1']))
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self.objects.append(block.Block(self, task4_pos[0] - 64,
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task4_pos[1] - 48 * 4,
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self.imgs['block1']))
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self.objects.append(block.Block(self, task4_pos[0] + 64 * 8,
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task4_pos[1] - 48 * 4,
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self.imgs['block1']))
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self.objects.append(block.Block(self, task4_pos[0] + 64 * 8,
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task4_pos[1] - 48 * 2,
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self.imgs['block1']))
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self.objects.append(block.Block(self, task4_pos[0] + 64 * 9,
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task4_pos[1] - 48 * 4,
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self.imgs['block1']))
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self.objects.append(block.Block(self, task4_pos[0] + 64 * 9,
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task4_pos[1] - 48 * 3,
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self.imgs['block1']))
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self.objects.append(block.Block(self, task4_pos[0] + 64 * 9,
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task4_pos[1] - 48 * 2,
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self.imgs['block1']))
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def add_moat(self, x, y, img):
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self.tiles.append(tile.Tile(self, x, y, self.imgs[img]))
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self.objects.append(block.InvisBlock(self, x, y))
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def load(self):
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"""Load all resources used in the level."""
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@ -199,7 +267,15 @@ class Level1(level.Level):
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'moat_vertical']
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for moat in moat_list:
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self.imgs[moat] = pygame.image.load(os.path.join(
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self.graphics_dir, 'moat', '%s.png' % block))
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self.graphics_dir, 'moat', '%s.png' % moat))
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# Special treatment
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self.imgs['moat_corner_north_flip'] = pygame.transform.flip(
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self.imgs['moat_corner_north'], 1, 0)
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self.imgs['moat_corner_south_flip'] = pygame.transform.flip(
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self.imgs['moat_corner_south'], 1, 0)
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self.imgs['moat_end_horizontal_flip'] = pygame.transform.flip(
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self.imgs['moat_end_horizontal'], 1, 0)
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# Load animations
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for anim, directory in (
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@ -31,7 +31,7 @@ import copy
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class WorldObject(object):
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def __init__(self, level, x, y, z=0, direction=(1, 0), speed=4,
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tile_x=64, tile_y=48,
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movable=False, blocking=True, is_moving=False):
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movable=False, blocking=True, is_moving=False, visible=True):
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self.__dict__.update(locals())
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self.init_x = self.move_x = self.x = x - (x % self.tile_x)
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@ -41,6 +41,8 @@ class WorldObject(object):
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self.holding = None
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self.holder = None
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self.is_currently_opaque = True
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if hasattr(self, 'img'):
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self.img = copy.copy(self.img)
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@ -98,6 +100,9 @@ class WorldObject(object):
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def activate(self, setting):
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pass
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def update_alpha(self):
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pass
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def set_alpha(self, value):
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"""
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Set the relative translucency of the per-pixel-alpha image.
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