Updated filenames and file contents to fit the title of the game. Made proper readme.
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arobotsconundrum/boulder.py
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99
arobotsconundrum/boulder.py
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# This file is part of A Robot's Conundrum.
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#
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# A Robot's Conundrum is free software: you can redistribute it and/or modify it
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# under the terms of the GNU General Public License as published by the Free
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# Software Foundation, either version 3 of the License, or (at your option) any
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# later version.
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#
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# A Robot's Conundrum is distributed in the hope that it will be useful, but
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# WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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# FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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# 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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# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# boulder.py
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# --------------------
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# date created : Wed Aug 8 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A rolling boulder.
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"""
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import pygame
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import worldobject
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import block
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import player
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class Boulder(worldobject.WorldObject):
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def __init__(self, level, x, y, direction=(1, 0),
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movable=True, rolling=False):
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self.__dict__.update(locals())
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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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self.falling = False
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self.anim = 'boulder_right'
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self.frame = 0
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self.anim_speed = 60
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self.ignore_list.append(player.Player)
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def fall(self, setting):
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if setting and not self.falling:
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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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self.rolling = True
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def 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.falling = False
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def update(self, e, t, dt):
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# Update the animation
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if self.rolling:
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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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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.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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elif self.direction == (0, 1):
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self.anim = 'boulder_down'
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elif self.direction == (-1, 0):
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self.anim = 'boulder_left'
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elif self.direction == (0, -1):
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self.anim = 'boulder_up'
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if self.rolling and not self.falling:
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if not self.is_moving:
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tile_sharer = self.share_tile(block.ArrowBlock)
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if tile_sharer:
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self.direction = tile_sharer.direction
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if not self.move(*self.direction) and not self.is_moving:
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self.reset_pos()
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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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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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