level 4 walls, good laser still under development (algorithm discovered,
implementation next up)
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4a8a5b5d70
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9d7bb2e946
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@ -46,14 +46,14 @@ from logic.direction import *
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class Level4(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,
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size=(64 * 16, 48 * 16), paused=paused)
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size=(64 * 16, 48 * 20), paused=paused)
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self.dimensions = 16, 16
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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+1)*48,
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tile.Tile(self, i*64, (j+4)*48,
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self.imgs['indoor%d' % random.randint(1, 6)]))
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self.draw_background()
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@ -61,10 +61,11 @@ class Level4(level.Level):
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self.playfield = lm.generate_simple_playfield(16)
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for (x, y), t in self.playfield.items():
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x1, y1 = 64 * x, 48 * (y + 1)
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x1, y1 = 64 * x, 48 * (y + 4)
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if isinstance(t, lm.Source):
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self.objects.append(block.Block(self, x1, y1,
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self.imgs['block3'],
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self.objects.append(block.Block(
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self, x1, y1,
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self.imgs['lasersource_' + t.direction.to_str().lower()],
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movable=False))
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continue
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def mir(b, x1, y1):
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@ -84,7 +85,7 @@ class Level4(level.Level):
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toggling=True,
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anim='lever_leftright' if x in (0, 15)
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else 'lever_updown'),
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lm.Target: block.Block(self, x1, y1, self.imgs['block3'],
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lm.Target: block.Block(self, x1, y1, self.imgs['lasertarget'],
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movable=False),
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lm.Blocker: block.Block(self, x1, y1, self.imgs['block1'],
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movable=False)
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@ -100,9 +101,23 @@ class Level4(level.Level):
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mirrors.remove(m)
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l.links.insert(0, (lambda m: lambda setting: m.rotate())(m))
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for i in range(self.size[0] / 64):
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if not i % 3:
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self.objects.append(block.Block(self, i * 64,
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48 * 3,
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self.imgs['wall'],
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width=3))
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self.objects.append(block.InvisBlock(self, i * 64,
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self.size[1]))
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for i in range(self.size[1] / 48):
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self.objects.append(block.InvisBlock(self, - 64,
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i * 48))
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self.objects.append(block.InvisBlock(self, self.size[0],
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i * 48))
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self.generate_lasers()
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self.player.set_pos(64 * 7, 48 * 2)
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self.player.set_pos(64 * 7, 48 * 5)
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self.player.set_init_pos()
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def restart(self):
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@ -121,15 +136,17 @@ class Level4(level.Level):
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self._blit_background(window)
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objs = self._sorted_objs(self.objects + self.lasers)
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self._after_sort(itertools.groupby(objs, lambda obj: obj.y + obj.z))
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objs = self._after_sort(itertools.groupby(objs, lambda obj: obj.y + obj.z))
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for obj in objs:
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obj.draw(window)
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self.darkness.draw(window)
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def _after_sort(self, objss):
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for objs in objss:
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self._after_sort_line(objs)
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n_objs = []
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for c, objs in objss:
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n_objs.extend(self._after_sort_line(list(objs)))
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return n_objs
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def _after_sort_line(self, objs):
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is_special = lambda obj: isinstance(obj, mirror.Mirror) or isinstance(obj, laser.Laser)
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@ -137,39 +154,9 @@ class Level4(level.Level):
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return nonspecials + self._sort_line_specials(specials)
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def _sort_line_specials(self, objs):
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print(objs)
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return objs
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# def _compare(a, b):
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# types = map(type, (a, b))
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# if a.y + a.z == b.y + b.z:
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# if isinstance(a, mirror.Mirror) and isinstance(b, laser.Laser):
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# return 1
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# if isinstance(b, mirror.Mirror) and isinstance(a, laser.Laser):
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# return -1
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# # if mirror.Mirror in types and laser.Laser in types:
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# # if not isinstance(a, laser.Laser):
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# # a, b, swapped = b, a, True
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# # else:
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# # swapped = False
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# # laser_direc = a.laser_direction
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# # if a.p0[1] < a.p1[1]:
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# # laser_direc = Down # instead of Down
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# # if a.p0[1] > a.p1[1]:
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# # laser_direc = Up # instead of Up
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# # mirror_direc = Left if b.left_up else Right
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# # result = 1 if _is_laser_behind_mirror(mirror_direc, laser_direc) \
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# # else -1
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# # result = -1
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# # return result if not swapped else -1 * result
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# if a is laser.Laser and b is not laser.Laser:
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# return 1
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# if b is laser.Laser and a is not laser.Laser:
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# return -1
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# return 0
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# return -1 if a.y + a.z < b.y + b.z \
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# else 1 if a.y + a.z > b.y + b.z else 0
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mirrors = filter(lambda obj: isinstance(obj, mirror.Mirror), objs)
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lasers = filter(lambda obj: isinstance(obj, laser.Laser), objs)
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return mirrors + lasers
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def _is_laser_behind_mirror(mirror_direc, laser_direc):
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return {
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@ -51,10 +51,13 @@ class Loader(object):
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self.imgs['indoor%d' % o] = pygame.image.load(os.path.join(
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self.directory, 'tiles', 'indoor', 'ground%02d.png' % o))
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l = ['block1', 'block1_lifted', 'block3']
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l = ['block1', 'block1_lifted', 'block3', '../lasertarget',
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'../lasersource_up', '../lasersource_down', '../lasersource_right']
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for o in l:
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self.imgs[o] = pygame.image.load(os.path.join(
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self.imgs[os.path.basename(o)] = pygame.image.load(os.path.join(
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self.directory, 'blocks', '%s.png' % o))
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self.imgs['lasersource_left'] = pygame.transform.flip(
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self.imgs['lasersource_right'], 1, 0)
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l = ['hole', 'well', 'wall', 'wall_outside', 'intro-screen']
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for o in l:
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@ -129,7 +132,7 @@ class Loader(object):
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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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if anim in ('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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@ -29,6 +29,10 @@ class Direction(object):
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def next_pos(pos):
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raise NotImplementedError
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@staticmethod
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def to_str():
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raise NotImplementedError
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@staticmethod
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def from_sakse(p):
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return {(0, -1): Up,
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@ -42,24 +46,40 @@ class Up(Direction):
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x, y = pos
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return x, y - 1
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@staticmethod
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def to_str():
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return 'up'
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class Right(Direction):
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@staticmethod
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def next_pos(pos):
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x, y = pos
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return x + 1, y
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@staticmethod
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def to_str():
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return 'right'
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class Down(Direction):
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@staticmethod
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def next_pos(pos):
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x, y = pos
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return x, y + 1
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@staticmethod
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def to_str():
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return 'down'
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class Left(Direction):
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@staticmethod
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def next_pos(pos):
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x, y = pos
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return x - 1, y
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@staticmethod
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def to_str():
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return 'left'
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all_directions = (Up, Right, Down, Left)
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_sp = lambda n: lambda d: all_directions[(all_directions.index(d) + n) % 4]
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succ, pred = _sp(1), _sp(-1)
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