Merge branch 'master' of hongabar.org:robotgame
Conflicts: resources/graphics/TODO.txt
This commit is contained in:
commit
b3c871292a
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@ -11,6 +11,10 @@ DONE /door/ gate
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widen block03.png
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dummy spacecraft.png spaceship
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elevating_platform
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<<<<<<< HEAD
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dummy wall.png walls (in-door)
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teleportation effect (Tænker evt. at det bare skal være en cirkel på jorden, der lyser op.)
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water/lava/to be discussed
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=======
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tiles for level 1, matte and shining (green light)
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>>>>>>> debca3bab2cc711d7acdfe349ad41a2810b5d165
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@ -0,0 +1,45 @@
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more 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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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# laser.py
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# --------------------
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# date created : Sun Aug 12 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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"""
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A laser for drawing.
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"""
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import pygame
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import worldobject
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class Laser(worldobject.WorldObject):
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def __init__(self, level, p0, p1):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, p0[0], p0[1])
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def update(self, e, t, dt):
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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(x0, y0), (x1, y1) = self.p0, self.p1
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pygame.draw.line(window, (255, 0, 0),
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(x0 - self.level.camera_x + 32, y0 + 4 - self.level.camera_y),
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(x1 - self.level.camera_x + 32, y1 + 4 - self.level.camera_y), 4)
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@ -75,8 +75,9 @@ class Level(object):
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def _blit_background(self, window):
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window.blit(self.background, (0 - self.camera_x, 0 - self.camera_y))
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def _sorted_objs(self):
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return sorted(self.objects, key=lambda obj: (obj.y + obj.z))
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def _sorted_objs(self, objs=None):
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return sorted(self.objects if objs is None else objs,
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key=lambda obj: (obj.y + obj.z))
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def draw(self, window):
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self._blit_background(window)
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@ -59,7 +59,7 @@ 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.player.set_pos(64 * 15, 48 * 15)
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self.player.set_pos(64 * 15, 48 * 30)
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self.player.set_init_pos()
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for i in range(self.dimensions[0]):
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@ -122,7 +122,7 @@ class Level1(level.Level):
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'moat_corner_south')
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self.add_tile(task1_pos[0] - 64 * 2,
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task1_pos[1] + 48,
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'moat_end_horizontal')
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'moat_horizontal')
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self.add_tile(task1_pos[0] + 64 * 6,
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task1_pos[1] + 48,
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'moat_end_horizontal_flip')
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@ -269,7 +269,7 @@ class Level1(level.Level):
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### Task 3: Colour blocks
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task3_pos = (64 * 15, 48 * 18)
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task3_pos = (64 * 15, 48 * 20)
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# Abstract "boxes", actually colour fields
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boxes = logic.colourboxes.generate_colour_boxes(1, 3)
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@ -405,7 +405,68 @@ class Level1(level.Level):
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'moat_end_horizontal')
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### Task 5: The bridge.
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### Task 5: Teleporters
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task5_size = 5, 8 # y, x -- Note, inverted.
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task5_pos = (64 * 12, 48 * 19)
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task5_nturns = random.randint(2, 4) * 2 - 1
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playfield, nsteps, directions = (
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logic.rollingstone.generate_simple_unsolved_solvable_extra(
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task5_size[0], task5_size[1], task5_nturns,
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task5_size[0]*task5_size[1]))
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for x in range(task5_size[1]):
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for y in range(task5_size[0]):
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self.add_tile(task5_pos[0] - 64 * (x - 1),
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task5_pos[1] - 48 * y,
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'indoor%d' % random.randint(1, 6), blocking=False)
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for i, j in playfield:
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self.objects.append(
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trigger.Trigger(self,
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task5_pos[0] - 64 * (j - 1),
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task5_pos[1] - 48 * i,
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[lambda x: self.player.set_pos(
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task5_pos[0] + 2 * 64,
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(task5_pos[1]
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- random.randint(0, task5_size[0] - 1) * 48))],
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self.imgs['hole'],
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[self.player],
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visible=False))
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for i in range(task5_size[1] + 1):
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self.add_tile(task5_pos[0] - 64 * i,
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task5_pos[1] + 48,
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'moat_horizontal')
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self.add_tile(task5_pos[0] - 64 * i,
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task5_pos[1] - task5_size[0] * 48,
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'moat_horizontal')
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self.add_tile(task5_pos[0] + 64,
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task5_pos[1] + 48,
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'moat_end_horizontal_flip')
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# self.add_tile(task5_pos[0] + 64,
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# task5_pos[1] - task5_size[0] * 48,
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# 'moat_end_horizontal_flip')
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self.add_tile(task5_pos[0] - 64 * (task5_size[1] + 1),
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task5_pos[1] + 48,
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'moat_corner_south')
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self.add_tile(task5_pos[0] - 64 * (task5_size[1] + 1),
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task5_pos[1] - task5_size[0] * 48,
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'moat_corner_north')
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for i in range(task5_size[0]):
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self.add_tile(task5_pos[0] - 64 * (task5_size[1] + 1),
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task5_pos[1] - 48 * i,
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'moat_vertical')
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self.objects.append(
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lever.Lever(self,
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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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# DRAW THE BACKGROUND
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self.draw_background()
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@ -38,7 +38,6 @@ import level
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import player
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import tile
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import block
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import boulder
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import lever
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import logic.colourboxes
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@ -34,14 +34,14 @@ import level
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import player
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import tile
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import block
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import boulder
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import lever
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import mirror
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import trigger
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import laser
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import misc
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import worldobject
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import logic.lasermirror as lm
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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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@ -62,6 +62,9 @@ class Level4(level.Level):
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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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if isinstance(t, lm.Source):
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self.objects.append(block.Block(self, x1, y1, self.imgs['block3'], movable=False))
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continue
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def mir(b, x1, y1):
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def f(x, y):
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def g(setting):
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obj.reset_pos()
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def generate_lasers(self):
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lml = lm.generate_lasers(self.playfield)
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self.lasers_orig = lm.generate_lasers(self.playfield)
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self.lasers = []
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for (x0, y0), (x1, y1) in lml:
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self.lasers.append(((x0 * 64 + 32, y0 * 48 + 32),
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(x1 * 64 + 32, y1 * 48 + 32)))
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def draw_lasers(self, window):
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for (x0, y0), (x1, y1) in self.lasers:
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pygame.draw.line(window, (255, 0, 0),
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(x0 - self.camera_x, y0 - 28 - self.camera_y),
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(x1 - self.camera_x, y1 - 28 - self.camera_y), 4)
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for ((x0, y0), (x1, y1)), direc in self.lasers_orig:
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self.lasers.append(laser.Laser(
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self, (x0 * 64, y0 * 48),
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(x1 * 64, y1 * 48)))
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def draw(self, window):
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self._blit_background(window)
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objs = self._sorted_objs()
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for obj in objs:
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obj.draw(window)
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# nonmirrors = filter(lambda obj: not isinstance(obj, mirror.Mirror),
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# objs)
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# mirrors = filter(lambda obj: isinstance(obj, mirror.Mirror), objs)
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# for obj in nonmirrors:
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# obj.draw(window)
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self.draw_lasers(window)
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for obj in self.lasers:
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obj.draw(window)
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# for obj in mirrors:
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# obj.draw(window)
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for obj in objs:
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x0, y0 = obj.x / 64, obj.y / 48 - 1
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if isinstance(obj, mirror.Mirror):
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for (p0, p1), laser_direc in self.lasers_orig:
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if p0 == (x0, y0):
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mirror_direc = Left if obj.left_up else Right
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do_redraw = {
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(Left, Up): True,
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(Left, Left): True,
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(Left, Down): False,
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(Left, Right): False,
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(Right, Up): True,
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(Right, Right): True,
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(Right, Down): False,
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(Right, Left): False
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}[(mirror_direc, laser_direc)]
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if do_redraw:
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obj.draw(window)
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self.darkness.draw(window)
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@ -29,6 +29,13 @@ 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 from_sakse(p):
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return {(0, -1): Up,
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(0, 1): Down,
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(-1, 0): Left,
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(1, 0): Right}[p]
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class Up(Direction):
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@staticmethod
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def next_pos(pos):
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class Target(object):
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pass
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class Source(object):
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def __init__(self, direction):
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self.__dict__.update(locals())
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def generate_simple_playfield(nmirrors):
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"""
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Generate a completable 16x16 playfield where:
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Return playfield : {(x, y):
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Target | MirrorLeft | MirrorRight | rstone.Blocker | Lever}
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"""
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playfield = {(6, 6): Target,
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width, height = 16, 16
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playfield = {(0, 0): Source(Down),
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(width - 1, 0): Source(Left),
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(width - 1, height - 1): Source(Up),
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(0, height - 1): Source(Right),
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(6, 6): Target,
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(9, 6): Target,
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(6, 9): Target,
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(9, 9): Target,
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@ -73,7 +84,6 @@ def generate_simple_playfield(nmirrors):
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(8, 7): rstone.Blocker,
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(8, 8): rstone.Blocker,
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}
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width, height = 16, 16
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succs = lambda d: d
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source_direc = Up
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@ -84,7 +94,7 @@ def generate_simple_playfield(nmirrors):
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stone_playfield, _ = rstone.generate_simple_playfield(
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7, 7, nm, 0, False, False)
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for pos, direc in stone_playfield.items():
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playfield[_adjust(source_direc, 16 - 1, 16 - 1, *pos)] \
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playfield[_adjust(source_direc, width - 1, height - 1, *pos)] \
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= random.choice((MirrorLeft, MirrorRight))
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succs = (lambda s: lambda d: succ(s(d)))(succs)
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source_direc = succ(source_direc)
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@ -141,32 +151,34 @@ def _adjust(source_direc, w, h, x, y):
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}[source_direc](x, y)
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def generate_lasers(playfield):
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"""
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Generate laser paths.
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Return [((x, y), direction), ...]
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"""
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width, height = 16, 16
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sources = (((0, -1), Down),
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((width, 0), Left),
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((width - 1, height), Up),
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((-1, height - 1), Right))
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sources = ((pos, obj.direction) for pos, obj in filter(lambda posobj: isinstance(posobj[1], Source), playfield.items()))
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lasers = []
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for start, direc in sources:
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end = start
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while True:
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cur = playfield.get(end)
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if cur is Target:
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lasers.append((start, end))
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lasers.append(((start, end), direc))
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break
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if cur is Blocker:
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lasers.append((start, end))
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lasers.append(((start, end), direc))
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break
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if cur in (MirrorLeft, MirrorRight):
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if (start, end) in lasers:
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if (start, end) in ((start, end) for (start, end), direc in lasers):
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break
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lasers.append((start, end))
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lasers.append(((start, end), direc))
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direc = _mirror_new_direc(cur, direc)
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start = end
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new_end = direc.next_pos(end)
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if new_end[0] < 0 or new_end[1] < 0 or new_end[0] >= width or new_end[1] >= height:
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if (start, end) not in lasers:
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lasers.append((start, new_end))
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lasers.append(((start, new_end), direc))
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break
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end = new_end
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return lasers
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@ -31,15 +31,16 @@ import worldobject
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class Trigger(worldobject.WorldObject):
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def __init__(self, level, x, y, links, img, trigger_objs,
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toggling=False, signal=[0, 1],
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setting=False):
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setting=False, blocking=False,
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visible=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, z=-48,
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blocking=False)
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blocking=blocking, visible=visible)
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self.frame = 0
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self.anim_speed = 15
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def trigger(self, setting):
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def trigger(self, setting, obj):
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if self.setting != setting:
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self.setting = setting
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|
@ -49,13 +50,14 @@ class Trigger(worldobject.WorldObject):
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def update(self, e, t, dt):
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for obj in self.trigger_objs:
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if self.x == obj.x and self.y == obj.y:
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self.trigger(True)
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self.trigger(True, obj)
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break
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self.trigger(False)
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self.trigger(False, None)
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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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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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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|
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