It's awesome!
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@ -42,12 +42,13 @@ class Block(worldobject.WorldObject):
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self.set_alpha(1)
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self.set_alpha(1)
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def use(self, obj):
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def use(self, obj):
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if obj == self.holder:
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if self.movable:
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obj.holding = None
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if obj == self.holder:
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self.holder = None
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obj.holding = None
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else:
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self.holder = None
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obj.holding = self
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else:
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self.holder = obj
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obj.holding = self
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self.holder = obj
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def draw(self, window):
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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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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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@ -55,17 +56,27 @@ class Block(worldobject.WorldObject):
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- self.level.camera_y))
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- self.level.camera_y))
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class ArrowBlock(Block):
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class ArrowBlock(Block):
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def __init__(self, level, x, y, anim='arrow_up', movable=True, is_up=True):
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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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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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direction=direction, movable=movable)
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self.frame = 0
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self.frame = 0
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self.anim_speed = 15
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self.anim_speed = 15
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self.setting = False
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self.setting = False
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if direction == (1, 0):
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self.anim = 'arrow_right'
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if direction == (-1, 0):
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self.anim = 'arrow_left'
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if direction == (0, -1):
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self.anim = 'arrow_up'
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if direction == (0, 1):
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self.anim = 'arrow_down'
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def activate(self, setting):
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def activate(self, setting):
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self.movable = True
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self.movable = True
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if self.check_move(0, 0):
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if not self.share_tile(worldobject.WorldObject):
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self.is_up = not setting
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self.is_up = not setting
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self.movable = False
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self.movable = False
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@ -27,21 +27,30 @@ A rolling boulder.
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import pygame
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import pygame
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import worldobject
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import worldobject
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import block
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class Boulder(worldobject.WorldObject):
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class Boulder(worldobject.WorldObject):
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def __init__(self, level, x, y, movable=True, rolling=True):
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def __init__(self, level, x, y, movable=True, rolling=False):
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self.__dict__.update(locals())
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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worldobject.WorldObject.__init__(self, level, x, y,
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movable=movable, speed=1)
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movable=movable, speed=4)
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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 = 30
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self.anim_speed = 30
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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.rolling = 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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self.frame = ((self.frame + self.anim_speed * dt) %
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if self.rolling:
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len(self.level.imgs[self.anim]))
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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.direction == (1, 0):
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if self.direction == (1, 0):
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self.anim = 'boulder_right'
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self.anim = 'boulder_right'
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@ -52,7 +61,13 @@ class Boulder(worldobject.WorldObject):
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if self.direction == (0, -1):
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if self.direction == (0, -1):
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self.anim = 'boulder_up'
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self.anim = 'boulder_up'
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self.move(*self.direction)
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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 self.rolling:
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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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worldobject.WorldObject.update(self, e, t, dt)
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@ -53,16 +53,22 @@ class Level1(level.Level):
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# self.imgs['block1'],
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# self.imgs['block1'],
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# movable=True))
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# movable=True))
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self.objects.append(boulder.Boulder(self, 64, 48))
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b = boulder.Boulder(self, 64, 48)
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arrow_block = block.ArrowBlock(self, 64, 0)
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self.objects.append(b)
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lever1 = lever.Lever(self, 128, 48*2, [arrow_block.activate],
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self.objects.append(lever.Lever(self, 64*5, 48*7, [b.activate]))
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toggling=True)
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self.objects.extend([lever1, arrow_block])
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arrow_blocks = [block.ArrowBlock(self, 64*4, 48, (1, 0)),
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self.objects.append(lever.Lever(self, 128, 48*3, [], toggling=False))
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block.ArrowBlock(self, 64*4, 48*2, (-1, 0)),
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self.objects.append(lever.Lever(self, 128*2, 48*3, [], toggling=False,
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block.ArrowBlock(self, 64*5, 48*2, (0, 1)),
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anim='lever_updown'))
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block.ArrowBlock(self, 64*5, 48, (0, -1))]
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self.objects.append(lever.Lever(self, 128*2, 48*5, [], toggling=True,
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anim='lever_updown'))
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self.objects.extend(arrow_blocks)
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self.objects.append(lever.Lever(self,
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128,
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48*2,
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[arrow_block.activate
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for arrow_block in arrow_blocks],
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toggling=True))
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def load(self):
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def load(self):
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"""Load all resources used in the level."""
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"""Load all resources used in the level."""
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@ -107,7 +113,12 @@ class Level1(level.Level):
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for f in sorted(anim_files):
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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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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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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self.imgs[anim].append(img)
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def restart(self):
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def restart(self):
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self.player.reset_pos()
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for obj in self.objects:
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obj.reset_pos()
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@ -31,11 +31,12 @@ import copy
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class WorldObject(object):
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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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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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tile_x=64, tile_y=48,
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movable=False, blocking=True):
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movable=False, blocking=True, is_moving=False):
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self.__dict__.update(locals())
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self.__dict__.update(locals())
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self.init_x = self.move_x = self.x = self.x - (self.x % self.tile_x)
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self.init_x = self.move_x = self.x = self.x - (self.x % self.tile_x)
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self.init_y = self.move_y = self.y = self.y - (self.y % self.tile_y)
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self.init_y = self.move_y = self.y = self.y - (self.y % self.tile_y)
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self.init_direction = self.direction
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self.holding = None
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self.holding = None
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self.holder = None
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self.holder = None
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@ -45,9 +46,20 @@ class WorldObject(object):
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def set_init_pos(self):
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def set_init_pos(self):
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self.init_x, self.init_y = self.x, self.y
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self.init_x, self.init_y = self.x, self.y
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self.init_direction = self.direction
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def reset_pos(self):
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def reset_pos(self):
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self.x, self.y = self.move_x, self.move_y = self.init_x, self.init_y
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self.x, self.y = self.move_x, self.move_y = self.init_x, self.init_y
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self.direction = self.init_direction
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def share_tile(self, obj_type):
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for obj in self.level.objects:
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if (obj.x - (obj.x % self.tile_x) == self.x - (self.x % self.tile_x)
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and obj.y - (obj.y % self.tile_y) == self.y - (self.y
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% self.tile_y)
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and obj is not self and isinstance(obj, obj_type)):
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return obj
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return None
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def check_move(self, move_x, move_y):
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def check_move(self, move_x, move_y):
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if self.move_x == self.x and self.move_y == self.y and self.movable:
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if self.move_x == self.x and self.move_y == self.y and self.movable:
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@ -73,6 +85,9 @@ class WorldObject(object):
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if self.holding:
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if self.holding:
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self.holding.move(move_x, move_y)
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self.holding.move(move_x, move_y)
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return True
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return False
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def use(self, obj):
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def use(self, obj):
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pass
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pass
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@ -104,4 +119,6 @@ class WorldObject(object):
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self.y += min(self.speed * dt * self.tile_y,
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self.y += min(self.speed * dt * self.tile_y,
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abs(self.y - self.move_y))
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abs(self.y - self.move_y))
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self.is_moving = self.x != self.move_x or self.y != self.move_y
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self.x, self.y = int(self.x), int(self.y)
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self.x, self.y = int(self.x), int(self.y)
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