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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