The robot now works when using levers.
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4eab2f55ed
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@ -30,6 +30,7 @@ import os
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import worldobject
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import boulder
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import lever
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class Player(worldobject.WorldObject):
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def __init__(self, level, x, y, z=1, movable=True):
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@ -42,6 +43,8 @@ class Player(worldobject.WorldObject):
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self.frame = 0
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self.anim_speed = 15
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self.working = False
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self.ignore_list.append(boulder.Boulder)
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self.load()
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@ -57,7 +60,32 @@ class Player(worldobject.WorldObject):
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('carry_up', os.path.join('robot_carry', 'up')),
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('carry_down', os.path.join('robot_carry', 'down')),
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('carry_right', os.path.join('robot_carry', 'right')),
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('carry_left', os.path.join('robot_carry', 'right'))]
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('carry_left', os.path.join('robot_carry', 'right')),
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# Lever
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('lever_down_right', os.path.join('robot_lever', 'down_left')),
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('lever_down_left', os.path.join('robot_lever', 'down_left')),
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('lever_down_up', os.path.join('robot_lever', 'vertical_down')),
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('lever_down_down', os.path.join('robot_lever', 'vertical_down')),
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('lever_right_right', os.path.join('robot_lever',
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'right_horizontal')),
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('lever_right_left', os.path.join('robot_lever',
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'right_horizontal')),
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('lever_right_up', os.path.join('robot_lever', 'right_down')),
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('lever_right_down', os.path.join('robot_lever', 'right_down')),
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('lever_up_right', os.path.join('robot_lever', 'up_right')),
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('lever_up_left', os.path.join('robot_lever', 'up_right')),
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('lever_up_up', os.path.join('robot_lever', 'vertical_up')),
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('lever_up_down', os.path.join('robot_lever', 'vertical_up')),
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('lever_left_right', os.path.join('robot_lever', 'right_down')),
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('lever_left_left', os.path.join('robot_lever', 'right_down')),
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('lever_left_up', os.path.join('robot_lever', 'right_down')),
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('lever_left_down', os.path.join('robot_lever', 'right_down'))
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]
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):
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self.imgs[anim] = []
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@ -75,13 +103,25 @@ class Player(worldobject.WorldObject):
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img = pygame.image.load(f)
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# Special treatment:
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if anim in ['idle_left', 'carry_left']:
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if anim in ['idle_left', 'carry_left',
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'lever_down_right', 'lever_left_down',
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'lever_up_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.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
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def direction_as_string(self):
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if self.direction == (1, 0):
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return "right"
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if self.direction == (-1, 0):
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return "left"
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if self.direction == (0, -1):
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return "up"
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if self.direction == (0, 1):
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return "down"
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def touch(self, touch_x, touch_y):
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for obj in self.level.objects:
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if (obj.x == self.x + touch_x * self.tile_x
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@ -89,43 +129,77 @@ class Player(worldobject.WorldObject):
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and obj != self):
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obj.use(self)
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def update(self, e, t, dt):
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for event in e:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.touch(*self.direction)
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# Concerning levers
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if type(obj) == lever.Lever:
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self.working = True
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP]:
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if not self.holding and not self.is_moving:
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self.direction = (0, -1)
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self.anim = 'up'
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self.move(0, -1)
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elif keys[pygame.K_DOWN]:
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if not self.holding and not self.is_moving:
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self.direction = (0, 1)
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self.anim = 'down'
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self.move(0, 1)
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elif keys[pygame.K_RIGHT]:
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if not self.holding and not self.is_moving:
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self.direction = (1, 0)
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self.anim = 'right'
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self.move(1, 0)
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elif keys[pygame.K_LEFT]:
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if not self.holding and not self.is_moving:
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self.direction = (-1, 0)
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self.anim = 'left'
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self.move(-1, 0)
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# List all possible combinations ...
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lever_direction = (
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'up' if obj.anim == 'lever_updown' and obj.setting
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else
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'right' if obj.anim == 'lever_leftright' and obj.setting
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else
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'down' if obj.anim == 'lever_updown' and not obj.setting
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else
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'left')
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self.anim_root = 'lever'
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self.frame = 0
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self.anim = (
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self.direction_as_string() + '_' + lever_direction)
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def update(self, e, t, dt):
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if not self.working:
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self.anim_root = 'carry' if self.holding else 'idle'
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for event in e:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.touch(*self.direction)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP]:
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if not self.holding and not self.is_moving:
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self.direction = (0, -1)
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self.anim = self.direction_as_string()
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self.move(0, -1)
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elif keys[pygame.K_DOWN]:
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if not self.holding and not self.is_moving:
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self.direction = (0, 1)
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self.anim = self.direction_as_string()
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self.move(0, 1)
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elif keys[pygame.K_RIGHT]:
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if not self.holding and not self.is_moving:
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self.direction = (1, 0)
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self.anim = self.direction_as_string()
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self.move(1, 0)
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elif keys[pygame.K_LEFT]:
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if not self.holding and not self.is_moving:
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self.direction = (-1, 0)
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self.anim = self.direction_as_string()
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self.move(-1, 0)
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else:
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self.working = not (self.frame == len(
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self.imgs[self.anim_root + '_' + self.anim]) - 1)
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if not self.working:
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self.anim = self.direction_as_string()
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self.anim_root = 'carry' if self.holding else 'idle'
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# Update the animation
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self.frame = ((self.frame + self.anim_speed * dt) %
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len(self.imgs[self.anim_root + '_' + self.anim]))
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if not self.working:
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self.frame = ((self.frame + self.anim_speed * dt) %
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len(self.imgs[self.anim_root + '_' + self.anim]))
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else:
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self.frame = min(
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self.frame + self.anim_speed * dt,
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len(self.imgs[self.anim_root + '_' + self.anim]) - 1)
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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self.anim_root = 'carry' if self.holding else 'idle'
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print(self.anim_root + '_' + self.anim, int(self.frame))
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self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
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self.img.set_alpha(128)
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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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