Merge branch 'master' of hongabar.org:a-robots-conundrum
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e7745a6f60
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@ -33,11 +33,12 @@ import copy
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class Block(worldobject.WorldObject):
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class Block(worldobject.WorldObject):
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def __init__(self, level, x, y, img_str='block1',
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def __init__(self, level, x, y, img_str='block1',
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movable=False, visible=True,
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movable=False, visible=True,
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width=1, height=1, blit_area=None):
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width=1, height=1, blit_area=None,
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blocking=True, z=0):
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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, z=z,
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movable=movable, visible=visible,
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movable=movable, visible=visible,
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blit_area=blit_area)
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blit_area=blit_area, blocking=blocking)
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for i in range(width):
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for i in range(width):
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for j in range(height):
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for j in range(height):
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@ -119,6 +120,7 @@ class ArrowBlock(Block):
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self.anim = 'arrow_up'
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self.anim = 'arrow_up'
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if direction == (0, 1):
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if direction == (0, 1):
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self.anim = 'arrow_down'
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self.anim = 'arrow_down'
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self.img_str = self.anim
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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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@ -148,7 +150,8 @@ class ArrowBlock(Block):
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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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def draw(self, window):
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def draw(self, window):
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self.img = self.level.imgs[self.anim][int(self.frame)]
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if not self.holder:
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self.img = self.level.imgs[self.anim][int(self.frame)]
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Block.draw(self, window)
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Block.draw(self, window)
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class RisingBlock(Block):
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class RisingBlock(Block):
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@ -66,18 +66,23 @@ class Laser(worldobject.WorldObject):
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self.start_dark = 0
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self.start_dark = 0
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self.surf = pygame.Surface(self.level.game.window.get_size(),
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pygame.SRCALPHA)
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def update(self, e, t, dt):
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def update(self, e, t, dt):
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self.start_dark = (t % 200) / 100
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self.start_dark = (t % 200) / 100
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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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def draw(self, window):
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def draw(self, window):
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self.surf.fill((0, 0, 0, 0))
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colors = [(155, 0, 0), (255, 0, 0)]
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colors = [(155, 0, 0), (255, 0, 0)]
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c = self.start_dark
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c = self.start_dark
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if self.x0d != self.x1d:
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if self.x0d != self.x1d:
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length = self.x1d - self.x0d
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length = self.x1d - self.x0d
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for i in range(0, length, 8):
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for i in range(0, length, 8):
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x0d = self.x0d + i
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x0d = self.x0d + i
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pygame.draw.line(window, colors[c],
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pygame.draw.line(self.surf, colors[c],
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(x0d - self.level.camera_x,
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(x0d - self.level.camera_x,
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self.y0d - self.level.camera_y),
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self.y0d - self.level.camera_y),
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(x0d + min(8, length - i) - self.level.camera_x,
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(x0d + min(8, length - i) - self.level.camera_x,
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@ -87,10 +92,11 @@ class Laser(worldobject.WorldObject):
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length = self.y1d - self.y0d
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length = self.y1d - self.y0d
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for i in range(0, length, 8):
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for i in range(0, length, 8):
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y0d = self.y0d + i
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y0d = self.y0d + i
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pygame.draw.line(window, colors[c],
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pygame.draw.line(self.surf, colors[c],
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(self.x0d - self.level.camera_x,
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(self.x0d - self.level.camera_x,
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y0d - self.level.camera_y),
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y0d - self.level.camera_y),
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(self.x0d - self.level.camera_x,
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(self.x0d - self.level.camera_x,
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y0d + min(8, length - i) - self.level.camera_y), 2)
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y0d + min(8, length - i) - self.level.camera_y), 2)
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c ^= 1
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c ^= 1
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window.blit(self.surf, (0, 0))
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@ -62,9 +62,28 @@ class Level1(level.Level):
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self.tiles.append(
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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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tile.Tile(self, i*64, j*48, self.imgs['ground1']))
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self.player.set_pos(64 * 15, 48 * 30)
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start_pos = 7 * 64, 34 * 48
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self.player.set_pos(*start_pos)
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self.player.set_init_pos()
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self.player.set_init_pos()
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self.objects.append(block.Block(self, start_pos[0] - 2 * 64,
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start_pos[1] + 48,
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self.imgs['spacecraft'], z=16))
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self.objects.append(block.InvisBlock(self, start_pos[0] - 2 * 64,
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start_pos[1]))
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self.objects.append(block.InvisBlock(self, start_pos[0] - 64,
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start_pos[1]))
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self.objects.append(block.InvisBlock(self, start_pos[0] - 64,
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start_pos[1] + 48))
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self.objects.append(block.InvisBlock(self, start_pos[0],
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start_pos[1] + 48))
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self.add_tile(start_pos[0] + 4 * 64, start_pos[1] - 3 * 48,
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'indoor%d' % random.randint(1, 6), blocking=False)
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self.add_tile(start_pos[0] + 2 * 64, start_pos[1] - 7 * 48,
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'indoor%d' % random.randint(1, 6), blocking=False)
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for i in range(self.size[0] / 64):
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for i in range(self.size[0] / 64):
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if not i % 3:
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if not i % 3:
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self.objects.append(block.Block(self, i * 64,
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self.objects.append(block.Block(self, i * 64,
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@ -536,14 +555,14 @@ class Level1(level.Level):
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class CompletionBlock(block.Block):
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class CompletionBlock(block.Block):
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def __init__(self, level, x, y, task, number):
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def __init__(self, level, x, y, task, number):
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self.__dict__.update(locals())
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self.__dict__.update(locals())
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block.Block.__init__(self, level, x, y)
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block.Block.__init__(self, level, x, y, blocking=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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self.img = self.level.imgs['symbol%02d-0016' % (self.task + 12)]
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self.img = self.level.imgs['symbol%02d-0018' % (self.task + 12)]
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for t in range(1, 4):
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for t in range(1, 4):
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if (self.level.task_completions[-t:] == self.level.solution[:t]
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if (self.level.task_completions[-t:] == self.level.solution[:t]
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and t >= self.number):
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and t >= self.number):
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self.img = self.level.imgs['symbol%02d-0018' % (self.task + 12)]
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self.img = self.level.imgs['symbol%02d-0019' % (self.task + 12)]
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break
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break
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class Wheel(block.Block):
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class Wheel(block.Block):
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@ -40,12 +40,18 @@ class Loader(object):
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self.imgs[o] = pygame.image.load(os.path.join(
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self.imgs[o] = pygame.image.load(os.path.join(
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self.directory, 'tiles', '%s.png' % o))
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self.directory, 'tiles', '%s.png' % o))
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for o in range(1, 18):
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for o in range(1, 13):
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for i in range(16, 19):
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for i in range(16, 19):
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self.imgs['symbol%02d-%04d' % (o, i)] = (
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self.imgs['symbol%02d-%04d' % (o, i)] = (
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pygame.image.load(os.path.join(
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pygame.image.load(os.path.join(
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self.directory, 'symbols', 'blocks',
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self.directory, 'symbols', 'blocks',
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'block%02d-%04d.png' % (o, i))))
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'block%02d-%04d.png' % (o, i))))
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for o in range(13, 18):
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for i in range(16, 20):
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self.imgs['symbol%02d-%04d' % (o, i)] = (
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pygame.image.load(os.path.join(
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self.directory, 'symbols', 'blocks',
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'block%02d-%04d.png' % (o, i))))
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for o in range(1, 7):
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for o in range(1, 7):
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self.imgs['indoor%d' % o] = pygame.image.load(os.path.join(
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self.imgs['indoor%d' % o] = pygame.image.load(os.path.join(
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@ -59,8 +65,9 @@ class Loader(object):
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self.directory, 'blocks', '%s.png' % o))
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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_left'] = pygame.transform.flip(
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self.imgs['lasersource_right'], 1, 0)
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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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l = ['hole', 'well', 'wall', 'wall_outside', 'intro-screen',
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'spacecraft']
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for o in l:
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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[o] = pygame.image.load(os.path.join(
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self.directory, '%s.png' % o))
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self.directory, '%s.png' % o))
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@ -141,12 +148,18 @@ class Loader(object):
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if anim in ('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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img = pygame.transform.flip(img, 1, 0)
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if (anim in ('arrow_left', 'arrow_right',
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'arrow_up', 'arrow_down')
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and len(self.imgs[anim]) >= 16):
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self.imgs[anim + '_lifted'] = img
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continue
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self.imgs[anim].append(img)
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self.imgs[anim].append(img)
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####### PLAYER #######
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####### PLAYER #######
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for anim, directory in (
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for anim, directory in (
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[('idle_up', os.path.join('robot_idle', 'up')),
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(('idle_up', os.path.join('robot_idle', 'up')),
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('idle_down', os.path.join('robot_idle', 'down')),
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('idle_down', os.path.join('robot_idle', 'down')),
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('idle_right', os.path.join('robot_idle', 'right')),
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('idle_right', os.path.join('robot_idle', 'right')),
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('idle_left', os.path.join('robot_idle', 'right')),
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('idle_left', os.path.join('robot_idle', 'right')),
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@ -192,8 +205,7 @@ class Loader(object):
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'left_up')),
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'left_up')),
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('lever_left_down', os.path.join('robot_lever', 'vertical',
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('lever_left_down', os.path.join('robot_lever', 'vertical',
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'right_down'))
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'right_down'))
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]
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)):
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):
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self.imgs['robot_' + anim] = []
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self.imgs['robot_' + anim] = []
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