Merge branch 'master' of hongabar.org:robotgame
This commit is contained in:
commit
f9568e11ce
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@ -29,9 +29,9 @@ import pygame
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import worldobject
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import worldobject
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class Laser(worldobject.WorldObject):
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class Laser(worldobject.WorldObject):
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def __init__(self, level, p0, p1):
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def __init__(self, level, p0, p1, laser_direction):
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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, p0[0], p0[1])
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worldobject.WorldObject.__init__(self, level, p0[0], max(p0[1], p1[1]) + 48)
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def update(self, e, t, dt):
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def update(self, e, t, dt):
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@ -115,25 +115,64 @@ class Level4(level.Level):
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for ((x0, y0), (x1, y1)), direc in self.lasers_orig:
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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.lasers.append(laser.Laser(
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self, (x0 * 64, y0 * 48),
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self, (x0 * 64, y0 * 48),
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(x1 * 64, y1 * 48)))
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(x1 * 64, y1 * 48), direc))
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def draw(self, window):
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def draw(self, window):
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self._blit_background(window)
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self._blit_background(window)
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objs = self._sorted_objs()
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objs = self._sorted_objs(self.objects + self.lasers)
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self._after_sort(itertools.groupby(objs, lambda obj: obj.y + obj.z))
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for obj in objs:
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for obj in objs:
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obj.draw(window)
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obj.draw(window)
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for obj in self.lasers:
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self.darkness.draw(window)
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obj.draw(window)
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for obj in objs:
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def _after_sort(self, objss):
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x0, y0 = obj.x / 64, obj.y / 48 - 1
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for objs in objss:
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if isinstance(obj, mirror.Mirror):
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self._after_sort_line(objs)
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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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def _after_sort_line(self, objs):
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mirror_direc = Left if obj.left_up else Right
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is_special = lambda obj: isinstance(obj, mirror.Mirror) or isinstance(obj, laser.Laser)
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do_redraw = {
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specials, nonspecials = filter(is_special, objs), filter(lambda obj: not is_special(obj), objs)
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return nonspecials + self._sort_line_specials(specials)
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def _sort_line_specials(self, objs):
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print(objs)
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return objs
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# def _compare(a, b):
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# types = map(type, (a, b))
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# if a.y + a.z == b.y + b.z:
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# if isinstance(a, mirror.Mirror) and isinstance(b, laser.Laser):
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# return 1
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# if isinstance(b, mirror.Mirror) and isinstance(a, laser.Laser):
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# return -1
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# # if mirror.Mirror in types and laser.Laser in types:
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# # if not isinstance(a, laser.Laser):
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# # a, b, swapped = b, a, True
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# # else:
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# # swapped = False
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# # laser_direc = a.laser_direction
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# # if a.p0[1] < a.p1[1]:
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# # laser_direc = Down # instead of Down
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# # if a.p0[1] > a.p1[1]:
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# # laser_direc = Up # instead of Up
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# # mirror_direc = Left if b.left_up else Right
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# # result = 1 if _is_laser_behind_mirror(mirror_direc, laser_direc) \
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# # else -1
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# # result = -1
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# # return result if not swapped else -1 * result
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# if a is laser.Laser and b is not laser.Laser:
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# return 1
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# if b is laser.Laser and a is not laser.Laser:
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# return -1
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# return 0
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# return -1 if a.y + a.z < b.y + b.z \
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# else 1 if a.y + a.z > b.y + b.z else 0
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def _is_laser_behind_mirror(mirror_direc, laser_direc):
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return {
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(Left, Up): True,
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(Left, Up): True,
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(Left, Left): True,
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(Left, Left): True,
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(Left, Down): False,
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(Left, Down): False,
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@ -143,7 +182,3 @@ class Level4(level.Level):
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(Right, Down): False,
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(Right, Down): False,
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(Right, Left): False
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(Right, Left): False
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}[(mirror_direc, laser_direc)]
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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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