318 lines
11 KiB
Python
318 lines
11 KiB
Python
# This file is part of A Robot's Conundrum.
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#
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# A Robot's Conundrum is free software: you can redistribute it and/or modify it
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# under the terms of the GNU General Public License as published by the Free
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# Software Foundation, either version 3 of the License, or (at your option) any
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# later version.
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#
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# A Robot's Conundrum is distributed in the hope that it will be useful, but
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# WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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# FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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# details.
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#
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# You should have received a copy of the GNU General Public License along with
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# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# block.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A generic block. And other block derivatives.
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"""
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import pygame
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import itertools
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import worldobject
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import copy
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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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movable=False, visible=True,
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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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worldobject.WorldObject.__init__(self, level, x, y, z=z,
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movable=movable, visible=visible,
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blit_area=blit_area, blocking=blocking)
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for i in range(width):
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for j in range(height):
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if width != 1 or height != 1:
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self.level.objects.append(
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InvisBlock(self.level,
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self.x + 64 * i,
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self.y - 48 * j))
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self.load()
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# self.orig_alphas = {
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# 'normal':
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# pygame.surfarray.array_alpha(self.level.imgs[self.img_str]),
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# 'lifted':
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# pygame.surfarray.array_alpha(
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# self.level.imgs[self.img_str + '_lifted'])}
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# self.orig_alpha = self.orig_alphas['normal']
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def load(self):
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if not isinstance(self.img_str, str):
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self.img_str = self.level.reverse_imgs[self.img_str]
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self.img = self.level.imgs[self.img_str]
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# def update_alpha(self):
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# be_opaque = not (self.y + self.z >= self.level.player.move_y
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# + self.level.player.move_z)
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# if be_opaque and not self.is_currently_opaque:
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# self.is_currently_opaque = True
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# self.set_alpha(1)
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# elif not be_opaque and self.is_currently_opaque:
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# self.is_currently_opaque = False
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# self.set_alpha(0.5)
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def use(self, obj):
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if self.movable:
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if obj == self.holder:
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obj.holding = None
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self.holder = None
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if hasattr(self, 'img_str'):
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self.img = self.level.imgs[self.img_str]
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# self.orig_alpha = self.orig_alphas['normal']
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else:
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obj.holding = self
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self.holder = obj
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if hasattr(self, 'img_str'):
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self.img = self.level.imgs[self.img_str + '_lifted']
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# self.orig_alpha = self.orig_alphas['lifted']
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def draw(self, window):
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if self.visible:
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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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self.y - self.img.get_size()[1] + 24
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- self.level.camera_y), self.blit_area)
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class InvisBlock(Block):
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def __init__(self, level, x, y):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y, visible=False)
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class ArrowBlock(Block):
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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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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.anim_speed = 15
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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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self.img_str = self.anim
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def activate(self, setting):
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self.movable = True
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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.movable = False
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def update(self, e, t, dt):
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# Update the animation
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if not self.is_up:
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self.frame = min(self.frame + self.anim_speed * dt,
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len(self.level.imgs[self.anim]) - 1)
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else:
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self.frame = max(self.frame - self.anim_speed * dt,
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0)
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.movable = self.blocking = False
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self.z = -48
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if self.holder:
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self.holder.holding = None
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self.holder = None
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else:
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self.movable = self.blocking = True
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self.z = 0
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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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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class RisingBlock(Block):
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def __init__(self, level, x, y, movable=False, is_up=True):
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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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self.frame = 0
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self.anim_speed = 15
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self.setting = [0, 0]
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self.init_setting = self.setting
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self.anim = 'arrow_right'
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def set_init_pos(self):
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worldobject.WorldObject.set_init_pos(self)
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self.init_setting = [self.setting[0], self.setting[1]]
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def reset_pos(self):
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worldobject.WorldObject.reset_pos(self)
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self.setting = [self.init_setting[0], self.init_setting[1]]
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self.is_up = self.setting[1] == self.setting[0]
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def activate(self, setting):
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if setting in [2, 3]:
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self.setting[1] = setting - 2
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else:
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self.setting[0] = setting
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if not self.share_tile(worldobject.WorldObject):
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self.is_up = self.setting[1] == self.setting[0]
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def update(self, e, t, dt):
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# Update the animation
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if not self.is_up:
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self.frame = min(self.frame + self.anim_speed * dt,
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len(self.level.imgs[self.anim]) - 1)
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else:
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self.frame = max(self.frame - self.anim_speed * dt,
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0)
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.blocking = False
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self.z = -48
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else:
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self.blocking = True
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self.z = 0
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worldobject.WorldObject.update(self, e, t, dt)
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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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Block.draw(self, window)
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class ActionBlock(Block):
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def __init__(self, level, x, y, action=None, movable=True):
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self.__dict__.update(locals())
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Block.__init__(
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self, level, x, y, 'block1', movable=movable)
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self._last_pos = None
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def update(self, e, t, dt):
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if (self.x, self.y) != self._last_pos and not self.is_moving:
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self.action(self)
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self._last_pos = self.x, self.y
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worldobject.WorldObject.update(self, e, t, dt)
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class ColorWell(Block):
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def __init__(self, level, x, y, img_str='well'):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(
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self, level, x, y, movable=False)
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Block.load(self)
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self.col_img = pygame.Surface((32, 32))
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def set_colour(self, r, g, b):
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self.well_colour = r * 255, g * 255, b * 255
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self.col_img.fill(self.well_colour)
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def draw(self, window):
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if self.visible:
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window.blit(self.col_img, (self.x - self.level.camera_x + 16,
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self.y - self.img.get_size()[1] + 52
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- self.level.camera_y))
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Block.draw(self, window)
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class Door(Block):
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def __init__(self, level, x, y, movable=False, setting=False):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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z=32, movable=movable)
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self.frame = 0
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self.anim_speed = 15
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self.init_setting = self.setting
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self.anim = 'door'
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self.level.objects.append(InvisBlock(self.level, self.x + 64, self.y))
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self.level.objects.append(InvisBlock(self.level, self.x - 64, self.y))
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def set_init_pos(self):
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worldobject.WorldObject.set_init_pos(self)
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self.init_setting = self.setting
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def reset_pos(self):
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worldobject.WorldObject.reset_pos(self)
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self.setting = self.init_setting
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def activate(self, setting):
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self.setting = setting
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def update(self, e, t, dt):
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# Update the animation
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if self.setting:
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self.frame = min(self.frame + self.anim_speed * dt,
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len(self.level.imgs[self.anim]) - 1)
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else:
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self.frame = max(self.frame - self.anim_speed * dt,
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0)
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if self.frame == len(self.level.imgs[self.anim]) - 1:
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self.blocking = False
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else:
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self.blocking = True
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worldobject.WorldObject.update(self, e, t, dt)
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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 self.visible:
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window.blit(self.img, (self.x - (32 + 64) - self.level.camera_x,
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self.y - self.img.get_size()[1] + 24
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- self.level.camera_y))
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class LaserSource(Block):
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def __init__(self, level, x1, y1, source_direction):
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self.__dict__.update(locals())
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Block.__init__(self, level, x1, y1,
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'lasersource_' + source_direction.to_str(),
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movable=False)
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class LaserTarget(Block):
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def __init__(self, level, x0, y0):
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self.__dict__.update(locals())
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self.xd, self.yd = self.x0 * 64, (self.y0 + 4) * 48
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Block.__init__(self, level, self.xd, self.yd,
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'lasertarget', movable=False)
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self.glows = False
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def new_playfield_update(self):
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self.glows, self.img_str = (True, 'lasertarget_glow') \
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if (self.x0, self.y0) in itertools.chain(*self.level.lasers_orig) \
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else (False, 'lasertarget')
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self.load()
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