Make phase a block property rather than a distinct type
This commit is contained in:
414
game/traps.py
414
game/traps.py
@@ -45,6 +45,17 @@ class _Always:
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pass
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class _Never:
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"""A target with no condition — never fires. Used when a per-target trigger
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map names some targets but omits ``default``, so the unnamed ones are off."""
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def evaluate(self, trap, game, dt):
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return False
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def reset(self):
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pass
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class _Within:
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"""Player within N tiles of the trap centre (Euclidean radius)."""
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@@ -181,6 +192,48 @@ def make_condition(spec):
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raise ValueError(f"unrecognized trigger condition: {spec!r}")
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# --- per-target trigger / delay maps -----------------------------------------
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# A trap with more than one triggerable behaviour (a block can move *and* phase)
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# lets each behaviour take its own trigger and delay. The value is either a
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# single condition/scalar applied to every target (the common case) or a map
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# keyed by target name (``motion``, ``phase``, …) with ``default`` covering the
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# rest. Target names are disjoint from the condition keywords above, so a bare
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# condition like ``{within: 2}`` is never mistaken for a target map.
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#
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# trigger: { within: 2 } # both motion and phase
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# trigger: { default: always, motion: { within: 5 } }
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# delay: { motion: 0.1, phase: 0.3 }
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_NEVER = object() # sentinel: an unnamed target with no ``default`` -> off
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def _is_target_map(value, targets):
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"""True if ``value`` is a per-target map (a dict keyed by target names)
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rather than a single condition/scalar applied to every target."""
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if not isinstance(value, dict):
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return False
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names = set(targets) | {"default"}
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return any(k in names for k in value)
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def _split_targets(value, targets, kind, missing):
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"""Resolve a scalar-or-map ``trigger``/``delay`` value into
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``{target: spec}``. A scalar (or single-condition dict) applies to every
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target; a per-target map assigns each named target its own spec, with
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``default`` covering the rest and unnamed-without-default falling back to
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``missing``."""
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if not _is_target_map(value, targets):
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return {t: value for t in targets}
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valid = set(targets) | {"default"}
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unknown = [k for k in value if k not in valid]
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if unknown:
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raise ValueError(
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f"{kind}: unknown target(s) {unknown}; valid targets are {sorted(valid)}"
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)
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fallback = value.get("default", missing)
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return {t: value.get(t, fallback) for t in targets}
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class Trap:
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def __init__(self, spec, level):
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self.spec = spec
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@@ -340,23 +393,44 @@ class Trap:
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# --- triggers ------------------------------------------------------------
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# Traps with an activation condition call _init_trigger() in __init__,
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# _reset_trigger() in reset(), and triggered() each frame.
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def _init_trigger(self, spec):
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self.trigger = make_condition(spec.get("trigger", "always"))
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self.trig_delay = float(spec.get("delay", 0.0)) # arm delay (seconds)
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self._trig_timer = 0.0
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# _reset_trigger() in reset(), and triggered(target) each frame. A trap with
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# a single behaviour uses the lone default target; a block that both moves
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# and phases names two ("motion", "phase") so each can take its own trigger
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# and arm delay (see the per-target docs above make_condition's helpers).
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def _init_trigger(self, spec, targets=("main",)):
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trig_specs = _split_targets(
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spec.get("trigger", "always"), targets, "trigger", _NEVER
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)
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delay_specs = _split_targets(spec.get("delay", 0.0), targets, "delay", 0.0)
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self._trig = {}
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self._trig_never = set() # targets that resolved to a never-firing condition
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for t in targets:
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cspec = trig_specs[t]
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if cspec is _NEVER:
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cond = _Never()
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self._trig_never.add(t)
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else:
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cond = make_condition(cspec)
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self._trig[t] = {
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"cond": cond,
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"delay": float(delay_specs[t] or 0.0), # arm delay (seconds)
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"timer": 0.0,
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}
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def _reset_trigger(self):
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self._trig_timer = 0.0
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self.trigger.reset()
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for slot in self._trig.values():
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slot["timer"] = 0.0
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slot["cond"].reset()
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def triggered(self, game, dt):
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"""True while the trigger condition holds. If ``delay`` is set, the
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condition must hold *continuously* for that long first; leaving the
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condition resets the countdown."""
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raw = self.trigger.evaluate(self, game, dt)
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self._trig_timer = self._trig_timer + dt if raw else 0.0
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return raw and self._trig_timer >= self.trig_delay
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def triggered(self, game, dt, target="main"):
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"""True while ``target``'s trigger condition holds. If a ``delay`` is
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set, the condition must hold *continuously* for that long first; leaving
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the condition resets the countdown. Each target keeps its own condition
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instance and countdown, so their timers never interfere."""
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slot = self._trig[target]
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raw = slot["cond"].evaluate(self, game, dt)
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slot["timer"] = slot["timer"] + dt if raw else 0.0
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return raw and slot["timer"] >= slot["delay"]
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# --- spike: emerges to kill -------------------------------------------------
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@@ -411,22 +485,34 @@ class Spike(Trap):
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# --- 3. block: the unified stationary / sliding / patrolling / spike block ---
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class Block(Trap):
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"""A block that may move and/or be deadly — one trap covering stationary
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blocks, proximity sliders, patrolling platforms, and spike blocks.
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"""A block that may move, phase in/out, and/or be deadly — one trap covering
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stationary blocks, proximity sliders, patrolling platforms, spike blocks,
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fake blocks, crumbling blocks, and phase blocks.
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path: list of [col,row] waypoints (default just ``[at]`` = stationary).
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move: [dcol,drow] shorthand for a 2-point path [at, at+move] (a slider).
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trigger: when it moves (default ``always``). Sensors track the block's live
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position, so a condition like ``{dir: above}`` keeps it going while
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the player rides it.
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trigger: when it activates (default ``always``). Sensors track the block's
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live position, so a condition like ``{dir: above}`` keeps it going
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while the player rides it. A block that both moves and phases can
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give each its own trigger via a per-target map keyed ``motion`` /
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``phase`` (see the per-target docs near make_condition).
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mode: ``once`` (default) extends to the last point while triggered and
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retreats to the first when not — the slider/dropper behaviour;
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``loop`` / ``pingpong`` cycle the whole path continuously (patrol).
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deadly: true -> a hazard (spikes) instead of a solid.
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speed: px/s. sprite: override (default spike_block if deadly, else moving_block).
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delay/release: (``once`` mode) the trigger must hold for ``delay`` seconds to
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start extending and be clear for ``release`` seconds to start
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retracting — hysteresis that stops boundary jitter.
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deadly: true -> a hazard (spikes) instead of a solid. On a phase block the
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hazard is only live while it's materialised.
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phase: true -> invisible/intangible until triggered, then fades into a
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solid (or, if ``deadly``, a hazard) over ``fade`` seconds and back
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out when the trigger releases. Forming into the player is lethal,
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though a non-deadly one first tries to shove a player merely
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clipping an edge clear.
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speed: px/s. sprite: override (default: spike_block if deadly, fake_block
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if fake, crumble_block if crumble, phase_block if phase, else
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moving_block).
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delay/release: the trigger must hold for ``delay`` seconds to activate; in
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``once`` motion it must also be clear for ``release`` seconds to
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start retracting — hysteresis that stops boundary jitter. ``delay``
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may be a per-target map too.
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"""
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def __init__(self, spec, level):
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@@ -447,27 +533,44 @@ class Block(Trap):
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self.crumble = bool(spec.get("crumble", False)) # gives way when stood on
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self.crumble_delay = float(spec.get("crumble_delay", 0.4))
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self.respawn = float(spec.get("respawn", 2.5))
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self.sprite = spec.get(
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"sprite",
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(
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"spike_block"
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if self.deadly
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else (
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"fake_block"
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if self.fake
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else "crumble_block" if self.crumble else "moving_block"
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)
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),
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)
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self.phase = bool(spec.get("phase", False)) # fades in/out on trigger
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self.fade = float(spec.get("fade", 0.3)) # phase fade-in/out seconds
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self.sprite = spec.get("sprite", self._default_sprite())
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self.release = float(spec.get("release", 0.1)) # once-mode retract hysteresis
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# `home` (default): sense the trigger from the resting cell, so the block
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# moving away can't toggle its own trigger (no jitter). `current`: sense
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# from the live position — for blocks the player rides (e.g. a dropper),
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# so it stays put while ridden instead of pulling back.
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self.sense = spec.get("sense", "home")
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self._init_trigger(spec)
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# Motion and phasing each take their own trigger/delay (a single trigger
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# applies to both). Crumble is contact-driven, not trigger-driven.
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self._init_trigger(spec, targets=("motion", "phase"))
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if self.level.debug:
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self._warn_dead_trigger("phase", self.phase)
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self._warn_dead_trigger("motion", len(self.points) >= 2)
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self.reset()
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def _default_sprite(self):
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if self.deadly:
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return "spike_block"
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if self.fake:
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return "fake_block"
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if self.crumble:
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return "crumble_block"
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if self.phase:
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return "phase_block"
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return "moving_block"
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def _warn_dead_trigger(self, target, enabled):
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# Design aid: a capability that's on but whose trigger never fires (a
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# per-target map that named other targets but omitted this one and
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# `default`) is almost always a mistake — flag it in the debug view.
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if enabled and target in self._trig_never:
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print(
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f"[level] block at [{self.col},{self.row}]: {target} is enabled "
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f"but its trigger never fires (add a '{target}' or 'default' target)"
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)
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def sensor_rect(self):
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return self.base_rect if self.sense == "home" else self._rect()
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@@ -498,13 +601,19 @@ class Block(Trap):
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self._origin = (0.0, 0.0)
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self.prev = (self.x, self.y)
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self.dir = 1 # pingpong direction
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self.phase = "rest" # once mode: rest|extending|extended|retracting
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self.motion_phase = "rest" # once mode: rest|extending|extended|retracting
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self._release_t = 0.0
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# index of the waypoint we're AT (once) / heading toward (patrol)
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self.idx = 0 if self.mode == "once" else (1 if len(self.points) > 1 else 0)
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self.cstate = "solid" # crumble: solid|crumbling|gone
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self.ctimer = 0.0
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self.shake = 0.0
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# phase: fade-in progress (0..1) and whether it's currently collidable.
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self.alpha = 0.0
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self.materialized = False
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# Set the frame a block (crumble re-forming or phase forming) materialises
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# into the player — lethal this frame. Crumble and phase are mutually
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# exclusive in practice, so they share the flag.
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self.emerge_kill = False
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def update(self, dt, game):
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@@ -514,8 +623,8 @@ class Block(Trap):
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# block executes its path/move relative to the parent it rides.
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if not self._mounted:
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self.prev = (self.x, self.y)
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active = self.triggered(game, dt) # call every frame to keep the timer live
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if len(self.points) >= 2:
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active = self.triggered(game, dt, "motion")
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step = self.speed * dt
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if self.mode == "once":
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self._update_once(active, dt, step)
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@@ -523,6 +632,8 @@ class Block(Trap):
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self._update_patrol(active, step)
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if self.crumble:
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self._update_crumble(dt, game)
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if self.phase:
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self._update_phase(dt, game)
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def _update_crumble(self, dt, game):
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self.emerge_kill = False
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@@ -552,6 +663,78 @@ class Block(Trap):
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self.ctimer = 0.0
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self.shake = 0.0
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# How deep the player may be into a forming phase block and still be nudged
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# clear rather than killed. A shallow clip (feet/shoulder in the cell) gets
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# shoved out; forming through their middle stays lethal.
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_EDGE_GRACE = 0.5 # fraction of a tile
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def _update_phase(self, dt, game):
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# Materialise while the `phase` trigger holds (fade alpha 0->1), fade
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# back out when it releases. A block forming into the player is lethal;
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# a non-deadly (solid) one first tries to shove a player who's only
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# clipping an edge clear, while a deadly one simply kills.
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self.emerge_kill = False
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active = self.triggered(game, dt, "phase")
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if active:
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forming = self.alpha == 0.0 and not self.materialized
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if (
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forming
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and not self.deadly
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and game.player.rect.colliderect(self._rect())
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and not self._eject_player(game)
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):
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self.emerge_kill = True
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return
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self.alpha = min(1.0, self.alpha + dt / self.fade)
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self.materialized = True
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else:
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self.alpha = max(0.0, self.alpha - dt / self.fade)
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if self.alpha == 0.0:
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self.materialized = False
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def _eject_player(self, game):
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"""Nudge a player who's only clipping the forming block out of its cell.
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Returns True if they were pushed clear (forgiving). Returns False — leave
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it lethal — when the block is forming through the player's middle (too
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deep to fairly eject) or the shove would press them into another solid
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(squished against something)."""
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p = game.player.rect
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b = self._rect()
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# Distance to move the player to clear the block on each side.
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outs = {
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"up": p.bottom - b.top,
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"down": b.bottom - p.top,
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"left": p.right - b.left,
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"right": b.right - p.left,
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}
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side = min(outs, key=outs.get)
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dist = outs[side]
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if dist > self.tile * self._EDGE_GRACE:
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return False # deep overlap — forming through them
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dx, dy = _DIRS[side]
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moved = p.move(dx * dist, dy * dist)
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# The block isn't materialised yet, so it's absent from solid_rects();
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# any hit here is a *different* solid backing them — no room to dodge.
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if any(moved.colliderect(s) for s in self.level.solid_rects()):
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return False
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player = game.player
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player.fx += dx * dist
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player.fy += dy * dist
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if dx:
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player.vx = 0.0
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if dy:
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player.vy = 0.0
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player._sync_rect()
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return True
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def finalize_on_death(self):
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# A phase block caught mid-fade (or forming into the player) snaps fully
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# visible so the frozen death tableau shows the block that got them.
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if self.phase and (self.emerge_kill or self.alpha > 0.0):
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self.alpha = 1.0
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self.materialized = True
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def _step_to(self, tgt, step):
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"""Move toward tgt by step; snap and return True on arrival."""
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tx, ty = tgt
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@@ -570,27 +753,27 @@ class Block(Trap):
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# mid-stroke reversal, so a block that moves out of its own sensor range
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# can't buzz. Hysteresis (delay/release) smooths the parked decisions.
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n = len(self.points)
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if self.phase == "rest":
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if self.motion_phase == "rest":
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if active:
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self.phase = "extending"
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elif self.phase == "extending":
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self.motion_phase = "extending"
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elif self.motion_phase == "extending":
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if self._step_to(self.points[self.idx + 1], step):
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self.idx += 1
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if self.idx >= n - 1:
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self.phase = "extended"
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self.motion_phase = "extended"
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self._release_t = 0.0
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elif self.phase == "extended":
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elif self.motion_phase == "extended":
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if active:
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self._release_t = 0.0
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else:
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self._release_t += dt
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if self._release_t >= self.release:
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self.phase = "retracting"
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elif self.phase == "retracting":
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self.motion_phase = "retracting"
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elif self.motion_phase == "retracting":
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if self._step_to(self.points[self.idx - 1], step):
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self.idx -= 1
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if self.idx <= 0:
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self.phase = "rest"
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self.motion_phase = "rest"
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def _update_patrol(self, active, step):
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tgt = self.points[self.idx] if active else self.points[0]
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@@ -620,16 +803,24 @@ class Block(Trap):
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return self._rect()
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def _intangible(self):
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return self.deadly or self.fake or (self.crumble and self.cstate == "gone")
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if self.deadly or self.fake:
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return True
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if self.crumble and self.cstate == "gone":
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return True
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if self.phase and not self.materialized:
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return True
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return False
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def solid_rects(self):
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return [] if self._intangible() else [self._rect()]
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def hazard_rects(self):
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rects = []
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if self.deadly:
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# A deadly block is a hazard whenever it's present — for a phase block
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# that means only once it has materialised.
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if self.deadly and (not self.phase or self.materialized):
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rects.append(self._rect().inflate(-4, -4))
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if self.crumble and self.emerge_kill:
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if self.emerge_kill: # crumble re-forming / phase forming into the player
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rects.append(self._rect())
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return rects
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@@ -653,10 +844,22 @@ class Block(Trap):
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if self.level.debug:
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self._debug_ghost(surface, assets, self.sprite)
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return
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# phase block still dormant: invisible (debug tints the cell so it shows).
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if self.phase and self.alpha <= 0.0:
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if self.level.debug:
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self._debug_tint(surface, (120, 210, 240), alpha=45)
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return
|
||||
rect = self._rect()
|
||||
if self.crumble and self.cstate == "crumbling":
|
||||
rect = rect.move(int(self.shake), 0)
|
||||
surface.blit(assets.get(self.sprite, self.tile, self.tile), self._rt(rect))
|
||||
img = assets.get(self.sprite, self.tile, self.tile)
|
||||
if self.phase and self.alpha < 1.0: # fade in/out
|
||||
img = img.copy()
|
||||
img.fill(
|
||||
(255, 255, 255, int(255 * self.alpha)),
|
||||
special_flags=pygame.BLEND_RGBA_MULT,
|
||||
)
|
||||
surface.blit(img, self._rt(rect))
|
||||
if self.fake and self.level.debug:
|
||||
self._debug_tint(surface, (255, 40, 40), self._rect(), 90)
|
||||
|
||||
@@ -829,121 +1032,12 @@ class Warp(Trap):
|
||||
self._debug_tint(surface, (210, 80, 235), dest, 45)
|
||||
|
||||
|
||||
# --- 10. phase block: fades into a solid on trigger -------------------------
|
||||
class PhaseBlock(Trap):
|
||||
"""Invisible and intangible until its ``trigger`` fires, then it fades into
|
||||
a solid obstacle over ``fade`` seconds (and fades back out when the trigger
|
||||
releases). If the player is standing in the cell the instant it *starts*
|
||||
appearing, they're killed."""
|
||||
|
||||
def __init__(self, spec, level):
|
||||
super().__init__(spec, level)
|
||||
self.fade = float(spec.get("fade", 0.3))
|
||||
self._init_trigger(spec)
|
||||
self.reset()
|
||||
|
||||
def reset(self):
|
||||
self._reset_trigger()
|
||||
self.alpha = 0.0
|
||||
self.solid = False
|
||||
self.emerge_kill = False
|
||||
|
||||
# How deep the player may be into the cell and still be nudged clear rather
|
||||
# than killed. A shallow clip (feet/shoulder in the cell) gets shoved out;
|
||||
# forming through their middle stays lethal.
|
||||
_EDGE_GRACE = 0.5 # fraction of a tile
|
||||
|
||||
def update(self, dt, game):
|
||||
self.emerge_kill = False
|
||||
active = self.triggered(game, dt)
|
||||
if active:
|
||||
if (
|
||||
self.alpha == 0.0
|
||||
and not self.solid
|
||||
and game.player.rect.colliderect(self.base_rect)
|
||||
):
|
||||
# Forming into the player. If they're only clipping an edge, shove
|
||||
# them clear and let the block solidify behind them; only if it's
|
||||
# forming through their middle — or the shove would squish them
|
||||
# into a solid — is it lethal.
|
||||
if not self._eject_player(game):
|
||||
self.emerge_kill = True
|
||||
return
|
||||
self.alpha = min(1.0, self.alpha + dt / self.fade)
|
||||
self.solid = True
|
||||
else:
|
||||
self.alpha = max(0.0, self.alpha - dt / self.fade)
|
||||
if self.alpha == 0.0:
|
||||
self.solid = False
|
||||
|
||||
def _eject_player(self, game):
|
||||
"""Nudge a player who's only clipping the forming block out of its cell.
|
||||
|
||||
Returns True if they were pushed clear (forgiving). Returns False — leave
|
||||
it lethal — when the block is forming through the player's middle (too
|
||||
deep to fairly eject) or the shove would press them into another solid
|
||||
(squished against something, a crush as usual)."""
|
||||
p = game.player.rect
|
||||
b = self.base_rect
|
||||
# Distance to move the player to clear the block on each side.
|
||||
outs = {
|
||||
"up": p.bottom - b.top,
|
||||
"down": b.bottom - p.top,
|
||||
"left": p.right - b.left,
|
||||
"right": b.right - p.left,
|
||||
}
|
||||
side = min(outs, key=outs.get)
|
||||
dist = outs[side]
|
||||
if dist > self.tile * self._EDGE_GRACE:
|
||||
return False # deep overlap — forming through them
|
||||
dx, dy = _DIRS[side]
|
||||
moved = p.move(dx * dist, dy * dist)
|
||||
# The block isn't solid yet, so it's absent from solid_rects(); any hit
|
||||
# here is a *different* solid backing them — no room to dodge = squished.
|
||||
if any(moved.colliderect(s) for s in self.level.solid_rects()):
|
||||
return False
|
||||
player = game.player
|
||||
player.fx += dx * dist
|
||||
player.fy += dy * dist
|
||||
if dx:
|
||||
player.vx = 0.0
|
||||
if dy:
|
||||
player.vy = 0.0
|
||||
player._sync_rect()
|
||||
return True
|
||||
|
||||
def finalize_on_death(self):
|
||||
# If we were forming when the player died, snap to fully visible so the
|
||||
# frozen death tableau shows the block that got them.
|
||||
if self.emerge_kill or self.alpha > 0.0:
|
||||
self.alpha = 1.0
|
||||
self.solid = True
|
||||
|
||||
def solid_rects(self):
|
||||
return [self.base_rect] if self.solid else []
|
||||
|
||||
def hazard_rects(self):
|
||||
return [self.base_rect] if self.emerge_kill else []
|
||||
|
||||
def draw(self, surface, assets):
|
||||
if self.alpha <= 0.0:
|
||||
if self.level.debug:
|
||||
self._debug_tint(surface, (120, 210, 240), alpha=45)
|
||||
return
|
||||
img = assets.get("phase_block", self.tile, self.tile).copy()
|
||||
img.fill(
|
||||
(255, 255, 255, int(255 * self.alpha)), special_flags=pygame.BLEND_RGBA_MULT
|
||||
)
|
||||
surface.blit(img, self._rt(self.base_rect))
|
||||
|
||||
|
||||
# --- registry + factory ------------------------------------------------------
|
||||
TRAP_TYPES = {
|
||||
"spike": Spike,
|
||||
"block": Block,
|
||||
"arrow_shooter": ArrowShooter,
|
||||
"warp": Warp,
|
||||
"phase_block": PhaseBlock,
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user