Format code with black
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@@ -55,8 +55,8 @@ class Level:
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# by the Game). (0, 0) in normal play, so nothing moves.
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self.render_offset = (0, 0)
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self.solids = [] # list[pygame.Rect] — full blocking
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self.oneways = [] # list[pygame.Rect] — blocking only from above
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self.solids = [] # list[pygame.Rect] — full blocking
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self.oneways = [] # list[pygame.Rect] — blocking only from above
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self.spawn = (self.tile, self.tile)
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self.goal_rect = pygame.Rect(self.width - self.tile, 0, self.tile, self.tile)
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@@ -144,8 +144,10 @@ class Level:
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for rect in self.oneways:
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surface.blit(oneway_img, rect.move(ox, oy))
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surface.blit(assets.get("goal", self.goal_rect.w, self.goal_rect.h),
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self.goal_rect.move(ox, oy))
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surface.blit(
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assets.get("goal", self.goal_rect.w, self.goal_rect.h),
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self.goal_rect.move(ox, oy),
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)
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for tr in self.traps:
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tr.render(surface, assets)
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@@ -173,10 +175,12 @@ class Level:
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# Shade the off-screen overscan so the real play area reads clearly.
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view = pygame.Rect(ox, oy, self.width, self.height)
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shade = (10, 12, 20, 130)
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for band in (pygame.Rect(0, 0, sw, oy), # above
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pygame.Rect(0, view.bottom, sw, sh - view.bottom), # below
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pygame.Rect(0, oy, ox, self.height), # left
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pygame.Rect(view.right, oy, sw - view.right, self.height)): # right
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for band in (
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pygame.Rect(0, 0, sw, oy), # above
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pygame.Rect(0, view.bottom, sw, sh - view.bottom), # below
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pygame.Rect(0, oy, ox, self.height), # left
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pygame.Rect(view.right, oy, sw - view.right, self.height),
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): # right
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if band.w > 0 and band.h > 0:
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overlay.fill(shade, band)
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@@ -190,14 +194,16 @@ class Level:
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pygame.draw.line(overlay, line, (0, k * t), (sw, k * t))
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label = (150, 162, 190)
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for k in range(sw // t):
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overlay.blit(Level._grid_font.render(str(k - mx), True, label),
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(k * t + 2, 1))
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overlay.blit(
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Level._grid_font.render(str(k - mx), True, label), (k * t + 2, 1)
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)
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for k in range(sh // t):
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overlay.blit(Level._grid_font.render(str(k - my), True, label),
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(1, k * t + 1))
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overlay.blit(
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Level._grid_font.render(str(k - my), True, label), (1, k * t + 1)
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)
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# Outline the actual runtime viewport (the level's true bounds).
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if (mx or my):
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if mx or my:
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pygame.draw.rect(overlay, (95, 210, 235, 200), view, 2)
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surface.blit(overlay, (0, 0))
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