Format code with black
This commit is contained in:
145
game/traps.py
145
game/traps.py
@@ -17,10 +17,12 @@ import pygame
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from . import settings
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# --- helpers -----------------------------------------------------------------
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_DIRS = {
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"up": (0, -1), "down": (0, 1), "left": (-1, 0), "right": (1, 0),
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"up": (0, -1),
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"down": (0, 1),
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"left": (-1, 0),
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"right": (1, 0),
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}
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@@ -36,6 +38,7 @@ _DIRS = {
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# trigger: { timer: { interval: 1.2, up_time: 0.7 } }
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# trigger: { all: [ { within: 3 }, { dir: above, aligned: true } ] }
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class _Always:
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def evaluate(self, trap, game, dt):
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return True
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@@ -46,6 +49,7 @@ class _Always:
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class _Within:
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"""Player within N tiles of the trap centre (Euclidean radius)."""
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def __init__(self, n):
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self.n = float(n)
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@@ -69,6 +73,7 @@ class _Directional:
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left/right (same rows) or *directly* above/below (same columns).
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inclusive: specify if the trap tile itself counts in the given direction.
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"""
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def __init__(self, direction, rng, aligned, inclusive):
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self.dir = direction
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self.rng = None if rng is None else float(rng)
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@@ -113,6 +118,7 @@ class _Directional:
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class _Timer:
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"""Cyclic: hidden for ``interval`` seconds, then active for ``up_time``."""
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def __init__(self, interval, up_time):
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self.interval = float(interval)
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self.up_time = float(up_time)
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@@ -155,7 +161,9 @@ def make_condition(spec):
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if spec == "always":
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return _Always()
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if not isinstance(spec, dict):
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raise ValueError(f"trigger must be 'always' or a condition object, got {spec!r}")
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raise ValueError(
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f"trigger must be 'always' or a condition object, got {spec!r}"
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)
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if "all" in spec:
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return _All([make_condition(s) for s in spec["all"]])
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if "any" in spec:
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@@ -166,7 +174,12 @@ def make_condition(spec):
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if "within" in spec:
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return _Within(spec["within"])
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if "dir" in spec:
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return _Directional(spec["dir"], spec.get("range"), spec.get("aligned", False), spec.get("inclusive", False))
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return _Directional(
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spec["dir"],
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spec.get("range"),
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spec.get("aligned", False),
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spec.get("inclusive", False),
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)
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raise ValueError(f"unrecognized trigger condition: {spec!r}")
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@@ -178,7 +191,7 @@ class Trap:
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at = spec.get("at", [0, 0])
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self.col, self.row = int(at[0]), int(at[1])
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self.base_rect = level.cell_rect(self.col, self.row)
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self._mounted = False # set True on traps that ride another (a mount)
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self._mounted = False # set True on traps that ride another (a mount)
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# Any trap can be made invisible (still functional; revealed in debug).
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self.invisible = bool(spec.get("invisible", False))
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@@ -274,13 +287,14 @@ class Trap:
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def _follow(self, parent):
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ox, oy = self._mount_off
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pr = parent.current_rect()
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self.base_rect = pygame.Rect(pr.x + ox, pr.y + oy,
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self.base_rect.w, self.base_rect.h)
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self.base_rect = pygame.Rect(
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pr.x + ox, pr.y + oy, self.base_rect.w, self.base_rect.h
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)
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def tick(self, dt, game):
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self.update(dt, game)
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for c in self.mounts:
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c._follow(self) # reposition after we've moved this frame
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c._follow(self) # reposition after we've moved this frame
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c.tick(dt, game)
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def render(self, surface, assets):
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@@ -354,6 +368,7 @@ class Spike(Trap):
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direction: which edge of the cell the spike sits on (up/down/left/right).
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See the trigger-condition docs at the top of this module.
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"""
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def __init__(self, spec, level):
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super().__init__(spec, level)
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self.direction = spec.get("direction", "up")
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@@ -369,13 +384,13 @@ class Spike(Trap):
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t = self.tile
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r = self.base_rect
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dx, dy = _DIRS.get(self.direction, (0, -1))
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if dy == -1: # up: bottom half is ground, tip points up
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if dy == -1: # up: bottom half is ground, tip points up
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return pygame.Rect(r.x, r.y + t // 2, t, t // 2)
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if dy == 1: # down (ceiling spike)
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if dy == 1: # down (ceiling spike)
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return pygame.Rect(r.x, r.y, t, t // 2)
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if dx == -1: # left (from right wall pointing left)
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if dx == -1: # left (from right wall pointing left)
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return pygame.Rect(r.x + t // 2, r.y, t // 2, t)
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return pygame.Rect(r.x, r.y, t // 2, t) # right
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return pygame.Rect(r.x, r.y, t // 2, t) # right
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# CCW rotation to point the (up-facing) sprite the right way.
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_ANGLE = {"up": 0, "left": 90, "down": 180, "right": -90}
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@@ -415,6 +430,7 @@ class Block(Trap):
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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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"""
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def __init__(self, spec, level):
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super().__init__(spec, level)
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t = self.tile
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@@ -429,15 +445,23 @@ class Block(Trap):
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self.speed = float(spec.get("speed", 140.0))
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self.mode = spec.get("mode", "once")
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self.deadly = bool(spec.get("deadly", False))
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self.fake = bool(spec.get("fake", False)) # looks solid, isn't
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self.fake = bool(spec.get("fake", False)) # looks solid, isn't
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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("sprite",
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"spike_block" if self.deadly else
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"fake_block" if self.fake else
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"crumble_block" if self.crumble else "moving_block")
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self.release = float(spec.get("release", 0.1)) # once-mode retract hysteresis
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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.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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@@ -463,8 +487,9 @@ class Block(Trap):
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# `home` sensing tracks the resting cell as it rides along the parent.
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ox, oy = self._origin
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offx, offy = self._mount_off
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self.base_rect = pygame.Rect(round(ox + offx), round(oy + offy),
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self.tile, self.tile)
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self.base_rect = pygame.Rect(
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round(ox + offx), round(oy + offy), self.tile, self.tile
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)
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def reset(self):
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self._reset_trigger()
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@@ -474,12 +499,12 @@ class Block(Trap):
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# LOCAL — the live rect is always _origin + (x, y).
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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.dir = 1 # pingpong direction
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self.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.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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self.emerge_kill = False
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@@ -491,7 +516,7 @@ 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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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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step = self.speed * dt
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if self.mode == "once":
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@@ -505,8 +530,9 @@ class Block(Trap):
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self.emerge_kill = False
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r = self._rect()
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p = game.player.rect
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on_top = (abs(p.bottom - r.top) <= 4
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and p.right > r.left + 2 and p.left < r.right - 2)
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on_top = (
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abs(p.bottom - r.top) <= 4 and p.right > r.left + 2 and p.left < r.right - 2
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)
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if self.cstate == "solid":
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if on_top:
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self.cstate = "crumbling"
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@@ -590,8 +616,7 @@ class Block(Trap):
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def _rect(self):
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ox, oy = self._origin
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return pygame.Rect(round(ox + self.x), round(oy + self.y),
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self.tile, self.tile)
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return pygame.Rect(round(ox + self.x), round(oy + self.y), self.tile, self.tile)
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def current_rect(self):
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return self._rect()
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@@ -654,6 +679,7 @@ class ArrowShooter(Trap):
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direction: up/down/left/right. speed: px/s. interval: seconds between shots.
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trigger: only fires while the condition holds (default ``always``).
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"""
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def __init__(self, spec, level):
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super().__init__(spec, level)
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self.direction = spec.get("direction", "left")
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@@ -676,10 +702,14 @@ class ArrowShooter(Trap):
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rect = pygame.Rect(0, 0, w, h)
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rect.center = r.center
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# nudge the arrow to the emitting edge
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if dx == -1: rect.right = r.left
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elif dx == 1: rect.left = r.right
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elif dy == -1: rect.bottom = r.top
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elif dy == 1: rect.top = r.bottom
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if dx == -1:
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rect.right = r.left
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elif dx == 1:
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rect.left = r.right
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elif dy == -1:
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rect.bottom = r.top
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elif dy == 1:
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rect.top = r.bottom
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self.arrows.append(Arrow(rect, dx * self.speed, dy * self.speed))
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def update(self, dt, game):
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@@ -704,8 +734,9 @@ class ArrowShooter(Trap):
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return [a.rect for a in self.arrows]
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def draw(self, surface, assets):
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surface.blit(assets.get("arrow_shooter", self.tile, self.tile),
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self._rt(self.base_rect))
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surface.blit(
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assets.get("arrow_shooter", self.tile, self.tile), self._rt(self.base_rect)
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)
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for a in self.arrows:
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surface.blit(assets.get("arrow", a.rect.w, a.rect.h), self._rt(a.rect))
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@@ -717,7 +748,8 @@ class Warp(Trap):
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destination and fades away, so the (otherwise invisible) teleport reads on
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screen. The level's ``debug`` flag tints it (and draws a line to its
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destination) while designing."""
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_PULSE_TIME = 0.35 # seconds the activation aura takes to fade out
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_PULSE_TIME = 0.35 # seconds the activation aura takes to fade out
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# Concentric rings of the aura: (radius x tile, alpha x, colour). Drawn
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# largest-first so the bright core sits on top.
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@@ -735,8 +767,8 @@ class Warp(Trap):
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self.reset()
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def reset(self):
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self._armed = True # re-arms once the player has left the tile
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self._pulse = 0.0 # 1.0 at activation, fades to 0 over _PULSE_TIME
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self._armed = True # re-arms once the player has left the tile
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self._pulse = 0.0 # 1.0 at activation, fades to 0 over _PULSE_TIME
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def update(self, dt, game):
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if self._pulse > 0.0:
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@@ -749,7 +781,7 @@ class Warp(Trap):
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p.vx = p.vy = 0.0
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p._sync_rect()
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self._armed = False
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self._pulse = 1.0 # flash at both ends this frame, then fade
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self._pulse = 1.0 # flash at both ends this frame, then fade
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elif not inside:
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self._armed = True
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@@ -763,8 +795,9 @@ class Warp(Trap):
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c.render(surface, assets)
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def _dest_rect(self):
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return pygame.Rect(self.dest[0] * self.tile, self.dest[1] * self.tile,
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self.tile, self.tile)
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return pygame.Rect(
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self.dest[0] * self.tile, self.dest[1] * self.tile, self.tile, self.tile
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)
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def _draw_aura(self, surface, rect):
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# An expanding, fading glow centred on the cell. As the pulse decays the
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@@ -788,8 +821,13 @@ class Warp(Trap):
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if self.level.debug:
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self._debug_tint(surface, (210, 80, 235), alpha=90)
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dest = self._dest_rect()
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pygame.draw.line(surface, (210, 80, 235),
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self._rt(self.base_rect).center, self._rt(dest).center, 1)
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pygame.draw.line(
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surface,
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(210, 80, 235),
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self._rt(self.base_rect).center,
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self._rt(dest).center,
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1,
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)
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self._debug_tint(surface, (210, 80, 235), dest, 45)
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@@ -799,6 +837,7 @@ class PhaseBlock(Trap):
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a solid obstacle over ``fade`` seconds (and fades back out when the trigger
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releases). If the player is standing in the cell the instant it *starts*
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appearing, they're killed."""
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def __init__(self, spec, level):
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super().__init__(spec, level)
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self.fade = float(spec.get("fade", 0.3))
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@@ -814,14 +853,17 @@ class PhaseBlock(Trap):
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# How deep the player may be into the cell and still be nudged clear rather
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# than killed. A shallow clip (feet/shoulder in the cell) gets shoved out;
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# forming through their middle stays lethal.
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_EDGE_GRACE = 0.5 # fraction of a tile
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_EDGE_GRACE = 0.5 # fraction of a tile
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def update(self, dt, game):
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self.emerge_kill = False
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active = self.triggered(game, dt)
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if active:
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if self.alpha == 0.0 and not self.solid \
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and game.player.rect.colliderect(self.base_rect):
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if (
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self.alpha == 0.0
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and not self.solid
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and game.player.rect.colliderect(self.base_rect)
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):
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# Forming into the player. If they're only clipping an edge, shove
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# them clear and let the block solidify behind them; only if it's
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# forming through their middle — or the shove would squish them
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@@ -847,15 +889,15 @@ class PhaseBlock(Trap):
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b = self.base_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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"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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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 solid yet, so it's absent from solid_rects(); any hit
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@@ -891,8 +933,9 @@ class PhaseBlock(Trap):
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self._debug_tint(surface, (120, 210, 240), alpha=45)
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return
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img = assets.get("phase_block", self.tile, self.tile).copy()
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img.fill((255, 255, 255, int(255 * self.alpha)),
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special_flags=pygame.BLEND_RGBA_MULT)
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img.fill(
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(255, 255, 255, int(255 * self.alpha)), special_flags=pygame.BLEND_RGBA_MULT
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)
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surface.blit(img, self._rt(self.base_rect))
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