Format code with black

This commit is contained in:
James Campbell
2026-08-01 12:19:46 -04:00
parent b0ad9610be
commit f29d8c953c
16 changed files with 459 additions and 311 deletions

View File

@@ -21,11 +21,11 @@ def _s():
# --- individual sprites ------------------------------------------------------
def draw_block(s):
s.fill((96, 104, 122)) # stone
s.fill((96, 104, 122)) # stone
seam = (70, 76, 92)
pygame.draw.rect(s, seam, (0, 0, TILE, TILE), 2) # border
pygame.draw.line(s, seam, (0, 16), (TILE, 16), 2) # course seam
pygame.draw.line(s, seam, (16, 2), (16, 16), 2) # offset bricks
pygame.draw.rect(s, seam, (0, 0, TILE, TILE), 2) # border
pygame.draw.line(s, seam, (0, 16), (TILE, 16), 2) # course seam
pygame.draw.line(s, seam, (16, 2), (16, 16), 2) # offset bricks
pygame.draw.line(s, seam, (8, 16), (8, TILE - 2), 2)
pygame.draw.line(s, seam, (24, 16), (24, TILE - 2), 2)
pygame.draw.line(s, (132, 140, 158), (2, 2), (TILE - 3, 2), 1) # top highlight
@@ -38,33 +38,34 @@ def draw_fake_block(s):
def draw_player(s):
body = pygame.Rect(6, 2, 20, 28)
pygame.draw.rect(s, (40, 44, 60), body, border_radius=5) # phone body
pygame.draw.rect(s, (18, 20, 30), body, 2, border_radius=5) # outline
pygame.draw.rect(s, (95, 205, 255), (9, 6, 14, 16)) # screen
pygame.draw.rect(s, (20, 30, 45), (12, 10, 3, 4)) # eyes
pygame.draw.rect(s, (40, 44, 60), body, border_radius=5) # phone body
pygame.draw.rect(s, (18, 20, 30), body, 2, border_radius=5) # outline
pygame.draw.rect(s, (95, 205, 255), (9, 6, 14, 16)) # screen
pygame.draw.rect(s, (20, 30, 45), (12, 10, 3, 4)) # eyes
pygame.draw.rect(s, (20, 30, 45), (18, 10, 3, 4))
pygame.draw.line(s, (20, 30, 45), (12, 17), (20, 17), 2) # smile
pygame.draw.rect(s, (120, 126, 140), (14, 25, 4, 2)) # home button
pygame.draw.line(s, (20, 30, 45), (12, 17), (20, 17), 2) # smile
pygame.draw.rect(s, (120, 126, 140), (14, 25, 4, 2)) # home button
def draw_player_dead(s):
body = pygame.Rect(6, 2, 20, 28)
pygame.draw.rect(s, (62, 42, 46), body, border_radius=5)
pygame.draw.rect(s, (30, 20, 22), body, 2, border_radius=5)
pygame.draw.rect(s, (72, 76, 86), (9, 6, 14, 16)) # dead grey screen
for ex in (11, 17): # X eyes
pygame.draw.rect(s, (72, 76, 86), (9, 6, 14, 16)) # dead grey screen
for ex in (11, 17): # X eyes
pygame.draw.line(s, (225, 85, 85), (ex, 9), (ex + 4, 14), 2)
pygame.draw.line(s, (225, 85, 85), (ex + 4, 9), (ex, 14), 2)
pygame.draw.lines(s, (200, 205, 215), False,
[(9, 8), (14, 13), (12, 18), (21, 21)], 1) # crack
pygame.draw.lines(
s, (200, 205, 215), False, [(9, 8), (14, 13), (12, 18), (21, 21)], 1
) # crack
def draw_goal(s):
pad = pygame.Rect(4, 4, 24, 24)
pygame.draw.rect(s, (36, 110, 66), pad, border_radius=5) # charger pad
pygame.draw.rect(s, (36, 110, 66), pad, border_radius=5) # charger pad
pygame.draw.rect(s, (90, 230, 140), pad, 2, border_radius=5)
bolt = [(19, 5), (10, 18), (15, 18), (12, 27), (23, 13), (17, 13)]
pygame.draw.polygon(s, (245, 240, 130), bolt) # lightning bolt
pygame.draw.polygon(s, (245, 240, 130), bolt) # lightning bolt
pygame.draw.polygon(s, (200, 190, 80), bolt, 1)
@@ -77,43 +78,46 @@ def draw_spike(s):
pts = [(x, TILE), (x + w / 2, 3), (x + w, TILE)]
pygame.draw.polygon(s, base, pts)
pygame.draw.polygon(s, edge, pts, 1)
pygame.draw.rect(s, edge, (0, TILE - 4, TILE, 4)) # base strip
pygame.draw.rect(s, edge, (0, TILE - 4, TILE, 4)) # base strip
def draw_moving_block(s):
s.fill((172, 122, 72)) # crate
s.fill((172, 122, 72)) # crate
pygame.draw.rect(s, (120, 80, 45), (0, 0, TILE, TILE), 2)
for bx, by in [(5, 5), (TILE - 6, 5), (5, TILE - 6), (TILE - 6, TILE - 6)]:
pygame.draw.circle(s, (92, 60, 35), (bx, by), 2) # bolts
pygame.draw.circle(s, (92, 60, 35), (bx, by), 2) # bolts
plate = pygame.Rect(10, 10, 12, 12)
pygame.draw.rect(s, (152, 106, 60), plate)
pygame.draw.rect(s, (120, 80, 45), plate, 1)
def draw_patrol_block(s):
s.fill((122, 102, 178)) # platform
s.fill((122, 102, 178)) # platform
pygame.draw.rect(s, (80, 65, 125), (0, 0, TILE, TILE), 2)
pygame.draw.rect(s, (162, 148, 208), (2, 2, TILE - 4, 4)) # top highlight
for off in (0, 9): # motion chevrons
pygame.draw.lines(s, (92, 76, 142), False,
[(10, 15 + off), (16, 19 + off), (22, 15 + off)], 2)
pygame.draw.rect(s, (162, 148, 208), (2, 2, TILE - 4, 4)) # top highlight
for off in (0, 9): # motion chevrons
pygame.draw.lines(
s, (92, 76, 142), False, [(10, 15 + off), (16, 19 + off), (22, 15 + off)], 2
)
def draw_crumble_block(s):
s.fill((166, 136, 96))
pygame.draw.rect(s, (120, 95, 60), (0, 0, TILE, TILE), 2)
cr = (112, 86, 56)
pygame.draw.lines(s, cr, False, [(8, 2), (12, 10), (9, 16), (14, 24), (12, TILE)], 1)
pygame.draw.lines(
s, cr, False, [(8, 2), (12, 10), (9, 16), (14, 24), (12, TILE)], 1
)
pygame.draw.lines(s, cr, False, [(22, 3), (19, 9), (24, 15), (20, 22)], 1)
pygame.draw.line(s, cr, (2, 14), (9, 16), 1)
pygame.draw.line(s, cr, (24, 15), (TILE, 13), 1)
def draw_arrow_shooter(s):
s.fill((72, 76, 92)) # turret block
s.fill((72, 76, 92)) # turret block
pygame.draw.rect(s, (45, 48, 60), (0, 0, TILE, TILE), 2)
for bx, by in [(5, 5), (TILE - 6, 5), (5, TILE - 6), (TILE - 6, TILE - 6)]:
pygame.draw.circle(s, (40, 42, 52), (bx, by), 2) # rivets
pygame.draw.circle(s, (40, 42, 52), (bx, by), 2) # rivets
pygame.draw.circle(s, (22, 24, 30), (TILE // 2, TILE // 2), 6) # barrel
pygame.draw.circle(s, (150, 64, 64), (TILE // 2, TILE // 2), 3)
@@ -122,14 +126,18 @@ def draw_spike_block(s):
base, edge = (152, 158, 174), (84, 88, 104)
m = TILE // 2
tris = [
[(m, 0), (m - 4, 11), (m + 4, 11)], # up
[(m, TILE), (m - 4, TILE - 11), (m + 4, TILE - 11)], # down
[(0, m), (11, m - 4), (11, m + 4)], # left
[(TILE, m), (TILE - 11, m - 4), (TILE - 11, m + 4)], # right
[(2, 2), (13, 6), (6, 13)], # up-left
[(TILE - 2, 2), (TILE - 13, 6), (TILE - 6, 13)], # up-right
[(2, TILE - 2), (13, TILE - 6), (6, TILE - 13)], # down-left
[(TILE - 2, TILE - 2), (TILE - 13, TILE - 6), (TILE - 6, TILE - 13)], # down-right
[(m, 0), (m - 4, 11), (m + 4, 11)], # up
[(m, TILE), (m - 4, TILE - 11), (m + 4, TILE - 11)], # down
[(0, m), (11, m - 4), (11, m + 4)], # left
[(TILE, m), (TILE - 11, m - 4), (TILE - 11, m + 4)], # right
[(2, 2), (13, 6), (6, 13)], # up-left
[(TILE - 2, 2), (TILE - 13, 6), (TILE - 6, 13)], # up-right
[(2, TILE - 2), (13, TILE - 6), (6, TILE - 13)], # down-left
[
(TILE - 2, TILE - 2),
(TILE - 13, TILE - 6),
(TILE - 6, TILE - 13),
], # down-right
]
for t in tris:
pygame.draw.polygon(s, base, t)
@@ -144,8 +152,7 @@ def draw_phase_block(s):
pygame.draw.rect(s, (120, 210, 240), (0, 0, TILE, TILE), 2)
pygame.draw.line(s, (150, 230, 255), (4, 4), (TILE - 5, TILE - 5), 1)
pygame.draw.line(s, (150, 230, 255), (TILE - 5, 4), (4, TILE - 5), 1)
pygame.draw.polygon(s, (150, 230, 255),
[(16, 4), (28, 16), (16, 28), (4, 16)], 1)
pygame.draw.polygon(s, (150, 230, 255), [(16, 4), (28, 16), (16, 28), (4, 16)], 1)
def draw_arrow(s):