340 lines
10 KiB
Python
340 lines
10 KiB
Python
import pygame
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from classes import system
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from random import randrange
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pygame.mixer.init()
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#mina
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class Mine:
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position_x:int
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position_y:int
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size:int
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image:pygame.surface.Surface
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difficulty:int = 1
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weight:float = 1.0
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def __init__(self,position_x, position_y, size):
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self.position_x=position_x
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self.position_y=position_y
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self.size=size
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self.image = pygame.image.load("assets/sprites/mine_fun_sized.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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def draw(self, window):
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position_on_screen = (self.size*self.position_x, self.size*self.position_y)
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window.blit(self.image, position_on_screen)
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class Cliff:
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position_x:int
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position_y:int
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size:int
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image:pygame.surface.Surface
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type:int
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rotation:int
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def __init__(self,position_x, position_y, size, rotation, type=0):
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self.position_x=position_x
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self.position_y=position_y
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self.size=size
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self.rotation = rotation
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self.type = type
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if self.type==0:
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self.image = pygame.image.load("assets/sprites/cliff.png")
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elif self.type==1:
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self.image = pygame.image.load("assets/sprites/cliff_corner.png")
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elif self.type==2:
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self.image = pygame.image.load("assets/sprites/cliff_end1.png")
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elif self.type==3:
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self.image = pygame.image.load("assets/sprites/cliff_end2.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.image = pygame.transform.rotate(self.image, self.rotation)
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def draw(self, window):
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position_on_screen = (self.size*self.position_x, self.size*self.position_y)
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window.blit(self.image, position_on_screen)
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#mapa
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class Map:
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window:system.Window
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tile_size:int
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tiles_x:int
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tiles_y:int
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tile_palette:list
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terrain_matrix:list
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cliffs=[]
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mines=[]
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def __init__(self, window:system.Window, tile_size:int=64, tiles_x:int=8, tiles_y:int=8):
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self.window = window
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self.tile_size = tile_size
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self.tiles_x = tiles_x
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self.tiles_y = tiles_y
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#dodanie grafik wszystkich typów terenu do jednej listy
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self.tile_palette=[None]*20
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image = pygame.image.load("assets/sprites/sand.png")
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image = pygame.transform.scale(image, (tile_size,tile_size))
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self.tile_palette[0]=image
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image = pygame.image.load("assets/sprites/stone.png")
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image = pygame.transform.scale(image, (tile_size,tile_size))
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self.tile_palette[10]=image
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def generate(self):
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#generowanie terenu
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matrix = []
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for i in range(self.tiles_y):
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matrix.append([])
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for j in range(self.tiles_x):
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#sprawdza czy są tu jakieś klify
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ok = True
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for cliff in self.cliffs:
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for i2 in range(i-1,i+2):
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if (j, i2) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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elif (j-1, i2) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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elif (j+1, i2) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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#od liczby zależy jaki teren, np. 0 - piasek
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rng = randrange(10)
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if ok and rng==0 and not (i<2 and j<3):
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matrix[i].append(10)
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elif ok and rng<2 and not (i<2 and j<3):
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matrix[i].append(0)
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rand_rotate = 0#randrange(4)*90
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if rand_rotate==0 and j+3<self.tiles_x and not (i==0 or i==self.tiles_y-1 or j==0 or j==self.tiles_x-1):
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cliff = Cliff(j,i,self.tile_size, rand_rotate, type=2)
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self.cliffs.append(cliff)
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cliff = Cliff(j+1,i,self.tile_size, rand_rotate, type=0)
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self.cliffs.append(cliff)
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cliff = Cliff(j+2,i,self.tile_size, rand_rotate, type=3)
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self.cliffs.append(cliff)
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else:
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matrix[i].append(0)
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self.terrain_matrix = matrix
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for i in range(self.tiles_y):
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for j in range(self.tiles_x):
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if matrix[i][j]<10:
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ok = True
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for cliff in self.cliffs:
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if (j, i) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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if ok and randrange(10)==0 and not (i<2 and j<3):
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mine = Mine(j, i, self.tile_size)
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self.mines.append(mine)
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def draw_tiles(self):
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#narysowanie na ekranie terenu
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for i in range(len(self.terrain_matrix)):
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for j in range(len(self.terrain_matrix[i])):
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self.window.window.blit(self.tile_palette[self.terrain_matrix[i][j]], (self.tile_size*j, self.tile_size*i))
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def draw_objects(self):
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for mine in self.mines:
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mine.draw(self.window.window)
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for cliff in self.cliffs:
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cliff.draw(self.window.window)
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#broń
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class Weapon:
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size:int
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image:pygame.surface.Surface
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rotated_image:pygame.surface.Surface
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owner:str
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weight:float
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weapon_type:int
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#baza operacji
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class Base:
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position_x:int
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position_y:int
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size:int
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image:pygame.surface.Surface
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weapon_level:int
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weapons=[]
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#schron
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class Shelter:
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position_x:int
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position_y:int
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size:int
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image:pygame.surface.Surface
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#składowisko
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class Dumpster:
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position_x:int
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position_y:int
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size:int
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image:pygame.surface.Surface
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#cywile
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class NPC:
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position_x:int
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position_y:int
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size:int
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image:pygame.surface.Surface
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rotated_image:pygame.surface.Surface
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offset_x:int=0
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offset_y:int=0
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current_map:Map
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type:str
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value:int
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weight:float
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#saper
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class Minesweeper:
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size:int
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position_x:int
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position_y:int
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image:pygame.surface.Surface
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rotated_image:pygame.surface.Surface
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offset_x:int=0
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offset_y:int=0
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current_map:Map
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carried_objects=[]
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speed=1
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ability=1
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max_carried_weight=5.0
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def __init__(self, position_x=0, position_y=0, size=64):
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self.position_x=position_x
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self.position_y=position_y
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self.size = size
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self.image = pygame.image.load("assets/sprites/saper_fun_sized.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.rotated_image = self.image
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def set_map(self, map:Map):
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self.current_map = map
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def update_offset(self, delta:float):
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dist=round(self.speed*delta/8)
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finished=False
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if self.offset_x>0:
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self.offset_x-=dist
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if self.offset_x<=0:
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finished=True
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elif self.offset_x<0:
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self.offset_x+=dist
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if self.offset_x>=0:
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finished=True
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if self.offset_y>0:
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self.offset_y-=dist
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if self.offset_y<=0:
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finished=True
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elif self.offset_y<0:
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self.offset_y+=dist
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if self.offset_y>=0:
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finished=True
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if finished:
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pygame.mixer.Channel(1).stop()
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self.offset_y=0
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self.offset_x=0
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def draw(self, window, delta:float):
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position_on_screen = (self.size*self.position_x + self.offset_x, self.size*self.position_y + self.offset_y)
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window.blit(self.rotated_image, position_on_screen)
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self.update_offset(delta)
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def move(self, dir:int):
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#południe - 0
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#wschód - 90
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#północ - 180
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#zachód - 270
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if self.offset_x!=0 or self.offset_y!=0:
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return
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self.rotated_image = pygame.transform.rotate(self.image, dir)
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move_legal=True
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cliff_jump=False
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next_x=self.position_x
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next_y=self.position_y
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if dir==0:
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next_y=self.position_y+1
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elif dir==180:
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next_y=self.position_y-1
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elif dir==270:
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next_x=self.position_x-1
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elif dir==90:
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next_x=self.position_x+1
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if next_x == self.current_map.tiles_x or next_x == -1:
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move_legal=False
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if next_y == self.current_map.tiles_y or next_y == -1:
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move_legal=False
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if self.current_map.terrain_matrix[next_y][next_x]>9:
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move_legal=False
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if self.current_map.terrain_matrix[next_y][next_x]>9:
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move_legal=False
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for cliff in self.current_map.cliffs:
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if (next_x, next_y) == (cliff.position_x, cliff.position_y):
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if dir==0 and cliff.rotation==0:
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cliff_jump=True
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else:
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move_legal=False
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if move_legal:
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pygame.mixer.Channel(1).set_volume(0.3)
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pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/moving.wav"))
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if dir==0:
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self.position_y+=1
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self.offset_y=-self.size
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if cliff_jump:
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self.position_y+=1
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self.offset_y=-2*self.size
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elif dir==180:
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self.position_y-=1
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self.offset_y=self.size
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elif dir==270:
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self.position_x-=1
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self.offset_x=self.size
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elif dir==90:
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self.position_x+=1
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self.offset_x=-self.size
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else:
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pygame.mixer.Channel(2).set_volume(0.5)
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pygame.mixer.Channel(2).play(pygame.mixer.Sound("assets/sounds/collision.wav"))
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def pick_up(self):
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if self.offset_x!=0 or self.offset_y!=0:
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return
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for mine in self.current_map.mines:
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if (self.position_x, self.position_y) == (mine.position_x, mine.position_y):
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self.current_map.mines.remove(mine)
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pygame.mixer.Channel(3).set_volume(0.7)
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pygame.mixer.Channel(3).play(pygame.mixer.Sound("assets/sounds/pickup.wav"))
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break
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def drop_bombs(self):
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pass
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def drop_civilians(self):
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pass
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def sensor(self):
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sensor_list = [[],[],[]]
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return sensor_list |