mirror of
https://github.com/csd4ni3l/ember-keeper.git
synced 2026-01-01 04:23:43 +01:00
Add checkpoints
This commit is contained in:
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextlayerid="11" nextobjectid="20">
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<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextlayerid="12" nextobjectid="20">
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<tileset firstgid="1" source="../sheet.tsx"/>
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<objectgroup id="3" name="spawn">
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<object id="3" name="player spawn" x="289" y="466.667">
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@@ -47,12 +47,26 @@
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<point/>
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</object>
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</objectgroup>
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<layer id="11" name="checkpoints" width="100" height="10">
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<data encoding="csv">
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</data>
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</layer>
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<layer id="1" name="walls" width="100" height="10">
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<data encoding="csv">
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@@ -80,7 +94,7 @@
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18
game/play.py
18
game/play.py
@@ -46,6 +46,7 @@ class Game(arcade.gui.UIView):
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self.start = time.perf_counter()
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self.trees = 0
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self.collected_trees = []
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self.checkpoints_hit = set()
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self.level_texts = []
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@@ -177,15 +178,18 @@ class Game(arcade.gui.UIView):
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if self.warmth <= 0 or self.player.collides_with_list(self.scene["spikes"]) or self.player.center_x < 0 or self.player.center_x > tilemaps[self.level_num].width * GRID_PIXEL_SIZE or self.player.center_y < 0:
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self.reset()
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tree_collisions = self.player.collides_with_list(self.scene["trees"])
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for tree in self.player.collides_with_list(self.scene["trees"]):
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self.trees += 1
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self.collected_trees.append(tree)
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self.scene["trees"].remove(tree)
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if tree_collisions:
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for tree in tree_collisions:
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self.trees += 1
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self.collected_trees.append(tree)
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self.scene["trees"].remove(tree)
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self.warmth = self.clamp(self.warmth + 35, 0, 100)
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self.warmth = self.clamp(self.warmth + 35, 0, 100)
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for checkpoint in self.player.collides_with_list(self.scene["checkpoints"]):
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if checkpoint not in self.checkpoints_hit:
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self.scene["checkpoints"].remove(checkpoint)
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self.checkpoints_hit.add(checkpoint)
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self.spawn_position = checkpoint.position
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moved = False
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ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump()
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Block a user