annotate nagslang/level.py @ 201:3495a2025bc6

Break puzzlers out of game_object.py
author Stefano Rivera <stefano@rivera.za.net>
date Tue, 03 Sep 2013 23:27:25 +0200
parents 34c11bb5c96e
children ad1d3de210cd
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1 import pygame
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2 import pygame.locals as pgl
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3
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4 from nagslang import game_object as go
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5 from nagslang import enemies
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6 from nagslang import puzzle
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7 from nagslang.resources import resources
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8 from nagslang.yamlish import load, dump
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9
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10 POLY_COLORS = {
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11 1: pygame.color.THECOLORS['red'],
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12 2: pygame.color.THECOLORS['green'],
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13 3: pygame.color.THECOLORS['yellow'],
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14 4: pygame.color.THECOLORS['blue'],
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15 5: pygame.color.THECOLORS['lightblue'],
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16 6: pygame.color.THECOLORS['magenta'],
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17 }
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19
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20 LINE_COLOR = pygame.color.THECOLORS['orange']
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21
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22
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23 class Level(object):
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24
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25 def __init__(self, name):
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26 self.name = name
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27 # defaults
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28 self.x = 800
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29 self.y = 600
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30 self.polygons = {}
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31 self.lines = []
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32 self.basetile = 'tiles/floor.png'
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33 self._tile_image = None
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34 self._surface = None
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35 self._exterior = False
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36 self._glue = puzzle.PuzzleGlue()
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37 self.drawables = []
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38 self.overlay_drawables = []
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39 self._game_objects = []
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40 self._enemies = []
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41
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42 def _get_data(self):
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43 # For overriding in tests.
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44 with resources.get_file('levels', self.name) as f:
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45 return load(f)
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46
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47 def _dump_data(self, f):
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48 # For manipulation in tests.
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49 dump({
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50 'size': [self.x, self.y],
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51 'base_tile': self.basetile,
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52 'polygons': self.polygons,
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53 'lines': self.lines,
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54 'game_objects': self._game_objects,
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55 'enemies': self._enemies,
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56 }, f)
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57
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58 def load(self, space):
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59 data = self._get_data()
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60 self.x, self.y = data['size']
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61 self.base_tile = data['base_tile']
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62 for i, points in data['polygons'].iteritems():
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63 self.polygons[i] = []
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64 for point in points:
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65 self.polygons[i].append(tuple(point))
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66 self.lines = data.get('lines', [])
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67 self._game_objects = data.get('game_objects', [])
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68 for game_object_dict in self._game_objects:
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69 self._create_game_object(space, **game_object_dict)
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70 self._enemies = data.get('enemies', [])
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71 for enemy_dict in self._enemies:
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72 self._create_enemy(space, **enemy_dict)
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73
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74 def _create_game_object(self, space, classname, args, name=None):
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75 # We should probably build a registry of game objects or something.
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76 # At least this is better than just calling `eval`, right?
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77 cls = getattr(go, classname)
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78 if issubclass(cls, puzzle.Puzzler):
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79 gobj = cls(*args)
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80 elif issubclass(cls, go.GameObject):
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81 gobj = cls(space, *args)
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82 self.drawables.append(gobj)
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83 if gobj.overlay:
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84 self.overlay_drawables.append(gobj.overlay)
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85 else:
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86 raise TypeError(
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87 "Expected a subclass of Puzzler or GameObject, got %s" % (
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88 classname))
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89 if name is not None:
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90 self._glue.add_component(name, gobj)
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91
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92 def _create_enemy(self, space, classname, args, name=None):
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93 cls = getattr(enemies, classname)
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94 if issubclass(cls, go.GameObject):
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95 gobj = cls(space, *args)
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96 self.drawables.append(gobj)
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97 else:
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98 raise TypeError(
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99 "Expected a subclass of GameObject, got %s" % (
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100 classname))
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101 if name is not None:
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102 self._glue.add_component(name, gobj)
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103
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104 def all_closed(self):
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105 """Check if all the polygons are closed"""
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106 closed = True
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107 messages = []
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108 for index, poly in self.polygons.items():
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109 if len(poly) == 0:
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110 # We ignore empty polygons
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111 continue
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112 elif len(poly) == 1:
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113 closed = False
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114 messages.append("Error: polygon %s too small" % index)
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115 elif poly[-1] != poly[0]:
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116 closed = False
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117 messages.append("Error: polygon %s not closed" % index)
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118 return closed, messages
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120 def save(self):
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121 closed, _ = self.all_closed()
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122 if not closed:
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123 return False
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124 with resources.get_file('levels', self.name, mode='w') as f:
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125 self._dump_data(f)
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126 return True
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127
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128 def get_size(self):
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129 return self.x, self.y
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130
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131 def set_base_tile(self, new_tile):
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132 self.basetile = new_tile
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133 self._tile_image = None
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134
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135 def point_to_pygame(self, pos):
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136 # Convert a point from pymunk (which is what we store)
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137 # to pygame for drawing
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138 return (pos[0], self.y - pos[1])
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139
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140 def get_walls(self):
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141 walls = self.polygons.values()
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142 walls.extend(self.lines)
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143 return walls
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145 def _draw_walls(self):
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146 for index, polygon in self.polygons.items():
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147 color = POLY_COLORS[index]
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148 if len(polygon) > 1:
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149 pointlist = [self.point_to_pygame(p) for p in polygon]
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150 pygame.draw.lines(self._surface, color, False, pointlist, 2)
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151 for line in self.lines:
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152 pointlist = [self.point_to_pygame(p) for p in line]
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153 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2)
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154
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155 def get_background(self):
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156 self._draw_background()
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157 self._draw_exterior()
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158 # Draw polygons
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159 self._draw_walls()
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160 return self._surface
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161
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162 def _draw_exterior(self, force=False):
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163 """Fill the exterior of the level with black"""
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164 if self._exterior and not force:
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165 return
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166 white = pygame.color.THECOLORS['white']
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167 black = pygame.color.THECOLORS['black']
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168 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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169 surface.fill(black)
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170 for index, polygon in self.polygons.items():
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171 if len(polygon) > 1:
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172 pointlist = [self.point_to_pygame(p) for p in polygon]
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173 # filled polygons
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174 color = white
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175 # If a polygon overlaps on of the existing polygons,
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176 # it is treated as negative
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177 # This is not a complete inversion, since any overlap
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178 # triggers this (inversion is easy enough, but the
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179 # behaviour doesn't seem useful)
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180 # We also only check the vertexes - not breaking this
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181 # assumption is left to the level designers
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182 surface.lock()
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183 for p in pointlist:
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184 if surface.get_at(p) == white:
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185 color = black
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186 surface.unlock()
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187 pygame.draw.polygon(surface, color, pointlist, 0)
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188 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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189 self._exterior = True
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190
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191 def _draw_background(self, force=False):
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192 if self._tile_image is None:
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193 self._tile_image = resources.get_image(self.basetile)
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194 if self._surface is not None and not force:
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195 # We assume we don't change
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196 return self._surface
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197 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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198 self._surface.fill(pygame.color.THECOLORS['black'])
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199 x_step = self._tile_image.get_rect().width
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200 y_step = self._tile_image.get_rect().height
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201 x_count = self.x // x_step + 1
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202 y_count = self.y / y_step + 1
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203 for x in range(x_count):
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204 for y in range(y_count):
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205 tile_rect = pygame.rect.Rect(x * x_step, y * y_step,
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206 x_step, y_step)
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207 self._surface.blit(self._tile_image, tile_rect)
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208 return self._surface