Mercurial > nagslang
annotate nagslang/level.py @ 378:8069c9be1c3e
Create a nagslang.collectable module for collectables
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Fri, 06 Sep 2013 23:07:27 +0200 |
parents | f0e8970ab804 |
children | e2cebabf87e8 |
rev | line source |
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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 collectable |
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5 from nagslang import game_object as go |
168 | 6 from nagslang import enemies |
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7 from nagslang import puzzle |
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8 from nagslang.utils import tile_surface |
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9 from nagslang.resources import resources |
139 | 10 from nagslang.yamlish import load, dump |
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11 |
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12 POLY_COLORS = { |
53 | 13 1: pygame.color.THECOLORS['red'], |
14 2: pygame.color.THECOLORS['green'], | |
15 3: pygame.color.THECOLORS['yellow'], | |
16 4: pygame.color.THECOLORS['blue'], | |
17 5: pygame.color.THECOLORS['lightblue'], | |
18 6: pygame.color.THECOLORS['magenta'], | |
19 } | |
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20 |
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21 |
197 | 22 LINE_COLOR = pygame.color.THECOLORS['orange'] |
23 | |
24 | |
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25 class Level(object): |
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26 |
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27 def __init__(self, name, world): |
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28 self.name = name |
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29 # defaults |
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30 self.x = 800 |
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31 self.y = 600 |
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32 self.polygons = {} |
197 | 33 self.lines = [] |
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34 self.world = world |
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35 self.world.level_state.setdefault(name, {}) |
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36 self.basetile = 'tiles/floor.png' |
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37 self._tile_image = None |
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38 self._surface = None |
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39 self._exterior = False |
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40 self._glue = puzzle.PuzzleGlue() |
191 | 41 self.drawables = [] |
42 self.overlay_drawables = [] | |
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43 self._game_objects = [] |
168 | 44 self._enemies = [] |
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45 |
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46 def _get_data(self): |
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47 # For overriding in tests. |
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48 with resources.get_file('levels', self.name) as f: |
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49 return load(f) |
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50 |
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51 def _dump_data(self, f): |
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52 # For manipulation in tests. |
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53 dump({ |
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54 'size': [self.x, self.y], |
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55 'base_tile': self.basetile, |
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56 'polygons': self.polygons, |
197 | 57 'lines': self.lines, |
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58 'game_objects': self._game_objects, |
168 | 59 'enemies': self._enemies, |
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60 }, f) |
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61 |
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62 @classmethod |
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63 def list_levels(cls): |
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64 with resources.get_file('levels', 'LEVELS') as f: |
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65 levels = load(f) |
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66 return levels['levels'] |
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67 |
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68 def load(self, space): |
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69 data = self._get_data() |
139 | 70 self.x, self.y = data['size'] |
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71 self.basetile = data['base_tile'] |
139 | 72 for i, points in data['polygons'].iteritems(): |
73 self.polygons[i] = [] | |
74 for point in points: | |
75 self.polygons[i].append(tuple(point)) | |
197 | 76 self.lines = data.get('lines', []) |
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77 self._game_objects = data.get('game_objects', []) |
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78 for game_object_dict in self._game_objects: |
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79 self._create_game_object(space, **game_object_dict) |
168 | 80 self._enemies = data.get('enemies', []) |
81 for enemy_dict in self._enemies: | |
82 self._create_enemy(space, **enemy_dict) | |
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83 |
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84 def _create_game_object(self, space, classname, args, name=None): |
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85 modules = { |
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86 'collectable': collectable, |
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87 'game_object': go, |
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88 'puzzle': puzzle, |
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89 } |
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90 if '.' in classname: |
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91 module, classname = classname.split('.') |
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92 else: |
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93 module = 'game_object' |
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94 cls = getattr(modules[module], classname) |
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95 |
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96 if issubclass(cls, puzzle.Puzzler): |
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97 gobj = cls(*args) |
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98 elif issubclass(cls, go.GameObject): |
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99 gobj = cls(space, *args) |
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100 level_state = self.world.level_state[self.name] |
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101 stored_state = level_state.get(name, {}) |
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102 should_save = bool(gobj.set_stored_state_dict(stored_state)) |
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103 if should_save: |
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104 if name is None: |
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105 raise Exception( |
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106 "Unnamed game object wants to save state:" % (gobj,)) |
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107 level_state[name] = stored_state |
191 | 108 self.drawables.append(gobj) |
109 if gobj.overlay: | |
110 self.overlay_drawables.append(gobj.overlay) | |
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111 else: |
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112 raise TypeError( |
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113 "Expected a subclass of Puzzler or GameObject, got %s" % ( |
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114 classname)) |
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115 if name is not None: |
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116 self._glue.add_component(name, gobj) |
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117 return gobj |
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118 |
168 | 119 def _create_enemy(self, space, classname, args, name=None): |
120 cls = getattr(enemies, classname) | |
121 if issubclass(cls, go.GameObject): | |
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122 gobj = cls(space, self.world, *args) |
191 | 123 self.drawables.append(gobj) |
168 | 124 else: |
125 raise TypeError( | |
126 "Expected a subclass of GameObject, got %s" % ( | |
127 classname)) | |
128 if name is not None: | |
129 self._glue.add_component(name, gobj) | |
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130 return gobj |
168 | 131 |
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132 def all_closed(self): |
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133 """Check if all the polygons are closed""" |
72 | 134 closed = True |
122
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135 messages = [] |
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136 for index, poly in self.polygons.items(): |
72 | 137 if len(poly) == 0: |
138 # We ignore empty polygons | |
139 continue | |
140 elif len(poly) == 1: | |
141 closed = False | |
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142 messages.append("Error: polygon %s too small" % index) |
72 | 143 elif poly[-1] != poly[0]: |
144 closed = False | |
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145 messages.append("Error: polygon %s not closed" % index) |
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146 return closed, messages |
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147 |
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148 def save(self): |
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149 closed, _ = self.all_closed() |
72 | 150 if not closed: |
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151 return False |
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152 with resources.get_file('levels', self.name, mode='w') as f: |
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153 self._dump_data(f) |
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154 return True |
72 | 155 |
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156 def get_size(self): |
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157 return self.x, self.y |
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158 |
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159 def set_base_tile(self, new_tile): |
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160 self.basetile = new_tile |
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161 self._tile_image = None |
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162 |
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163 def point_to_pygame(self, pos): |
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164 # Convert a point from pymunk (which is what we store) |
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165 # to pygame for drawing |
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166 return (pos[0], self.y - pos[1]) |
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167 |
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168 def get_walls(self): |
197 | 169 walls = self.polygons.values() |
170 walls.extend(self.lines) | |
171 return walls | |
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172 |
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173 def _draw_walls(self): |
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174 for index, polygon in self.polygons.items(): |
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175 color = POLY_COLORS[index] |
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176 if len(polygon) > 1: |
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177 pointlist = [self.point_to_pygame(p) for p in polygon] |
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178 pygame.draw.lines(self._surface, color, False, pointlist, 2) |
197 | 179 for line in self.lines: |
180 pointlist = [self.point_to_pygame(p) for p in line] | |
181 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2) | |
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182 |
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183 def get_background(self): |
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184 self._draw_background() |
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185 self._draw_exterior() |
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186 # Draw polygons |
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187 self._draw_walls() |
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188 return self._surface |
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189 |
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190 def _draw_exterior(self, force=False): |
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191 """Fill the exterior of the level with black""" |
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192 if self._exterior and not force: |
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193 return |
118
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194 white = pygame.color.THECOLORS['white'] |
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195 black = pygame.color.THECOLORS['black'] |
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196 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
118
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197 surface.fill(black) |
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198 for index, polygon in self.polygons.items(): |
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199 if len(polygon) > 1: |
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200 pointlist = [self.point_to_pygame(p) for p in polygon] |
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201 # filled polygons |
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202 color = white |
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203 # If a polygon overlaps on of the existing polygons, |
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204 # it is treated as negative |
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205 # This is not a complete inversion, since any overlap |
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206 # triggers this (inversion is easy enough, but the |
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207 # behaviour doesn't seem useful) |
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208 # We also only check the vertexes - not breaking this |
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209 # assumption is left to the level designers |
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210 surface.lock() |
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211 for p in pointlist: |
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212 if surface.get_at(p) == white: |
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213 color = black |
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214 surface.unlock() |
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215 pygame.draw.polygon(surface, color, pointlist, 0) |
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216 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) |
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217 self._exterior = True |
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218 |
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219 def _draw_background(self, force=False): |
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220 if self._tile_image is None: |
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221 self._tile_image = resources.get_image(self.basetile) |
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222 if self._surface is not None and not force: |
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223 # We assume we don't change |
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224 return self._surface |
348
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225 self._surface = tile_surface((self.x, self.y), self._tile_image) |
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226 return self._surface |