annotate nagslang/level.py @ 274:988cf7c8b402

Add object returns for use in the level editor
author Neil Muller <drnlmuller@gmail.com>
date Thu, 05 Sep 2013 12:03:34 +0200
parents ad1d3de210cd
children 56e42c00da25
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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 modules = {
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76 'game_object': go,
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77 'puzzle': puzzle,
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78 }
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79 if '.' in classname:
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80 module, classname = classname.split('.')
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81 else:
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82 module = 'game_object'
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83 cls = getattr(modules[module], classname)
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84
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85 if issubclass(cls, puzzle.Puzzler):
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86 gobj = cls(*args)
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87 elif issubclass(cls, go.GameObject):
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88 gobj = cls(space, *args)
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89 self.drawables.append(gobj)
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90 if gobj.overlay:
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91 self.overlay_drawables.append(gobj.overlay)
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92 else:
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93 raise TypeError(
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94 "Expected a subclass of Puzzler or GameObject, got %s" % (
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95 classname))
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96 if name is not None:
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97 self._glue.add_component(name, gobj)
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98 return gobj
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99
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100 def _create_enemy(self, space, classname, args, name=None):
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101 cls = getattr(enemies, classname)
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102 if issubclass(cls, go.GameObject):
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103 gobj = cls(space, *args)
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104 self.drawables.append(gobj)
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105 else:
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106 raise TypeError(
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107 "Expected a subclass of GameObject, got %s" % (
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108 classname))
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109 if name is not None:
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110 self._glue.add_component(name, gobj)
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111 return gobj
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112
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113 def all_closed(self):
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114 """Check if all the polygons are closed"""
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115 closed = True
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116 messages = []
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117 for index, poly in self.polygons.items():
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118 if len(poly) == 0:
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119 # We ignore empty polygons
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120 continue
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121 elif len(poly) == 1:
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122 closed = False
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123 messages.append("Error: polygon %s too small" % index)
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124 elif poly[-1] != poly[0]:
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125 closed = False
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126 messages.append("Error: polygon %s not closed" % index)
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127 return closed, messages
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128
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129 def save(self):
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130 closed, _ = self.all_closed()
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131 if not closed:
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132 return False
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133 with resources.get_file('levels', self.name, mode='w') as f:
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134 self._dump_data(f)
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135 return True
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136
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137 def get_size(self):
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138 return self.x, self.y
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139
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140 def set_base_tile(self, new_tile):
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141 self.basetile = new_tile
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142 self._tile_image = None
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143
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144 def point_to_pygame(self, pos):
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145 # Convert a point from pymunk (which is what we store)
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146 # to pygame for drawing
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147 return (pos[0], self.y - pos[1])
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148
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149 def get_walls(self):
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150 walls = self.polygons.values()
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151 walls.extend(self.lines)
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152 return walls
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153
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154 def _draw_walls(self):
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155 for index, polygon in self.polygons.items():
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156 color = POLY_COLORS[index]
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157 if len(polygon) > 1:
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158 pointlist = [self.point_to_pygame(p) for p in polygon]
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159 pygame.draw.lines(self._surface, color, False, pointlist, 2)
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160 for line in self.lines:
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161 pointlist = [self.point_to_pygame(p) for p in line]
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162 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2)
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163
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164 def get_background(self):
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165 self._draw_background()
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166 self._draw_exterior()
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167 # Draw polygons
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168 self._draw_walls()
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169 return self._surface
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170
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171 def _draw_exterior(self, force=False):
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172 """Fill the exterior of the level with black"""
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173 if self._exterior and not force:
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174 return
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175 white = pygame.color.THECOLORS['white']
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176 black = pygame.color.THECOLORS['black']
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177 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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178 surface.fill(black)
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179 for index, polygon in self.polygons.items():
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180 if len(polygon) > 1:
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181 pointlist = [self.point_to_pygame(p) for p in polygon]
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182 # filled polygons
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183 color = white
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184 # If a polygon overlaps on of the existing polygons,
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185 # it is treated as negative
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186 # This is not a complete inversion, since any overlap
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187 # triggers this (inversion is easy enough, but the
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188 # behaviour doesn't seem useful)
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189 # We also only check the vertexes - not breaking this
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190 # assumption is left to the level designers
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191 surface.lock()
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192 for p in pointlist:
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193 if surface.get_at(p) == white:
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194 color = black
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195 surface.unlock()
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196 pygame.draw.polygon(surface, color, pointlist, 0)
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197 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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198 self._exterior = True
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199
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200 def _draw_background(self, force=False):
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201 if self._tile_image is None:
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202 self._tile_image = resources.get_image(self.basetile)
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203 if self._surface is not None and not force:
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204 # We assume we don't change
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205 return self._surface
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206 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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207 self._surface.fill(pygame.color.THECOLORS['black'])
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208 x_step = self._tile_image.get_rect().width
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209 y_step = self._tile_image.get_rect().height
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210 x_count = self.x // x_step + 1
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211 y_count = self.y / y_step + 1
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212 for x in range(x_count):
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213 for y in range(y_count):
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214 tile_rect = pygame.rect.Rect(x * x_step, y * y_step,
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215 x_step, y_step)
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216 self._surface.blit(self._tile_image, tile_rect)
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217 return self._surface