Mercurial > skaapsteker
annotate skaapsteker/sprites/player.py @ 396:dc534c2c475c
Fix up various power activation checks.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 09 Apr 2011 16:41:41 +0200 |
parents | 135cbb99511f |
children | 6850a3ab3aac |
rev | line source |
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90 | 1 """Class for dealing with the player""" |
2 | |
3 import pygame.transform | |
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4 import time |
90 | 5 |
362 | 6 from ..sprites.base import find_sprite, Monster, TILE_SIZE, PC_LAYER, MONSTER_LAYER, PROJECTILE_LAYER |
366 | 7 from ..sprites.projectiles import Fireball, Lightning |
248 | 8 from ..physics import Sprite |
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9 from ..constants import Layers, FoxHud, DOUBLE_TAP_TIME, RECHARGE_TIME |
248 | 10 from ..data import get_files, load_image |
395 | 11 from ..engine import PlayerDied, AddSpriteEvent, OpenNotification |
90 | 12 |
13 | |
14 class Player(Sprite): | |
15 | |
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16 collision_layer = PC_LAYER |
362 | 17 collides_with = set([MONSTER_LAYER, PROJECTILE_LAYER]) |
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18 wants_updates = True |
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19 |
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20 block = True |
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21 |
266 | 22 |
263 | 23 def __init__(self, the_world, soundsystem): |
90 | 24 Sprite.__init__(self) |
25 self.image = None | |
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26 self.rect = None |
90 | 27 self._image_dict = {} |
263 | 28 self._soundsystem = soundsystem |
29 self._soundsystem.load_sound('yelp', 'sounds/yelp.ogg') | |
120 | 30 self._animation_frame = 0.0 |
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31 self._last_time = time.time() |
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32 self._last_fired = time.time() |
90 | 33 # State flags and such |
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34 self.attacking = 0 |
90 | 35 self.running = False |
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36 self.sprinting = 0 |
90 | 37 self.jumping = False |
38 self.flying = False | |
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39 self.prep_flight = 0.0 |
348 | 40 self.shape = 'fox' # Needed so load image does the right thing |
90 | 41 self._load_images() |
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42 self.inventory_image = None |
90 | 43 # We muck with these in load for convience, so ensure they're right |
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44 self.the_world = the_world |
348 | 45 self.shape = the_world.fox.shape |
335 | 46 self._me = the_world.fox |
90 | 47 self.set_facing('left') |
48 self.set_image() | |
49 self.set_pos((0, 0)) | |
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50 self._collisions_seen = 0 |
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51 self._last_collide = [] |
90 | 52 self._layer = Layers.PLAYER |
53 | |
54 def set_image(self): | |
335 | 55 key = self._make_key(len(self._me.tails)) |
120 | 56 images = self._image_dict[key] |
57 if self._animation_frame >= len(images): | |
58 self._animation_frame = 0.0 | |
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59 if self.rect: |
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60 cur_pos = self.collide_rect.midbottom |
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61 else: |
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62 cur_pos = (0, 0) |
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63 # TODO: can save a lot of calculation here by caching collision rects |
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64 cand_image = images[int(self._animation_frame)] |
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65 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2) |
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66 cand_rect = cand_image.get_rect() |
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67 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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68 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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69 cand_collide_rect.midbottom = cur_pos |
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70 # We always allow the attacking animation frames |
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71 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not self.attacking: |
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72 return False |
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73 self.image = cand_image |
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74 self.collide_rect = cand_collide_rect |
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75 self.rect = cand_rect |
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76 self.rect_offset = cand_rect_offset |
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77 self.init_pos() |
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78 return True |
90 | 79 |
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80 def update(self): |
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81 self._touching_actionables = [] |
120 | 82 v_x, v_y = self.velocity |
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83 # Never animate slower than !7 fps, never faster than ~15 fps |
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84 if self.attacking > 0: |
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85 if self._last_time: |
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86 if time.time() - self._last_time > 0.15: |
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87 self._animation_frame += 1 |
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88 self.attacking -= 1 |
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89 self._last_time = time.time() |
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90 else: |
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91 self._last_time = time.time() |
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92 else: |
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93 old_frame = self._animation_frame |
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94 self._animation_frame += abs(v_x) / 300 |
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95 time_diff = time.time() - self._last_time |
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96 if int(self._animation_frame) - int(old_frame) > 0: |
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97 # Check time diff |
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98 if time_diff < 0.10: |
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99 # Delay animation frame jump |
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100 self._animation_frame -= abs(v_x) / 300 |
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101 else: |
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102 self._last_time = time.time() |
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103 elif time_diff > 0.20: |
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104 # Force animation frame jump |
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105 self._animation_frame = old_frame + 1 |
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106 self._last_time = time.time() |
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107 now = time.time() |
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108 if self.sprinting > 0: |
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109 if (now - self._sprint_start_time) > self._max_sprint_time: |
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110 self.sprinting = 0 |
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111 if self.flying > 0: |
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112 if (now - self._flight_start_time) > self._max_flight_time: |
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113 self.flying = 0 |
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114 # v_y = 0 # Standard platformer flying |
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115 if abs(v_x) < 80: |
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116 # Clamp when we're not moving at least 5 pixel / s |
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117 self.velocity = (0, v_y) |
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118 if self.sprinting == 1: |
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119 self.sprinting = 0 |
160 | 120 self.running = not self.on_solid # if you're not on something you can't stand |
120 | 121 else: |
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122 self.velocity = (0, v_y) # Standard platformer physics |
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123 if self.sprinting > 0: |
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124 self.sprinting = 1 |
120 | 125 self.running = True |
126 self.set_image() | |
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127 if self._collisions_seen > 2 * len(self._last_collide): |
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128 # Can we find a position "nearby" that reduces the collision |
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129 # surface |
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130 best_move = (0, 0) |
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131 clip_area = 0 |
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132 for obj in self._last_collide[:]: |
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133 if not obj.collide_rect.colliderect(self.collide_rect): |
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134 # Prune stale objects from the list |
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135 self._last_collide.remove(obj) |
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136 continue |
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137 clip = obj.collide_rect.clip(self.collide_rect) |
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138 clip_area += clip.width * clip.height |
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139 if (obj.floor or obj.block) and \ |
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140 clip.width > TILE_SIZE[0] / 2 and \ |
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141 self.collide_rect.bottom < obj.collide_rect.top + TILE_SIZE[1] / 3: |
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142 delta = self.rect.bottom - self.collide_rect.bottom |
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143 self.collide_rect.bottom = obj.collide_rect.top - 1 |
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144 self.rect.bottom = self.collide_rect.bottom + delta |
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145 self.init_pos() |
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146 return # Jump out of this case |
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147 min_area = clip_area |
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148 for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]: |
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149 clip_area = 0 |
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150 for obj in self._last_collide: |
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151 cand_rect = self.collide_rect.move(attempt) |
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152 clip = obj.collide_rect.clip(cand_rect) |
187
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153 clip_area += clip.width * clip.height |
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154 if clip_area < min_area: |
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155 min_area = clip_area |
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156 best_move = attempt |
253
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157 elif clip_area == min_area and attempt[1] > best_move[1]: |
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158 # Of equal choices, prefer that which moves us downwards |
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159 best_move = attempt |
187
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160 self.collide_rect.move_ip(best_move) |
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161 self.rect.move_ip(best_move) |
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162 self.init_pos() |
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163 self._last_collide = [] |
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164 self._collisions_seen = 0 |
116
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165 |
90 | 166 def set_facing(self, new_facing): |
167 self.facing = new_facing | |
168 | |
149
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169 def collided(self, other): |
210 | 170 if self.attacking and hasattr(other, 'damage'): |
171 # FIXME: Check if we're facing the right way | |
172 other.damage(5) | |
271
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173 if other not in self._last_collide and (other.floor or other.block): |
187
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174 self._last_collide.append(other) |
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175 self._collide_pos = self.collide_rect.midbottom |
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176 self._collisions_seen = 0 |
271
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177 elif other in self._last_collide: |
187
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178 self._collisions_seen += 1 |
202
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179 if hasattr(other, 'collided_player'): |
208
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180 other.collided_player(self) |
209 | 181 |
208
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182 def damage(self, damage): |
335 | 183 self._me.cur_health -= damage |
263 | 184 self._soundsystem.play_sound('yelp') |
335 | 185 if self._me.cur_health <= 0: |
244
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186 PlayerDied.post() |
187
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187 |
244
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188 def restore(self): |
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189 """Restore player to max health (for restarting levels, etc.)""" |
335 | 190 self._me.cur_health = self._me.max_health |
122
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191 |
90 | 192 def set_pos(self, pos): |
202
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193 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], (pos[1] + 1) * TILE_SIZE[1] + self.rect_offset[1] |
272 | 194 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], (pos[1] + 1) * TILE_SIZE[1] |
90 | 195 |
102
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196 def action_left(self): |
115 | 197 if self.facing != 'left': |
198 self.facing = 'left' | |
199 self.set_image() | |
348 | 200 if self.shape != 'fox': |
201 self.deltav((-300.0, 0.0)) | |
202 elif self.sprinting > 0: | |
269
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203 self.sprinting = 1 |
266 | 204 self.deltav((-900.0, 0.0)) |
205 else: | |
206 self.deltav((-450.0, 0.0)) | |
207 | |
208 def action_double_left(self): | |
396
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209 if self.sprinting > 0 or self.flying > 0 or 'sprint' not in self._me.tails or self._me.shape != 'fox': |
266 | 210 return |
269
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211 self.sprinting = 2 |
391
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212 self._max_sprint_time = float(len(self._me.tails)) / 4.0 |
266 | 213 self._sprint_start_time = time.time() |
214 | |
215 def action_double_right(self): | |
396
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216 if self.sprinting > 0 or self.flying > 0 or 'sprint' not in self._me.tails or self._me.shape != 'fox': |
266 | 217 return |
381
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218 self.sprinting = 2 |
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219 self._max_sprint_time = float(len(self._me.tails)) / 4.0 |
266 | 220 self._sprint_start_time = time.time() |
90 | 221 |
290
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222 def action_double_up(self): |
381
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223 if self.flying > 0 or 'flight' not in self._me.tails or \ |
396
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224 self.prep_flight - time.time() > 2.5 * DOUBLE_TAP_TIME \ |
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225 or self._me.shape != 'fox': |
381
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226 return |
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227 self.flying = 1 |
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228 self._max_flight_time = float(len(self._me.tails)) |
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229 self._flight_start_time = time.time() |
290
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230 |
348 | 231 def action_transform(self): |
232 """Transform the fox""" | |
233 if not self.on_solid: | |
234 return | |
235 if 'shapeshift' not in self.the_world.fox.tails: | |
236 return | |
237 if self.shape == 'fox': | |
238 # Become human | |
239 if self.the_world.fox.has_fan: | |
353
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240 self.shape = 'human_with_fan' |
348 | 241 else: |
353
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242 self.shape = 'human' |
348 | 243 else: |
353
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244 self.shape = 'fox' |
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245 # Check the transformation is feasible |
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246 if self.set_image(): |
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247 # Transformation succeeded |
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248 self.the_world.fox.shape = self.shape |
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249 else: |
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250 # Back out of transformation |
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251 self.shape = self.the_world.fox.shape |
348 | 252 |
102
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253 def action_right(self): |
115 | 254 if self.facing != 'right': |
255 self.facing = 'right' | |
256 self.set_image() | |
348 | 257 if self.shape != 'fox': |
258 self.deltav((300.0, 0.0)) | |
259 elif self.sprinting > 0: | |
269
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260 self.sprinting = 1 # Flag so stopping works |
266 | 261 self.deltav((900.0, 0.0)) |
262 else: | |
263 self.deltav((450.0, 0.0)) | |
264 | |
102
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265 def action_up(self): |
381
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266 if self.flying: |
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267 self.deltav((0.0, -self.terminal_velocity[1] / 5.0)) |
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268 elif self.on_solid and self.shape == 'fox': |
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269 self.prep_flight = time.time() |
177
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diff
changeset
|
270 self.deltav((0.0, -self.terminal_velocity[1])) |
152
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diff
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271 self.on_solid = False |
102
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272 |
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273 def action_down(self): |
381
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274 if self.flying: |
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275 return |
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276 #self.deltav((0.0, self.terminal_velocity[1] / 2.0)) |
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277 elif self._touching_actionables: |
290
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diff
changeset
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278 self._touching_actionables[0].player_action(self) |
359
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diff
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279 elif self._me.item is not None and self.on_solid: |
290
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280 self.drop_item() |
273
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281 |
336
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282 def _bite_attack(self): |
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283 self.attacking = 2 |
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284 self._last_time = time.time() # Reset the animation clock |
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285 |
366 | 286 def _launch_projectile(self, cls): |
287 if self.facing == 'left': | |
288 pos = pygame.Rect(self.rect.midleft, (0, 0)) | |
289 else: | |
290 pos = pygame.Rect(self.rect.midright, (0, 0)) | |
291 projectile = cls(pos, direction=self.facing, hits=Monster) | |
292 AddSpriteEvent.post(projectile) | |
293 | |
336
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294 def _fireball_attack(self): |
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295 self.attacking = 2 |
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296 self._last_time = time.time() # Reset the animation clock |
366 | 297 self._launch_projectile(Fireball) |
336
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298 |
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299 def _lightning_attack(self): |
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diff
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300 self.attacking = 2 |
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301 self._last_time = time.time() # Reset the animation clock |
366 | 302 self._launch_projectile(Lightning) |
102
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303 |
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304 def action_fire1(self): |
396
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305 if self._me.shape != 'fox' or not self.check_fire_rate(): |
390
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diff
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306 return |
336
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307 if "fireball" not in self._me.tails: |
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308 self._bite_attack() |
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309 else: |
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310 self._fireball_attack() |
102
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311 |
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|
312 def action_fire2(self): |
396
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changeset
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313 if self._me.shape != 'fox' or not self.check_fire_rate(): |
390
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314 return |
336
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315 if "lightning" not in self._me.tails: |
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316 self._bite_attack() |
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317 else: |
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318 self._lightning_attack() |
90 | 319 |
390
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320 def check_fire_rate(self): |
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321 if self.recharge_level() < 1: |
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322 return False |
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323 self._last_fired = time.time() |
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324 return True |
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325 |
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326 def recharge_level(self): |
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327 return min((time.time() - self._last_fired) / RECHARGE_TIME, 1) |
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328 |
90 | 329 def _get_action(self): |
204
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330 if self.attacking: |
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331 return 'attacking' |
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332 if (self.sprinting > 0) and self.running: |
266 | 333 return 'sprinting' |
90 | 334 if self.running: |
335 return 'running' | |
381
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336 if self.flying: |
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337 return 'running' |
90 | 338 if self.jumping: |
381
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339 return 'jumping' |
90 | 340 return 'standing' |
341 | |
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342 def _make_key(self, tails, action=None): |
348 | 343 if self.shape != 'fox': |
344 # special logic for human shapes | |
345 if self.running: | |
346 return '%s_running_%s' % (self.shape, self.facing) | |
347 else: | |
348 return '%s_standing_%s' % (self.shape, self.facing) | |
90 | 349 if action is None: |
350 action = self._get_action() | |
206
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351 if tails >= 4: |
90 | 352 tails = 4 |
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353 elif tails >= 2: |
90 | 354 tails = 2 |
355 return '%s %s %d' % (action, self.facing, tails) | |
356 | |
357 def _load_images(self): | |
158 | 358 for action in ['standing', 'running', 'jumping', 'attacking']: |
90 | 359 for tails in [0, 1, 2, 4]: |
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360 directory = 'sprites/kitsune_%s/kitsune_%s_%dtail' % (action, action, tails) |
90 | 361 for facing in ['left', 'right']: |
362 self.facing = facing | |
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363 key = self._make_key(tails, action) |
90 | 364 self._image_dict[key] = [] |
365 for image_file in get_files(directory): | |
366 if image_file.startswith('.'): | |
367 # Skip extra junk for now | |
368 continue | |
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369 image = load_image('%s/%s' % (directory, image_file)) |
266 | 370 if action == 'running': |
371 sprint_key = self._make_key(tails, 'sprinting') | |
372 if sprint_key not in self._image_dict: | |
373 self._image_dict[sprint_key] = [] | |
374 shockwave = load_image('sprites/kitsune_shockwave.png') | |
375 if facing == 'right': | |
376 shockwave = pygame.transform.flip(shockwave, True, False) | |
90 | 377 if facing == 'right': |
378 image = pygame.transform.flip(image, True, False) | |
379 self._image_dict[key].append(image) | |
266 | 380 if action == 'running': |
381 sprint_image = image.copy() | |
382 sprint_image.blit(shockwave, (0, 0)) | |
383 self._image_dict[sprint_key].append(sprint_image) | |
348 | 384 for shape, name in [('human', 'disguise_'), ('human_with_fan', 'disguise-fan_')]: |
385 directory = 'sprites/kitsune_disguise' | |
386 for facing in ['left', 'right']: | |
387 key = '%s_running_%s' % (shape, facing) | |
388 standing_key = '%s_standing_%s' % (shape, facing) | |
389 self._image_dict[key] = [] | |
390 for image_file in get_files(directory): | |
391 if name not in image_file: | |
392 continue | |
393 image = load_image('%s/%s' % (directory, image_file)) | |
394 if facing == 'right': | |
395 image = pygame.transform.flip(image, True, False) | |
396 self._image_dict[key].append(image) | |
397 self._image_dict[standing_key] = [self._image_dict[key][0]] | |
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398 |
359
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399 |
296
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400 def discard_item(self): |
335 | 401 self._me.item = None |
296
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402 |
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403 |
342 | 404 def get_tile_pos(self): |
405 return [a/b for a, b in zip(self.rect.center, TILE_SIZE)] | |
406 | |
355
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407 def get_tile_for_pos(self, pos): |
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408 return [a/b for a, b in zip(pos, TILE_SIZE)] |
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409 |
332
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410 def get_sprite(self, set_level): |
335 | 411 my_item = self._me.item |
290
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412 if my_item is None: |
315
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413 return None |
290
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414 world_item = getattr(self.the_world.items, my_item) |
332
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415 if set_level: |
335 | 416 world_item.level = self._me.level |
342 | 417 world_item.pos = self.get_tile_pos() |
290
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418 sprite_dict = world_item.copy() |
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419 sprite_dict.pop('level') |
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420 sprite_dict['name'] = my_item |
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421 sprite_dict['world'] = self.the_world |
315
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422 return find_sprite(sprite_dict, 'items') |
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423 |
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424 |
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425 def drop_item(self): |
332
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426 sprite = self.get_sprite(True) |
315
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427 if sprite is None: |
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428 return |
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429 self.discard_item() |
339
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diff
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430 AddSpriteEvent.post(sprite) |
290
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431 |
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432 |
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433 def take_item(self, item): |
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434 self.take_item_by_name(item.name) |
314 | 435 # We create a scaled version of the image for the inventory display |
335 | 436 item.remove() |
315
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437 |
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438 |
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439 def make_inventory_image(self): |
332
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440 sprite = self.get_sprite(False) |
315
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441 if sprite is None: |
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442 self.inventory_image = None |
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443 image = sprite.image |
314 | 444 if image.get_width() > image.get_height(): |
357
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diff
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445 new_width = FoxHud.INVENTORY_SIZE |
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diff
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446 new_height = int(image.get_height() * (float(FoxHud.INVENTORY_SIZE) / image.get_width())) |
314 | 447 else: |
357
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448 new_height = FoxHud.INVENTORY_SIZE |
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diff
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449 new_width = int(image.get_width() * (float(FoxHud.INVENTORY_SIZE) / image.get_height())) |
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diff
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|
450 if image.get_width() <= FoxHud.INVENTORY_SIZE and image.get_height() <= FoxHud.INVENTORY_SIZE: |
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diff
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451 self.inventory_image = image |
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diff
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452 else: |
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diff
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453 self.inventory_image = pygame.transform.smoothscale(image, (new_width, new_height)) |
332
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changeset
|
454 sprite.kill() # ensure we don't leak into the scene at any point |
273
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455 |
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456 |
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457 def take_item_by_name(self, item_name): |
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458 self.drop_item() |
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459 getattr(self.the_world.items, item_name).level = "_limbo" |
335 | 460 self._me.item = item_name |
320
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Refresh inventory image on all inventory changes
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461 self.make_inventory_image() |
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462 |
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463 |
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464 def has_item(self, item): |
335 | 465 return self._me.item == item |
296
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466 |
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467 |
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468 def add_actionable(self, actionable): |
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469 self._touching_actionables.append(actionable) |
335 | 470 |
340 | 471 |
335 | 472 def eat_aburage(self): |
473 self._me.tofu += 1 | |
340 | 474 |
475 | |
476 def collect_scroll(self, scroll): | |
477 self._me.scrolls.append(scroll.text) | |
478 | |
395 | 479 |
480 def get_fan(self, fan): | |
481 if self.shape == 'fox': | |
482 OpenNotification.post("A fox cannot use a fan.") | |
483 return | |
484 fan.remove() | |
485 self._me.has_fan = True | |
486 self.shape = 'human_with_fan' | |
487 self.set_image() | |
488 |