259 lines
10 KiB
Python
259 lines
10 KiB
Python
# -*- coding: utf-8 -*-
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# maze.py - module for the maze class
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# This file is part of brutalmaze
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#
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# brutalmaze is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# brutalmaze is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with brutalmaze. If not, see <http://www.gnu.org/licenses/>.
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#
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# Copyright (C) 2017 Nguyễn Gia Phong
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from collections import deque
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from math import pi, atan, log
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from random import choice, getrandbits
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import pygame
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from .characters import Hero, Enemy
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from .constants import *
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from .utils import pos, sign, cosin, length, regpoly, fill_aapolygon
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__doc__ = 'brutalmaze module for the maze class'
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def cell(bit, upper=True):
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"""Return a half of a cell of the maze based on the given bit."""
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if bit: return deque([WALL]*ROAD_WIDTH + [EMPTY]*ROAD_WIDTH)
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if upper: return deque([WALL] * (ROAD_WIDTH<<1))
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return deque([EMPTY] * (ROAD_WIDTH<<1))
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def new_column():
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"""Return a newly generated column of the maze."""
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column = deque()
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upper, lower = deque(), deque()
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for _ in range(MAZE_SIZE):
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b = getrandbits(1)
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upper.extend(cell(b))
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lower.extend(cell(b, False))
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for _ in range(ROAD_WIDTH): column.append(upper.__copy__())
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for _ in range(ROAD_WIDTH): column.append(lower.__copy__())
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return column
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class Maze:
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"""Object representing the maze, including the characters."""
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def __init__(self, size, fps):
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self.w, self.h = size
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self.fps, self.speed = fps, fps / MOVE_SPEED
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self.surface = pygame.display.set_mode(size, RESIZABLE)
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self.distance = (self.w * self.h / 416) ** 0.5
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self.step = self.distance / self.speed
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self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
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w, h = (int(i/self.distance/2 + 2) for i in size)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.offsetx = self.offsety = 0.0
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self.score = INIT_SCORE
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self.map = deque()
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for _ in range(MAZE_SIZE): self.map.extend(new_column())
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self.right = self.down = self.rotatex = self.rotatey = 0
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self.enemies = []
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self.add_enemy()
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self.hero = Hero(self.surface, fps)
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self.map[MIDDLE][MIDDLE] = HERO
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self.slashd = self.hero.R + self.distance/SQRT2
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self.draw()
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def add_enemy(self):
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"""Add enough enemies."""
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walls, length = [], log(self.score, GOLDEN_MEAN)
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for i in self.rangex:
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for j in self.rangey:
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if self.map[i][j] == WALL: walls.append((i, j))
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while walls and len(self.enemies) < length:
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x, y = choice(walls)
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if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS):
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continue
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self.enemies.append(
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Enemy(self.surface, self.fps, self.map, choice(ENEMIES), x, y))
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walls.remove((x, y))
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def draw(self):
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"""Draw the maze."""
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self.surface.fill(BG_COLOR)
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for i in self.rangex:
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for j in self.rangey:
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if self.map[i][j] != WALL: continue
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x, y = pos(i, j, self.distance, self.middlex, self.middley)
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square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
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fill_aapolygon(self.surface, square, FG_COLOR)
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def wake(self, enemy):
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"""Wake the enemy up if it can see the hero."""
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dx = (enemy.x - MIDDLE)*self.distance + self.offsetx*self.step
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dy = (enemy.y - MIDDLE)*self.distance + self.offsety*self.step
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mind = cosin(abs(atan(dy / dx)) if dx else 0) * self.distance
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startx = starty = MIDDLE
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stopx, stopy = enemy.x, enemy.y
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if startx > stopx : startx, stopx = stopx, startx
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if starty > stopy : starty, stopy = stopy, starty
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for i in range(startx, stopx + 1):
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for j in range(starty, stopy + 1):
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if self.map[i][j] != WALL: continue
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x, y = pos(i, j, self.distance, self.middlex, self.middley)
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d = abs(dy*(x-self.x) - dx*(y-self.y)) / (dy**2 + dx**2)**0.5
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if d <= mind: return
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enemy.awake = True
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def rotate(self, x, y):
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"""Rotate the maze by (x, y)."""
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for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
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if x:
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self.offsetx = 0.0
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self.map.rotate(x)
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self.rotatex += x
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if y:
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self.offsety = 0.0
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for d in self.map: d.rotate(y)
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self.rotatey += y
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# Respawn the enemies that fall off the display
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killist = []
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for i, enemy in enumerate(self.enemies):
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enemy.place(x, y)
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if enemy.x not in self.rangex or enemy.y not in self.rangey:
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enemy.die()
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killist.append(i)
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for i in reversed(killist): self.enemies.pop(i)
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self.add_enemy()
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# Regenerate the maze
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if abs(self.rotatex) == CELL_WIDTH:
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self.rotatex = 0
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for _ in range(CELL_WIDTH): self.map.pop()
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self.map.extend(new_column())
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for i in range(-CELL_WIDTH, 0):
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self.map[i].rotate(self.rotatey)
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if abs(self.rotatey) == CELL_WIDTH:
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self.rotatey = 0
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for i in range(MAZE_SIZE):
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b, c = getrandbits(1), (i-1)*CELL_WIDTH + self.rotatex
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for j, grid in enumerate(cell(b)):
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for k in range(ROAD_WIDTH):
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self.map[c + k][LAST_ROW + j] = grid
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c += ROAD_WIDTH
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for j, grid in enumerate(cell(b, False)):
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for k in range(ROAD_WIDTH):
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self.map[c + k][LAST_ROW + j] = grid
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def slash(self):
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"""Slash the enemies."""
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unit, killist = self.distance/SQRT2 * self.hero.spin_speed, []
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for i, enemy in enumerate(self.enemies):
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x, y = enemy.pos(self.distance, self.middlex, self.middley)
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d = length(x, y, self.x, self.y)
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if d <= self.slashd:
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enemy.wound += (self.slashd-d) / unit
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if enemy.wound >= len(enemy.color):
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self.score += enemy.wound
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enemy.die()
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killist.append(i)
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for i in reversed(killist): self.enemies.pop(i)
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self.add_enemy()
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def update(self, fps):
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"""Update the maze."""
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self.offsetx *= fps / self.fps
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self.offsety *= fps / self.fps
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self.fps, self.speed = fps, fps / MOVE_SPEED
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self.step = self.distance / self.speed
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modified, d = False, self.distance*1.5 - self.hero.R
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if self.right:
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self.offsetx += self.right
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s = sign(self.offsetx) * 2
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if ((self.map[MIDDLE - s][MIDDLE - 1]
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or self.map[MIDDLE - s][MIDDLE]
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or self.map[MIDDLE - s][MIDDLE + 1])
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and abs(self.offsetx*self.step) > d):
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self.offsetx -= self.right
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else:
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modified = True
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if self.down:
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self.offsety += self.down
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s = sign(self.offsety) * 2
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if ((self.map[MIDDLE - 1][MIDDLE - s]
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or self.map[MIDDLE][MIDDLE - s]
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or self.map[MIDDLE + 1][MIDDLE - s])
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and abs(self.offsety*self.step) > d):
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self.offsety -= self.down
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else:
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modified = True
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if modified:
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self.map[MIDDLE][MIDDLE] = EMPTY
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self.rotate(sign(self.offsetx) * (abs(self.offsetx)>=self.speed),
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sign(self.offsety) * (abs(self.offsety)>=self.speed))
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self.map[MIDDLE][MIDDLE] = HERO
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self.middlex = self.x + self.offsetx*self.step
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self.middley = self.y + self.offsety*self.step
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for enemy in self.enemies:
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if not enemy.awake: self.wake(enemy)
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self.draw()
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for enemy in self.enemies:
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enemy.update(fps, self.distance, self.middlex, self.middley)
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self.hero.update(fps)
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if self.hero.slashing: self.slash()
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for enemy in self.enemies:
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if not enemy.spin_queue: continue
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x, y = enemy.pos(self.distance, self.middlex, self.middley)
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d = self.slashd - length(x, y, self.x, self.y)
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if d >= 0:
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self.hero.wound += d / self.hero.R / enemy.spin_speed
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pygame.display.flip()
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pygame.display.set_caption('Brutal Maze - Score: {}'.format(
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int(self.score - INIT_SCORE)))
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if self.hero.wound + 1 > len(self.hero.color): self.lose()
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def resize(self, w, h):
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"""Resize the maze."""
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size = self.w, self.h = w, h
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self.surface = pygame.display.set_mode(size, RESIZABLE)
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self.hero.resize()
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self.distance = (w * h / 416) ** 0.5
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self.step = self.distance / self.speed
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self.middlex = self.x + self.offsetx*self.step
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self.middley = self.y + self.offsety*self.step
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self.x, self.y = w >> 1, h >> 1
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w, h = int(w/self.distance/2 + 2), int(h/self.distance/2 + 2)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.slashd = self.hero.R + self.distance/SQRT2
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self.draw()
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def move(self, x, y):
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"""Command the maze to move x step/frame faster to the left and
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y step/frame faster upward so the hero will move in the reverse
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direction.
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"""
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self.right += x
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self.down += y
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self.right, self.down = sign(self.right), sign(self.down)
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def lose(self):
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"""Handle loses."""
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pygame.quit()
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