Patch editeur en python3

This commit is contained in:
Tituya 2020-11-14 17:59:59 +01:00
parent b92d895a03
commit 3cf39462de
13 changed files with 33 additions and 16 deletions

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AST3.g3a

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@ -1,11 +1,11 @@
#!/usr/bin/bash
echo "making setlevel.c from editor"
rm src/setlevel.c
python compile_level.py
python3 compile_level.py
echo "done"
echo "making times.c from times.lvl"
rm src/times.c
python time.py
python3 time.py
echo "done"
echo "building for cg"
fxsdk build-cg

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@ -1,3 +1,3 @@
#!/usr/bin/bash
echo "opening editor"
python editor/AST3generator.py
python3 editor/AST3generator.py

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@ -2,7 +2,7 @@
Programme de création de niveau pour A Switch to the top fait par Tituya
Pour le CPC#26
"""
# coding: utf-8
import pygame
from pygame.locals import *
@ -68,9 +68,9 @@ def place():
if grille[a][b]=="1":
fenetre.blit(pygame.transform.scale(solid_0,(52,52)),(52*b,52*a))
if grille[a][b]=="s" and int(gravityid)==6:
fenetre.blit(pygame.transform.scale(player,(39,39)),(52*b,52*a+13))
fenetre.blit(pygame.transform.scale(player.subsurface((0,0),(12,12)),(39,39)),(52*b,52*a+13))
elif grille[a][b]=="s" and int(gravityid)==7:
fenetre.blit(pygame.transform.scale(player,(39,39)),(52*b,52*a))
fenetre.blit(pygame.transform.scale(player.subsurface((0,0),(12,12)),(39,39)),(52*b,52*a))
if grille[a][b]=="e":
fenetre.blit(pygame.transform.scale(end,(52,52)),(52*b,52*a))
if grille[a][b]=="d":
@ -81,16 +81,20 @@ def place():
fenetre.blit(pygame.transform.scale(chrono1,(52,52)),(52*b,52*a))
if grille[a][b]=="3":
fenetre.blit(pygame.transform.scale(keyblock,(52,52)),(52*b,52*a))
if grille[a][b]=="m":
if grille[a][b]=="m" and tab==0:
fenetre.blit(pygame.transform.scale(chrono2appear,(52,52)),(52*b,52*a))
elif grille[a][b]=="m" and tab:
fenetre.blit(pygame.transform.scale(chrono2,(52,52)),(52*b,52*a))
if grille[a][b]=="K":
fenetre.blit(pygame.transform.scale(key2,(52,52)),(52*b,52*a))
if grille[a][b]=="a":
if grille[a][b]=="a" and tab==0:
fenetre.blit(pygame.transform.scale(key2blockvoid,(52,52)),(52*b,52*a))
elif grille[a][b]=="a" and tab:
fenetre.blit(pygame.transform.scale(key2block,(52,52)),(52*b,52*a))
if grille[a][b]=="t":
fenetre.blit(pygame.transform.scale(coin,(52,52)),(52*b,52*a))
if grille[a][b]=="l":
fenetre.blit(pygame.transform.scale(change,(52,52)),(52*b,52*a))
fenetre.blit(pygame.transform.scale(chock,(52,52)),(52*b,52*a))
if grille[a][b]=="b":
fenetre.blit(pygame.transform.scale(blackout,(52,52)),(52*b,52*a))
if grille[a][b]=="B":
@ -99,8 +103,12 @@ def place():
fenetre.blit(pygame.transform.scale(ice,(52,52)),(52*b,52*a))
if grille[a][b]=="S":
fenetre.blit(pygame.transform.scale(switch,(52,52)),(52*b,52*a))
if grille[a][b]=="h":
if grille[a][b]=="p":
fenetre.blit(pygame.transform.scale(power,(52,52)),(52*b,52*a))
if grille[a][b]=="h" and tab==0:
fenetre.blit(pygame.transform.scale(appear,(52,52)),(52*b,52*a))
elif grille[a][b]=="h" and tab:
fenetre.blit(pygame.transform.scale(appearblock,(52,52)),(52*b,52*a))
fenetre.blit(level, (10, 10))
fenetre.blit(levelgr, (10, 60))
fenetre.blit(timeapp, (55, 10))
@ -133,24 +141,28 @@ gravityid = 6
disa = 10
app = 13
lock=""
tab = 0
solid_0 = pygame.image.load("editor/img/solid_0.png").convert_alpha()
player = pygame.image.load("editor/img/player.png").convert_alpha()
keyblock = pygame.image.load("editor/img/keyblock.png").convert_alpha()
key2block = pygame.image.load("editor/img/key2block.png").convert_alpha()
key2blockvoid = pygame.image.load("editor/img/key2blockvoid.png").convert_alpha()
chrono1 = pygame.image.load("editor/img/chrono1.png").convert_alpha()
chrono2 = pygame.image.load("editor/img/chrono2.png").convert_alpha()
chrono2appear = pygame.image.load("editor/img/chrono2appear.png").convert_alpha()
key1 = pygame.image.load("editor/img/key1.png").convert_alpha()
key2 = pygame.image.load("editor/img/key2.png").convert_alpha()
end = pygame.image.load("editor/img/end.png").convert_alpha()
dead = pygame.image.load("editor/img/dead.png").convert_alpha()
coin = pygame.image.load("editor/img/coin.png").convert_alpha()
change = pygame.image.load("editor/img/change.png").convert_alpha()
chock = pygame.image.load("editor/img/chock.png").convert_alpha()
blackout = pygame.image.load("editor/img/blackout.png").convert_alpha()
damaged = pygame.image.load("editor/img/damaged.png").convert_alpha()
switch = pygame.image.load("editor/img/switch.png").convert_alpha()
ice = pygame.image.load("editor/img/ice.png").convert_alpha()
appear = pygame.image.load("editor/img/appear.png").convert_alpha()
appearblock = pygame.image.load("editor/img/appearblock.png").convert_alpha()
load(id_level)
place()
@ -200,6 +212,10 @@ while securite==False:
gravityid="7"
write()
place()
if event.key == pygame.K_TAB:
if tab==0: tab = 1
else: tab = 0
place()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
x=int(event.pos[0]/52)

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@ -2,7 +2,7 @@
## Éditeur :
Pour ouvrir (python + pygame):
Pour ouvrir (python3 + pygame):
`$ ./editor.sh`
## Commande :
@ -14,6 +14,7 @@ Pour ouvrir (python + pygame):
- R augmenter temps avant disparition blocs - (temps affiché en haut à gauche)
- F baisser temps avant disparition blocs -
- SHIFT changer le sens de la gravité par défaut (gravité affichée en haut à gauche)
- TAB Afficher le design des blocs non activé
- A supprime le bloc bloqué dans la main.
- N pour reset la pièce en entier

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@ -1,4 +1,4 @@
i011100dd1111dddm111ddmd1i01d1000000010S0011100S01i01d100000001000000000001i01d1cc111001hh1c11111001i01ddddddi00i000bddd00001i01dd1133i00i000lddd000K1100000000i00i00001d110011300000000i00100331d100003300000010i001s03t1d1000031111100hki0011111ddd1BB1110S01hh11100m0000aaa0000110001001d100m000000000001100e1001d100m0aaa000aaa0110d11001111111ddddddddd116
5
4
7

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@ -1,3 +1,3 @@
1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd10000000000d1331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd16
1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd1000000000001331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd16
12
1

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@ -10,7 +10,7 @@ case 1:
memcpy(level,"10011111111dddd1111111111000111100000000000000000000011110011111111ddd100001111111001dd000ddddd111111111111001dd0t0ddddddddd11000001001dd000ddddddddd11000001001aaaaaaaaaaaaaa110s00010010000000000000e11d1100100100000000000aaa11111001001000000000ddddd1111100100100000000011111100010000010000000003000000001000001000K0000030k0001001111111111111111111111",350);
break;
case 2:
memcpy(level,"1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd10000000000d1331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd1",350);
memcpy(level,"1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd1000000000001331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd1",350);
*appear=12;
*disappear=1;
break;
@ -58,7 +58,7 @@ memcpy(level,"1111111111111ddd11iK1d00100000d111000000011it1d00000000d1000000000
break;
case 15:
memcpy(level,"i011100dd1111dddm111ddmd1i01d1000000010S0011100S01i01d100000001000000000001i01d1cc111001hh1c11111001i01ddddddi00i000bddd00001i01dd1133i00i000lddd000K1100000000i00i00001d110011300000000i00100331d100003300000010i001s03t1d1000031111100hki0011111ddd1BB1110S01hh11100m0000aaa0000110001001d100m000000000001100e1001d100m0aaa000aaa0110d11001111111ddddddddd11",350);
*appear=5;
*appear=4;
*disappear=7;
break;
}