Patch editeur en python3
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4
build.sh
4
build.sh
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@ -1,11 +1,11 @@
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#!/usr/bin/bash
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echo "making setlevel.c from editor"
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rm src/setlevel.c
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python compile_level.py
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python3 compile_level.py
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echo "done"
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echo "making times.c from times.lvl"
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rm src/times.c
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python time.py
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python3 time.py
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echo "done"
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echo "building for cg"
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fxsdk build-cg
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@ -1,3 +1,3 @@
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#!/usr/bin/bash
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echo "opening editor"
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python editor/AST3generator.py
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python3 editor/AST3generator.py
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@ -2,7 +2,7 @@
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Programme de création de niveau pour A Switch to the top fait par Tituya
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Pour le CPC#26
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"""
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# coding: utf-8
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import pygame
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from pygame.locals import *
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@ -68,9 +68,9 @@ def place():
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if grille[a][b]=="1":
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fenetre.blit(pygame.transform.scale(solid_0,(52,52)),(52*b,52*a))
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if grille[a][b]=="s" and int(gravityid)==6:
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fenetre.blit(pygame.transform.scale(player,(39,39)),(52*b,52*a+13))
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fenetre.blit(pygame.transform.scale(player.subsurface((0,0),(12,12)),(39,39)),(52*b,52*a+13))
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elif grille[a][b]=="s" and int(gravityid)==7:
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fenetre.blit(pygame.transform.scale(player,(39,39)),(52*b,52*a))
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fenetre.blit(pygame.transform.scale(player.subsurface((0,0),(12,12)),(39,39)),(52*b,52*a))
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if grille[a][b]=="e":
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fenetre.blit(pygame.transform.scale(end,(52,52)),(52*b,52*a))
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if grille[a][b]=="d":
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@ -81,16 +81,20 @@ def place():
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fenetre.blit(pygame.transform.scale(chrono1,(52,52)),(52*b,52*a))
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if grille[a][b]=="3":
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fenetre.blit(pygame.transform.scale(keyblock,(52,52)),(52*b,52*a))
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if grille[a][b]=="m":
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if grille[a][b]=="m" and tab==0:
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fenetre.blit(pygame.transform.scale(chrono2appear,(52,52)),(52*b,52*a))
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elif grille[a][b]=="m" and tab:
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fenetre.blit(pygame.transform.scale(chrono2,(52,52)),(52*b,52*a))
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if grille[a][b]=="K":
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fenetre.blit(pygame.transform.scale(key2,(52,52)),(52*b,52*a))
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if grille[a][b]=="a":
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if grille[a][b]=="a" and tab==0:
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fenetre.blit(pygame.transform.scale(key2blockvoid,(52,52)),(52*b,52*a))
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elif grille[a][b]=="a" and tab:
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fenetre.blit(pygame.transform.scale(key2block,(52,52)),(52*b,52*a))
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if grille[a][b]=="t":
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fenetre.blit(pygame.transform.scale(coin,(52,52)),(52*b,52*a))
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if grille[a][b]=="l":
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fenetre.blit(pygame.transform.scale(change,(52,52)),(52*b,52*a))
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fenetre.blit(pygame.transform.scale(chock,(52,52)),(52*b,52*a))
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if grille[a][b]=="b":
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fenetre.blit(pygame.transform.scale(blackout,(52,52)),(52*b,52*a))
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if grille[a][b]=="B":
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@ -99,8 +103,12 @@ def place():
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fenetre.blit(pygame.transform.scale(ice,(52,52)),(52*b,52*a))
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if grille[a][b]=="S":
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fenetre.blit(pygame.transform.scale(switch,(52,52)),(52*b,52*a))
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if grille[a][b]=="h":
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if grille[a][b]=="p":
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fenetre.blit(pygame.transform.scale(power,(52,52)),(52*b,52*a))
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if grille[a][b]=="h" and tab==0:
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fenetre.blit(pygame.transform.scale(appear,(52,52)),(52*b,52*a))
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elif grille[a][b]=="h" and tab:
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fenetre.blit(pygame.transform.scale(appearblock,(52,52)),(52*b,52*a))
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fenetre.blit(level, (10, 10))
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fenetre.blit(levelgr, (10, 60))
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fenetre.blit(timeapp, (55, 10))
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@ -133,24 +141,28 @@ gravityid = 6
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disa = 10
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app = 13
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lock=""
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tab = 0
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solid_0 = pygame.image.load("editor/img/solid_0.png").convert_alpha()
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player = pygame.image.load("editor/img/player.png").convert_alpha()
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keyblock = pygame.image.load("editor/img/keyblock.png").convert_alpha()
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key2block = pygame.image.load("editor/img/key2block.png").convert_alpha()
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key2blockvoid = pygame.image.load("editor/img/key2blockvoid.png").convert_alpha()
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chrono1 = pygame.image.load("editor/img/chrono1.png").convert_alpha()
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chrono2 = pygame.image.load("editor/img/chrono2.png").convert_alpha()
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chrono2appear = pygame.image.load("editor/img/chrono2appear.png").convert_alpha()
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key1 = pygame.image.load("editor/img/key1.png").convert_alpha()
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key2 = pygame.image.load("editor/img/key2.png").convert_alpha()
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end = pygame.image.load("editor/img/end.png").convert_alpha()
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dead = pygame.image.load("editor/img/dead.png").convert_alpha()
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coin = pygame.image.load("editor/img/coin.png").convert_alpha()
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change = pygame.image.load("editor/img/change.png").convert_alpha()
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chock = pygame.image.load("editor/img/chock.png").convert_alpha()
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blackout = pygame.image.load("editor/img/blackout.png").convert_alpha()
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damaged = pygame.image.load("editor/img/damaged.png").convert_alpha()
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switch = pygame.image.load("editor/img/switch.png").convert_alpha()
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ice = pygame.image.load("editor/img/ice.png").convert_alpha()
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appear = pygame.image.load("editor/img/appear.png").convert_alpha()
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appearblock = pygame.image.load("editor/img/appearblock.png").convert_alpha()
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load(id_level)
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place()
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@ -200,6 +212,10 @@ while securite==False:
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gravityid="7"
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write()
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place()
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if event.key == pygame.K_TAB:
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if tab==0: tab = 1
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else: tab = 0
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place()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
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x=int(event.pos[0]/52)
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@ -2,7 +2,7 @@
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## Éditeur :
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Pour ouvrir (python + pygame):
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Pour ouvrir (python3 + pygame):
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`$ ./editor.sh`
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## Commande :
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@ -14,6 +14,7 @@ Pour ouvrir (python + pygame):
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- R augmenter temps avant disparition blocs - (temps affiché en haut à gauche)
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- F baisser temps avant disparition blocs -
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- SHIFT changer le sens de la gravité par défaut (gravité affichée en haut à gauche)
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- TAB Afficher le design des blocs non activé
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- A supprime le bloc bloqué dans la main.
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- N pour reset la pièce en entier
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i011100dd1111dddm111ddmd1i01d1000000010S0011100S01i01d100000001000000000001i01d1cc111001hh1c11111001i01ddddddi00i000bddd00001i01dd1133i00i000lddd000K1100000000i00i00001d110011300000000i00100331d100003300000010i001s03t1d1000031111100hki0011111ddd1BB1110S01hh11100m0000aaa0000110001001d100m000000000001100e1001d100m0aaa000aaa0110d11001111111ddddddddd116
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5
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4
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7
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1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd10000000000d1331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd16
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1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd1000000000001331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd16
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12
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1
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@ -10,7 +10,7 @@ case 1:
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memcpy(level,"10011111111dddd1111111111000111100000000000000000000011110011111111ddd100001111111001dd000ddddd111111111111001dd0t0ddddddddd11000001001dd000ddddddddd11000001001aaaaaaaaaaaaaa110s00010010000000000000e11d1100100100000000000aaa11111001001000000000ddddd1111100100100000000011111100010000010000000003000000001000001000K0000030k0001001111111111111111111111",350);
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break;
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case 2:
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memcpy(level,"1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd10000000000d1331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd1",350);
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memcpy(level,"1dddddd100111111111111111000000000011111000000000000000000l01100c00000000001aaaaaaa111100c00000000011dddddddddd1001aaaaaaaaa11cccccccccc1001ddddddddd1000000000001331000000aa000000000000s10e1k0000000001ccccccccc111111111113311100000000011001000000000110000000001100b0000000001100000000011t0b00000000011000K0000011111aaaaaaaaa1111111110011111ddddddddd1",350);
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*appear=12;
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*disappear=1;
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break;
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break;
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case 15:
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memcpy(level,"i011100dd1111dddm111ddmd1i01d1000000010S0011100S01i01d100000001000000000001i01d1cc111001hh1c11111001i01ddddddi00i000bddd00001i01dd1133i00i000lddd000K1100000000i00i00001d110011300000000i00100331d100003300000010i001s03t1d1000031111100hki0011111ddd1BB1110S01hh11100m0000aaa0000110001001d100m000000000001100e1001d100m0aaa000aaa0110d11001111111ddddddddd11",350);
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*appear=5;
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*appear=4;
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*disappear=7;
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break;
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}
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