generated from mwc/project_game
I fixed the flickering! And I have an interior!
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10
cursor.py
10
cursor.py
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@ -28,10 +28,6 @@ class Cursor:
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if game.on_board(new_position):
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if game.is_empty(new_position):
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self.position = new_position
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def hide(self):
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'''
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This is called because I was calling this method based on an agent's location, but I don't need the
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cursor to do anything.
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'''
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pass
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else:
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game.get_agents_by_position()[new_position][0].display = False
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self.position = new_position
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@ -6,7 +6,6 @@
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class FreeSpace:
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character = '*'
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display = True
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revealed = False
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neighbors = 0
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@ -77,9 +76,7 @@ class FreeSpace:
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Make sure a number is hidden when the cursor is over it. This is needed to allow the cursor to move
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over a spot where a number is.
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'''
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if (not game.is_empty(self.position)) and self.revealed and self.display == True:
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self.display = False
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elif game.is_empty(self.position) and self.revealed and self.neighbors > 0 and self.display == False:
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if game.is_empty(self.position) and self.revealed and self.display == False:
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self.display = True
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7
mine.py
7
mine.py
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@ -30,12 +30,9 @@ class Mine:
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def play_turn(self, game):
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'''
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Make sure the mine is hidden when the cursor is over it. This is needed to allow the cursor to move
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over a spot where a mine is.
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Make sure the mine appears when the cursor is not on it.
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'''
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if (not game.is_empty(self.position)):
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self.display = False
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elif game.is_empty(self.position):
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if game.is_empty(self.position):
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self.display = True
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def reveal(self):
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@ -45,9 +45,6 @@ class Spawner:
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cursor = Cursor((self.board_width - 1, self.board_height - 1))
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game.add_agent(cursor)
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# Print instructions.
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game.log("To move, use the arrow keys. You may have to")
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game.log("press an arrow key more than once to move.")
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game.log("Please make sure the cursor is where you want it")
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game.log("before selecting a space. To select a space, ")
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game.log("To move, use the arrow keys. To select a space, ")
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game.log("press return. The game is over when all spots")
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game.log("with mines are surrounded by numbers.")
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