Added hold indicator
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gamedata/assets/collisionmapbroken.png
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gamedata/assets/collisionmapbroken.png
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gamedata/assets/ingamebroken.png
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gamedata/assets/lemmings/selected.png
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gamedata/assets/lemmings/selected.png
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@ -3,10 +3,10 @@ import random,math
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class Lemming(BaseObject):
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def __init__(self,x,y,game,speedmargin=5):
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super().__init__(x,y,game,w=60,h=60)
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super().__init__(x,y,game,w=70,h=70)
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self.direction = random.randint(0,360)
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self.holdrect = self.rect.copy()
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self.holdradius = 65
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self.holdradius = 80
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self.holdrect = self.holdrect.inflate(self.holdradius,self.holdradius)
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self.basespeed = max(30,40+random.randint(-speedmargin,speedmargin)) # Speed that he normally walks by
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self.holdtimer = game.lib.Timer(2.5) # Max seconds of holding
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@ -16,7 +16,7 @@ class Lemming(BaseObject):
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self.selected = False # If beeing redirected
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self.cachedrel = [] # Storing relative movement of mouse
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self.cachedrelsize = 10
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self.mincachedsize = 5
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self.mincachedsize = 3
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# Used for movement
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self.restx = 0
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@ -128,6 +128,8 @@ class Lemming(BaseObject):
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sprites = self.sprites[orientation]
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self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/shadow.png"],self.rect.center[0]-self.game.globals["camerax"],self.rect.center[1]-self.game.globals["cameray"])
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self.game.lib.drawcenter(self.game,sprites[int(self.spriteindex)%len(sprites)],self.rect.center[0]-self.game.globals["camerax"],self.rect.center[1]-self.game.globals["cameray"])
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if self.selected:
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self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/selected.png"],self.rect.center[0]-self.game.globals["camerax"],self.rect.center[1]-self.game.globals["cameray"])
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if self.game.globals["debug"]:
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s = self.game.pygame.Surface(self.rect.size)
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s.fill([255,0,0])
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