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Commit e41b9eb6 authored by jng2ng's avatar jng2ng

Merge remote-tracking branch 'origin/demo' into demo

parents 5c86e1db 91b7b371
......@@ -39,13 +39,13 @@ blockFactory = {
"Phr": lambda x, y, screen: Pipe(x, y, BlockTexture = pipeHeadRightC1, CurrGameDisplay = screen), #Pipe head right
"Pbl": lambda x, y, screen: Pipe(x, y, BlockTexture = pipeBodyLeftC1, CurrGameDisplay = screen), #Pipe body left
"Pbr": lambda x, y, screen: Pipe(x, y, BlockTexture = pipeBodyRightC1, CurrGameDisplay = screen), #Pipe body right
'Q': lambda x, y, screen: PipeJumpOut(x, y, BlockTexture = downArrow, CurrGameDisplay = screen), #Pipe Jump Out
'R': lambda x, y, screen: PipeJumpBack(x, y, BlockTexture = upArrow, CurrGameDisplay = screen), #Pipe Jump Back
'Q': lambda x, y, screen: PipeJumpOut(x, y, BlockTexture = noneTexture, CurrGameDisplay = screen), #Pipe Jump Out
'R': lambda x, y, screen: PipeJumpBack(x, y, BlockTexture = noneTexture, CurrGameDisplay = screen), #Pipe Jump Back
'S': lambda x, y, screen: SidePipe(x, y, BlockTexture = sidewaysPipeHeadLeftC1, CurrGameDisplay = screen), #Side Pipe
'T': lambda x, y, screen: SidePipeJumpOut(x, y, BlockTexture = leftArrow, CurrGameDisplay = screen), #Side Pipe Jump Out
'U': lambda x, y, screen: SidePipeJumpBack(x, y, BlockTexture = rightArrow, CurrGameDisplay = screen), #Side Pipe Jump Back
'T': lambda x, y, screen: SidePipeJumpOut(x, y, BlockTexture = noneTexture, CurrGameDisplay = screen), #Side Pipe Jump Out
'U': lambda x, y, screen: SidePipeJumpBack(x, y, BlockTexture = noneTexture, CurrGameDisplay = screen), #Side Pipe Jump Back
'W': lambda x, y, screen: CheckPoint(x, y, BlockTexture = checkpointC1, CurrGameDisplay = screen), #Checkpoint
'X': lambda x, y, screen: CloudReentry(x, y, BlockTexture = downArrow, CurrGameDisplay = screen), #Reentry Point for cloud world
'X': lambda x, y, screen: CloudReentry(x, y, BlockTexture = noneTexture, CurrGameDisplay = screen), #Reentry Point for cloud world
'Y': lambda x, y, screen: RotatingFireBar(x, y, BlockTexture = fireBlock, CurrGameDisplay = screen, rotation = Game.Direction.CLOCKWISE), #Rotating Fire Box - clockwise
'Z': lambda x, y, screen: RotatingFireBar(x, y, BlockTexture = fireBlock, CurrGameDisplay = screen, rotation = Game.Direction.COUNTERCLOCKWISE), #Rotating Fire Box - counterclockwise
'a': lambda x, y, screen: Stone(x, y, BlockTexture = stoneC1, CurrGameDisplay = screen), #Stone - color 1
......
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