Example #1
0
 def getColor(self,i,j):
     num=self.level[i][j]
     if num==0:
         tile=TileClass()
     elif num==1:
         tile=RegTile()
     elif num==2:
         tile=RegTile2()
     elif num==3:
         tile=SpeedTile()
     elif num==4:
         tile=SlowTile()
     elif num==8:
         tile=DeathTile()
     elif num==9:
         tile=WinTile()
     elif num==10:
         tile=EmptyTile()
     else:
         tile=TileClass(level)#Just in case
     return tile.returnColor()
Example #2
0
 def getColor(self, i, j):
     num = self.level[i][j]
     if num == 0:
         tile = TileClass()
     elif num == 1:
         tile = RegTile()
     elif num == 2:
         tile = RegTile2()
     elif num == 3:
         tile = SpeedTile()
     elif num == 4:
         tile = SlowTile()
     elif num == 8:
         tile = DeathTile()
     elif num == 9:
         tile = WinTile()
     elif num == 10:
         tile = EmptyTile()
     else:
         tile = TileClass(level)  #Just in case
     return tile.returnColor()
Example #3
0
    def getTile(self,num,col,posX,posY,posYconst,row,level):
        if num==0:
            tile=TileClass()
        elif num==1:
            tile=RegTile(level)
        elif num==2:
            tile=RegTile2(level)
        elif num==3:
            tile=SpeedTile()
        elif num==4:
            tile=SlowTile()
        elif num==8:
            tile=DeathTile()
        elif num==9:
            tile=WinTile()
        elif num==10:
            tile=EmptyTile()
        else:
            tile=TileClass(level)#Just in case

        coord=round(self.width/2-(5-col-0.5)*self.colWidth)
        if(((posX>=coord and posX<=coord+self.colWidth)            
            or (posX+30>=coord and posX+30<=coord+self.colWidth))
            and row<5 
            and posY==posYconst
            and num!=10):
            tile.connect(self.hero) # does not empty tile action
        elif(num==10 and ((posX+20>=coord and posX+20<=coord+self.colWidth)            
            or (posX+25>=coord and posX+25<=coord+self.colWidth))
            and row<5
            and posY==posYconst):
            tile.connect(self.hero) # falling (requires to be more on tile)
        return tile.returnColor()