def room_4_move_room(room, slayer_pos, game, difficulty): if slayer_pos[1] > SPRITE_SIZE * 15: game.update_room(1) return (SPRITE_SIZE * 21, 5) elif slayer_pos[1] < 0: game.update_room(5) return (SPRITE_SIZE * 13, SPRITE_SIZE * 14.5) return None
def room_2_move_room(room, slayer_pos, game, difficulty): if slayer_pos[1] < 0: if slayer_pos[0] > SPRITE_SIZE * 20 and slayer_pos[ 0] < SPRITE_SIZE * 22: game.update_room(3) return (SPRITE_SIZE * 13, SPRITE_SIZE * 14.5) elif slayer_pos[0] > SPRITE_SIZE * 4 and slayer_pos[ 0] < SPRITE_SIZE * 6: game.update_room(2) return (SPRITE_SIZE * 23, SPRITE_SIZE * 14.5) elif slayer_pos[0] < 0: game.update_room(0) return (SPRITE_SIZE * 24, SPRITE_SIZE * 5)
def room_3_move_room(room, slayer_pos, game, difficulty): if slayer_pos[1] > SPRITE_SIZE * 15: game.update_room(1) return (SPRITE_SIZE * 5, 5) elif slayer_pos[1] < 0: if slayer_pos[0] < SPRITE_SIZE * 6 and slayer_pos[0] > SPRITE_SIZE * 4: game.update_room(4) return (SPRITE_SIZE * 14, SPRITE_SIZE * 14.5) elif slayer_pos[0] > SPRITE_SIZE * 22 and slayer_pos[ 0] < SPRITE_SIZE * 24: game.update_room(5) return (SPRITE_SIZE * 3, SPRITE_SIZE * 14.5) return None
def room_5_move_room(room, slayer_pos, game, difficulty): if slayer_pos[1] > SPRITE_SIZE * 15: game.update_room(2) return (SPRITE_SIZE * 5, 5) return None
def room_1_move_room(room, slayer_pos, game, difficulty): if slayer_pos[0] > SPRITE_SIZE * 25: game.update_room(1) return (5, SPRITE_SIZE * 4.5) return None