Exemple #1
0
 def move_player_to(self, direction):
     """move_player_to moves the player to the given direction.
     """
     if self.catch_keyboard_gobject and self.player_turn:
         if direction == GameBoard.LEFT:
             ok, collision = self.move_it_gobject(self.catch_keyboard_gobject, -self.g_cell_size.x, 0)
         elif direction == GameBoard.RIGHT:
             ok, collision = self.move_it_gobject(self.catch_keyboard_gobject, self.g_cell_size.x, 0)
         elif direction == GameBoard.UP:
             ok, collision = self.move_it_gobject(self.catch_keyboard_gobject, 0, -self.g_cell_size.y)
         elif direction == GameBoard.DOWN:
             ok, collision = self.move_it_gobject(self.catch_keyboard_gobject, 0, self.g_cell_size.y)
         else:
             return False, None
         if ok:
             self.player_turn = False
             Log.Board(self.name).EndPlayerTurn().call()
         return ok, collision
     return True, None
Exemple #2
0
 def update(self, surface, **kwargs):
     """update provides any functionality to be done every tick.
     """
     if not self.player_turn:
         self.off_player_counter += 1
         if self.off_player_counter >= 2:
             self.off_player_counter = 0
             self.player_turn = True
             Log.Board(self.name).StartPlayerTurn().call()
     super(GameBoard, self).update(surface, **kwargs)
     event_bucket = kwargs["event-bucket"]
     bucket = []
     while len(event_bucket):
         event = event_bucket.pop(0)
         # Log.Scene(self.name).EventUpdateBucket(event).call()
         if event.type == GEvent.ENGINE and event.subtype == GEvent.DELETE and event.destination == GEvent.BOARD:
             self.del_gobject(event.source)
             event.destination = GEvent.SCENE
             bucket.append(event)
     event_bucket.extend(bucket)