class EscapeArea(): def __init__(self, game): self.game = game self.prisoners = Group() self.prisoners.set_pos(600, 450) def addPrisoner(self, prisoner): self.prisoners.add(prisoner)
class EscapeArea(): def __init__(self, game): self.game = game self.prisoners = Group() self.prisoners.set_pos(600,450) def addPrisoner(self, prisoner): self.prisoners.add(prisoner)
class Hideout(): def __init__(self, game, species, cell, HorF): self.game = game self.species = species self.my_cell = cell self.HorF = HorF self.prisoners = Group() self.escArea = game.escArea def seti(self, int): self.i = int def setPos(self, x, y): self.x = x self.y = y self.prisoners.set_pos(self.x, self.y) # since we're at it, let's use our crayon to color on the board # this is so we can tell if a space is 'hostile' or 'friendly' color = red if self.HorF == "f": color = green pygame.draw.circle(self.game.background, black, (x, y), 54) pygame.draw.circle(self.game.background, color, (x, y), 50) text = Text(str(self.species + 1), size=20, color=white) text.rect.center = (self.x, self.y - 20) self.text = Group((text)) def isOccupied(self): if len(self.prisoners.sprites()) == 0: return False return True def vacate(self): if self.isOccupied(): x = self.prisoners.sprites()[0] self.prisoners.remove(x) self.my_cell.prisoners.add(x) def canHelp(self): return ((self.isOccupied() and self.HorF == "f") or (not self.isOccupied() and self.HorF == "h")) def escape(self, prisoner): self.escArea.addPrisoner(prisoner) def addPrisoner(self, prisoner): if not self.isOccupied(): self.prisoners.add((prisoner)) else: self.escape(prisoner)
class Hideout(): def __init__(self, game, species, cell, HorF): self.game = game self.species = species self.my_cell = cell self.HorF = HorF self.prisoners = Group() self.escArea = game.escArea def seti(self, int): self.i = int def setPos(self, x, y): self.x = x self.y = y self.prisoners.set_pos(self.x, self.y) # since we're at it, let's use our crayon to color on the board # this is so we can tell if a space is 'hostile' or 'friendly' color = red if self.HorF == "f": color = green pygame.draw.circle(self.game.background, black, (x,y), 54) pygame.draw.circle(self.game.background, color, (x,y), 50) text = Text(str(self.species + 1), size = 20, color = white) text.rect.center = (self.x, self.y - 20) self.text = Group((text)) def isOccupied(self): if len(self.prisoners.sprites()) == 0: return False return True def vacate(self): if self.isOccupied(): x = self.prisoners.sprites()[0] self.prisoners.remove(x) self.my_cell.prisoners.add(x) def canHelp(self): return ((self.isOccupied() and self.HorF == "f") or (not self.isOccupied() and self.HorF == "h")) def escape(self, prisoner): self.escArea.addPrisoner(prisoner) def addPrisoner(self, prisoner): if not self.isOccupied(): self.prisoners.add((prisoner)) else: self.escape(prisoner)
class Cell(): def __init__(self, game, species): self.game = game self.species = species def isSelected(self): m = pygame.mouse.get_pos() d = self.game.dist(m[0], m[1], self.x, self.y) if d < 54: return True def seti(self, i): self.i = i def setPos(self, x, y): self.x = x self.y = y pygame.draw.circle(self.game.background, black, (x, y), 54) pygame.draw.circle(self.game.background, white, (x, y), 50) text = Text(str(self.species + 1), size=20) text.rect.center = (self.x, self.y - 20) self.text = Group((text)) def makePrisoners(self): self.prisoners = Group() self.prisoners.set_pos(self.x, self.y) self.prisoner1 = Prisoner(self.game, self.species, self.x, self.y, 'left') self.prisoner2 = Prisoner(self.game, self.species, self.x, self.y, 'right') self.prisoners.add((self.prisoner1, self.prisoner2)) def reset(self): self.prisoner1.kill() self.prisoner2.kill() self.prisoners.add((self.prisoner1, self.prisoner2)) def setMyHS(self, hs): self.my_hs = hs def getMyHS(self): return self.my_hs def setAdjHS(self, hs): self.adj_hs = hs def getAdjHS(self): return self.adj_hs def addPrisoner(self, prisoner): self.prisoners.add(prisoner) def update(self): if (len(self.prisoners) != 0 and self.getAdjHS().canHelp()): prisoner = self.prisoners.sprites()[0] self.prisoners.remove(prisoner) self.getMyHS().addPrisoner(prisoner)
class Cell(): def __init__(self, game, species): self.game = game self.species = species def isSelected(self): m = pygame.mouse.get_pos() d = self.game.dist(m[0], m[1], self.x, self.y) if d < 54: return True def seti(self, i): self.i = i def setPos(self, x, y): self.x = x self.y = y pygame.draw.circle(self.game.background, black, (x, y), 54) pygame.draw.circle(self.game.background, white, (x, y), 50) text = Text(str(self.species + 1), size = 20) text.rect.center = (self.x, self.y - 20) self.text = Group((text)) def makePrisoners(self): self.prisoners = Group() self.prisoners.set_pos(self.x, self.y) self.prisoner1 = Prisoner(self.game, self.species, self.x, self.y, 'left') self.prisoner2 = Prisoner(self.game, self.species, self.x, self.y, 'right') self.prisoners.add((self.prisoner1, self.prisoner2)) def reset(self): self.prisoner1.kill() self.prisoner2.kill() self.prisoners.add((self.prisoner1, self.prisoner2)) def setMyHS(self, hs): self.my_hs = hs def getMyHS(self): return self.my_hs def setAdjHS(self, hs): self.adj_hs = hs def getAdjHS(self): return self.adj_hs def addPrisoner(self, prisoner): self.prisoners.add(prisoner) def update(self): if (len(self.prisoners) != 0 and self.getAdjHS().canHelp()): prisoner = self.prisoners.sprites()[0] self.prisoners.remove(prisoner) self.getMyHS().addPrisoner(prisoner)