def __init__(self, centerTilePos, radiusInTile): Object.__init__(self, centerTilePos * self.stage.tileSize, Explosion.texture) self.spritesPos = [[], [], [], []] self.tilesPos = [] self.sideSprites = (sf.Sprite, sf.Sprite) self.currTime = 0. self.over = False row = lambda tilePos, offSet: (tilePos.x + tilePos.y * self.stage.tilesCount.x + offSet) column = lambda tilePos, offSet: (tilePos.x + (tilePos.y + offSet) * self.stage.tilesCount.x) isObstacle = lambda tile: utils.checkBit(tile.bits, Tile.Obstacle) == 1 spritePos = lambda tilePos: tilePos * self.stage.tileSize tileOffSet = 1 while radiusInTile >= tileOffSet and not isObstacle(self.stage.tiles[row(centerTilePos, tileOffSet)]): self.spritesPos[0].append(spritePos(sf.Vector2(centerTilePos.x + tileOffSet, centerTilePos.y))) tileOffSet += 1 animationInfo = AnimationInfo() animationInfo.firstFrameRect = sf.Rectangle((0, 0), (48, 48)) animationInfo.sprite = self.sprite animationInfo.frameSize = 48 animationInfo.frameTime = 0.1 animationInfo.frameCount = 3 self.centerAnimation = Animation(animationInfo).start()
def updateTileReg(self, tile): obstacleBit = utils.checkBit(tile.bits, Tile.Obstacle) bombBit = utils.checkBit(tile.bits, Tile.Bomb) tile.bits = utils.setBitWithVal(tile.bits, 0, obstacleBit | bombBit) tile.bits = utils.setBitWithVal(tile.bits, Tile.Explosion, utils.checkBit(tile.explosionCount, 0))
def checkMove(self, player, moveVec): newTilePos = player.tile + moveVec tile = self.getTile(newTilePos) return utils.checkBit(tile.bits, Tile.NotEmpty) == 0