def moveLeft(self, brdObject): """Move the person left.""" if collisionChecker(brdObject, self, self.x, self.y - 1) == 0: editMatrix(brdObject, self, self.x, self.y - 1) self.place(self.x, self.y - 1) else: return 1
def moveDown(self, brdObject): """Move the person down.""" if collisionChecker(brdObject, self, self.x + 1, self.y) == 0: editMatrix(brdObject, self, self.x + 1, self.y) self.place(self.x + 1, self.y) else: return 1
def insertNew(self, brdObject, x, y): """Insert the person.""" if collisionChecker(brdObject, self, x, y) == 0: editMatrix(brdObject, self, x, y) self.place(x, y) return 0 return -1
def makeBoundary(self, brdObject): """Make the boundary.""" brd = brdObject.getMatrix() for j in range(0, 4): for i in range(0, brdObject.length): brd[i][j] = 'x' for i in range(0, 2): for j in range(0, brdObject.breadth): brd[i][j] = 'x' for i in range(brdObject.length - 2, brdObject.length): for j in range(0, brdObject.breadth): brd[i][j] = 'x' for j in range(brdObject.breadth - 4, brdObject.breadth): for i in range(0, brdObject.length): brd[i][j] = 'x' x = 4 y = 8 while x < (brdObject.length - 4): while y < (brdObject.breadth - 8): editMatrix(brdObject, self, x, y) y += 4 + self.breadth x += 2 + self.length y = 8
def placeBomb(self, brdObject, x, y): """Place the bomb randomly.""" if self.count == 0: self.createdAt = time.time() self.x = x self.y = y self.count = 1 editMatrix(brdObject, self, x, y)
def destroy(self, brdObject): """Destroy the person.""" if self.destroyed is False: self.destroyed = True for i in range(0, self.length): for j in range(0, self.breadth): self.matrix[i][j] = ' ' editMatrix(brdObject, self, self.x, self.y) brdObject.score += 100
def randomPlace(self, brdObject): """Place an enemy randomly.""" flag = 1 while flag != 0: a = 4 * randint(1, 7) b = 2 * randint(1, 30) if collisionChecker(brdObject, self, a, b) == 0: editMatrix(brdObject, self, a, b) self.place(a, b) flag = 0
def randomPlace(self, brdObject): """Place the brick randomly.""" flag = 1 while flag != 0: a = 2 * randint(1, 15) b = 4 * randint(1, 15) if collisionChecker(brdObject, self, a, b) == 0: editMatrix(brdObject, self, a, b) self.x = a self.y = b flag = 0
def updateBomb(self, brdObject, bricks, enemy, plr): """Update the bomb.""" if self.createdAt is not None: stamp = time.time() - self.createdAt if stamp <= 1 and stamp > 0: editMatrix(brdObject, self, self.x, self.y) elif stamp <= 2 and stamp > 1: for i in range(self.x, self.x + self.length): for j in range(self.y, +self.y + self.breadth): brdObject.matrix[i][j] = '2' elif stamp <= 3 and stamp > 2: for i in range(self.x, self.x + self.length): for j in range(self.y, +self.y + self.breadth): brdObject.matrix[i][j] = '1' else: for i in range(self.x, self.x + self.length): for j in range(self.y, +self.y + self.breadth): brdObject.matrix[i][j] = ' ' self.explodeBomb(brdObject, bricks, enemy, plr) self.createdAt = None self.count = 0