def LEFT(self) : if ORIENTATION == 'NW' : newLoc = (self.x+1, self.y, self.z) else : newLoc = (self.x, self.y-1, self.z) if newLoc not in pathfinder.getValidMovement(self.gameGrid, self, True) : return self.gameGrid.removeBlock(self._arrow, self.x, self.y, self.z) self.x, self.y, self.z = newLoc self.gameGrid.setBlock(self.x, self.y, self.z, self._arrow, ow=False, insPos=-1) self._arrow.setUpdateFlag()
def UP(self): if ORIENTATION == "NW": newLoc = (self.x, self.y - 1, self.z) else: newLoc = (self.x + 1, self.y, self.z) if newLoc not in pathfinder.getValidMovement(self.gameGrid, self, True): return self.gameGrid.removeBlock(self._arrow, self.x, self.y, self.z) self.x, self.y, self.z = newLoc self.gameGrid.setBlock(self.x, self.y, self.z, self._arrow, ow=False, insPos=-1) self._arrow.setUpdateFlag()
def DOWN(self) : # Incriment location if ORIENTATION == 'NW' : newLoc = (self.x, self.y+1, self.z) else : newLoc = (self.x-1, self.y, self.z) # Opps, can't go there! Abort! Abort! if newLoc not in pathfinder.getValidMovement(self.gameGrid, self, True) : return # Remove the old arrow self.gameGrid.removeBlock(self._arrow, self.x, self.y, self.z) self.x, self.y, self.z = newLoc self.gameGrid.setBlock(self.x, self.y, self.z, self._arrow, ow=False, insPos=-1) self._arrow.setUpdateFlag()
def DOWN(self): # Incriment location if ORIENTATION == "NW": newLoc = (self.x, self.y + 1, self.z) else: newLoc = (self.x - 1, self.y, self.z) # Opps, can't go there! Abort! Abort! if newLoc not in pathfinder.getValidMovement(self.gameGrid, self, True): return # Remove the old arrow self.gameGrid.removeBlock(self._arrow, self.x, self.y, self.z) self.x, self.y, self.z = newLoc self.gameGrid.setBlock(self.x, self.y, self.z, self._arrow, ow=False, insPos=-1) self._arrow.setUpdateFlag()