def getColor(self,i,j): num=self.level[i][j] if num==0: tile=TileClass() elif num==1: tile=RegTile() elif num==2: tile=RegTile2() elif num==3: tile=SpeedTile() elif num==4: tile=SlowTile() elif num==8: tile=DeathTile() elif num==9: tile=WinTile() elif num==10: tile=EmptyTile() else: tile=TileClass(level)#Just in case return tile.returnColor()
def getColor(self, i, j): num = self.level[i][j] if num == 0: tile = TileClass() elif num == 1: tile = RegTile() elif num == 2: tile = RegTile2() elif num == 3: tile = SpeedTile() elif num == 4: tile = SlowTile() elif num == 8: tile = DeathTile() elif num == 9: tile = WinTile() elif num == 10: tile = EmptyTile() else: tile = TileClass(level) #Just in case return tile.returnColor()
def getTile(self,num,col,posX,posY,posYconst,row,level): if num==0: tile=TileClass() elif num==1: tile=RegTile(level) elif num==2: tile=RegTile2(level) elif num==3: tile=SpeedTile() elif num==4: tile=SlowTile() elif num==8: tile=DeathTile() elif num==9: tile=WinTile() elif num==10: tile=EmptyTile() else: tile=TileClass(level)#Just in case coord=round(self.width/2-(5-col-0.5)*self.colWidth) if(((posX>=coord and posX<=coord+self.colWidth) or (posX+30>=coord and posX+30<=coord+self.colWidth)) and row<5 and posY==posYconst and num!=10): tile.connect(self.hero) # does not empty tile action elif(num==10 and ((posX+20>=coord and posX+20<=coord+self.colWidth) or (posX+25>=coord and posX+25<=coord+self.colWidth)) and row<5 and posY==posYconst): tile.connect(self.hero) # falling (requires to be more on tile) return tile.returnColor()