def check_directions(self, maze): self.directions_remain.clear() self.direction = "u" if gf.brick_collision(self, maze) is False: if self.move is not "d": self.directions_remain.append("u") self.direction = "d" if gf.brick_collision(self, maze) is False: if self.move is not "u": self.directions_remain.append("d") self.direction = "l" if gf.brick_collision(self, maze) is False: if self.move is not "r": self.directions_remain.append("l") self.direction = "r" if gf.brick_collision(self, maze) is False: if self.move is not "l": self.directions_remain.append("r")
def check_directions(self, maze): # check which directions are available to move self.avail.clear() self.direction = "u" if gf.brick_collision(self, maze) is False: if self.move is not "d": self.avail.append("u") self.direction = "d" if gf.brick_collision(self, maze) is False: if self.move is not "u": self.avail.append("d") self.direction = "l" if gf.brick_collision(self, maze) is False: if self.move is not "r": self.avail.append("l") self.direction = "r" if gf.brick_collision(self, maze) is False: if self.move is not "l": self.avail.append("r")