def shiftNE(self, oldc, x): # redraw bounds of maze for i in range(x): self.land.insert(0, []) for i in range(0, self.rows): if i < x: for j in range(self.cols): self.land[i].append(tile.Tile()) else: for j in range(x): self.land[i].append(tile.Tile()) self.connectDictionary() self.player.X = self.player.loc.X self.player.Y = self.player.loc.Y for baddy in self.enemies: baddy.X = baddy.loc.X baddy.Y = baddy.loc.Y self.setBarriers(0, x, 0, self.cols) self.setBarriers(x, self.rows, oldc, self.cols) self.checkBarriers() self.randomSpot(0, x, 0, self.cols).holding = "phase" self.randomSpot(x, self.rows, oldc, self.cols).holding = "phase"
def __init__(self, rows, cols, player, enemies, **kwargs): self.player = player self.enemies = enemies self.rows = rows self.cols = cols self.start = None self.exit = None # create player image self.playerImage = None # create list of tiles self.land = [[tile.Tile() for j in range(cols)] for i in range(rows)] # connect tiles in a dictionary self.connectDictionary() self.corners = [ self.land[0][0], self.land[0][self.cols - 1], self.land[self.rows - 1][self.cols - 1], self.land[self.rows - 1][0] ] # should there be barriers? if "barriers" in kwargs: if kwargs["barriers"]: self.setBarriers(0, self.rows, 0, self.cols) else: self.setBarriers(0, self.rows, 0, self.cols)
def shiftSW(self, oldr, x): for row in self.land: for i in range(x): row.insert(0, tile.Tile()) for i in range(x): self.land.append([tile.Tile() for j in range(self.cols)]) # connect the dictionary self.connectDictionary() self.player.X = self.player.loc.X self.player.Y = self.player.loc.Y for baddy in self.enemies: baddy.X = baddy.loc.X baddy.Y = baddy.loc.Y # set barriers self.setBarriers(0, oldr, 0, x) self.setBarriers(oldr, self.rows, 0, self.cols) self.checkBarriers() self.randomSpot(0, oldr, 0, x).holding = "phase" self.randomSpot(oldr, self.rows, 0, self.cols).holding = "phase"
def shiftSE(self, oldr, oldc, x): # redraw bounds of maze for row in self.land: for i in range(x): row.append(tile.Tile()) for i in range(x): self.land.append([tile.Title() for j in range(self.cols)]) # connect the dictionary self.connectDictionary() for baddy in self.enemies: baddy.X = baddy.loc.X baddy.Y = baddy.loc.Y # set barriers self.setBarriers(0, oldr, oldc, self.cols) self.setBarriers(oldr, self.rows, 0, self.cols) self.checkBarriers() self.randomSpot(0, oldr, oldc, self.cols).holding = "phase" self.randomSpot(oldr, self.rows, 0, self.cols).holding = "phase"