def delete(self): collides = object_manager.collide(self) for obj in collides: if obj != self: super(GameObject, obj).kill() if type(obj) == Player: self.is_player = False
def _obstructions(self): if ( self.rect.top < self.area.top or self.rect.left < self.area.left or self.rect.bottom > self.area.bottom or self.rect.right > self.area.right ): return True return len(object_manager.collide(self)) > 1
def move(self): if not super(Bullet, self).move(): collides = object_manager.collide(self) if len(collides) > 1: for obj in collides: if not obj.indestructible: self._destroy(obj) else: self.kill()
def create(self): if len(object_manager.collide(self)) > 0: return if self.current == STONE: obj = Stone(self.rect.center) elif self.current == PLAYER: if self.is_player: return obj = Player(self.rect.center) self.is_player = True elif self.current == ENEMY: obj = Enemy(self.rect.center) else: sys.exit("Unknown error") obj.type = self.current