""" Class holding the level info """
+import random
+
class Level(object):
def can_crawl(self, x, y, layer):
return 'crawl' in self.tiles[y][x][layer]['behaviour']
+ def can_bullet(self, x, y, layer):
+ if self.tiles[y][x][layer]['behaviour']:
+ for door in self.doors:
+ if (x, y) == door.game_pos and door.is_closed():
+ return False
+ return True
+ return False
+
def is_keypad(self, x, y):
for keypad in self.keypads:
if (x, y) == keypad.game_pos:
return True
return False
- def press_keypad(self, x, y, roaches):
+ def press_keypad(self, x, y, smart):
for keypad in self.keypads:
if (x, y) == keypad.game_pos:
- keypad.activate(roaches)
+ keypad.activate(smart)
def get_friends(self):
return self._friends[:]
def get_exit_level(self):
return self.exit["next level"]
+
+ def enemy_at(self, x, y):
+ for enemy in self.enemies:
+ if (x, y) == enemy.game_pos:
+ return True
+ return False
+
+ def get_enemy(self, x, y):
+ for enemy in self.enemies:
+ if (x, y) == enemy.game_pos:
+ return enemy
+ return None
+
+ def remove_enemy(self, enemy):
+ self.enemies.remove(enemy)
+ for generator in self.enemy_generators:
+ generator.killed(enemy)
+
+ def add_enemy(self, enemy, x, y):
+ """Add an enemy to an empty floor space near x, y"""
+ added = False
+ while not added:
+ if self.can_walk(x, y, 'floor'):
+ if not self.friend_at(x, y):
+ if not self.enemy_at(x, y):
+ added = True
+ enemy.game_pos = (x, y)
+ self.enemies.append(enemy)
+ added = True
+ x += random.randint(-1, 1)
+ y += random.randint(-1, 1)