+ return
+ elif self.level_obj.is_button(self.player.pos):
+ self.level_obj.trigger_button(self.player.pos)
+ elif self.level_obj.is_button(self.nemesis.pos):
+ self.level_obj.trigger_button(self.nemesis.pos)
+ for map_pos, new_tile in self.level_obj.get_changed_tiles():
+ pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
+ self.draw_tile(pos, new_tile)