def do_move(self, direction):
if not self.level_obj:
return
- self.player.move(direction, self.level_obj)
+ # Do nothing on null moves
+ if not self.player.move(direction, self.level_obj):
+ return
self.check_state()
self.do_nemesis_move()
def do_nemesis_move(self):
- self.nemesis.move(self.level_obj)
+ self.nemesis.move(self.level_obj, self.player.pos)
self.check_state()
self.reset_timer()
self.draw_nemesis()