Hook up very, very stupid nemesis movement for testing logic
[erdslangetjie.git] / erdslangetjie / player.py
index 5bb6472b1b88fca7b942d28a60e97e8eb35690ff..fd445549ed530acbf1f71cb5d8e20af3dbedda08 100644 (file)
@@ -43,8 +43,9 @@ class Nemesis(FigureSprite):
         super(Nemesis, self).__init__()
         self.sprite = load_image('sprites/nemesis.png')
         self.reset_pos()
+        self.been = []
 
-    def move(self, level):
+    def move(self, level, caught):
         if not self.on_board():
             # Advance towards the map a step at a time
             self.pos = (self.pos[0] + 1, self.pos[1])
@@ -52,6 +53,20 @@ class Nemesis(FigureSprite):
                 self.pos = level.enter_pos
             return False
         # AI goes here
+        steps = 0
+        self.been.append(self.pos)
+        for direction in [(1, 0), (-1, 0), (0, -1), (0, 1)] * 2:
+            new_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+            if self.can_move(direction, level) and new_pos not in self.been:
+                self.pos = new_pos
+                self.been.append(new_pos)
+                steps += 1
+            if steps >= 2:
+                break
+            if caught():
+                break
+        if steps == 0:
+            self.been = []
         return True
 
     def reset_pos(self):