from erdslangetjie.data import load_image
-class PlayerSprite(object):
+class GameSprite(object):
def __init__(self):
self.pos = (0, 0)
self.sprite = None
- def move(self, direction):
- self.pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
-
def get_image(self):
return self.sprite
+ def get_texture(self):
+ return self.sprite.texture
+
+
+class FigureSprite(GameSprite):
+
+ def can_move(self, direction, level):
+ '''Check if we can move in the given direction'''
+ cand_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+ return not level.blocked(cand_pos)
+
-class ThePlayer(PlayerSprite):
+class ThePlayer(FigureSprite):
def __init__(self):
super(ThePlayer, self).__init__()
self.sprite = load_image('sprites/player.png')
+ def move(self, direction, level):
+ if self.can_move(direction, level):
+ self.pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+ return True
+ return False
-class Nemesis(PlayerSprite):
+
+class Nemesis(FigureSprite):
def __init__(self):
- super(ThePlayer, self).__init__()
+ super(Nemesis, self).__init__()
self.sprite = load_image('sprites/nemesis.png')
+ self.reset_pos()
+ self.been = []
+
+ 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])
+ if self.on_board():
+ 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):
+ self.pos = (-10, 0)
+
+ def on_board(self):
+ return self.pos[0] >= 0