a-robots-conundrum/robotgame/worldobject.py

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# This file is part of ROBOTGAME
#
# ROBOTGAME is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later
# version.
#
# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along with
# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# worldobject.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum <don_s@hongabar.org>
"""
A generic world object.
"""
class WorldObject(object):
def __init__(self, level, x, y, z=0, direction=(1, 0), speed=5,
tile_x=64, tile_y=48,
movable=False):
self.__dict__.update(locals())
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self.move_x = self.x = self.x - (self.x % self.tile_x)
self.move_y = self.y = self.y - (self.y % self.tile_y)
self.holding = None
self.holder = None
def check_move(self, move_x, move_y):
if self.move_x == self.x and self.move_y == self.y and self.movable:
for obj in self.level.objects:
if (obj.x == self.x + move_x * self.tile_x
and obj.y == self.y + move_y * self.tile_y
and obj != self and obj != self.holder
and obj != self.holding):
return False
return True
return False
def move(self, move_x, move_y):
if self.check_move(move_x, move_y):
if self.holding:
if not self.holding.check_move(move_x, move_y):
return False
self.move_x += move_x * self.tile_x
self.move_y += move_y * self.tile_y
if self.holding:
self.holding.move(move_x, move_y)
def use(self):
pass
def update(self, e, t, dt):
if self.x > self.move_x:
self.x -= min(self.speed * dt * self.tile_x,
abs(self.x - self.move_x))
if self.x < self.move_x:
self.x += min(self.speed * dt * self.tile_x,
abs(self.x - self.move_x))
if self.y > self.move_y:
self.y -= min(self.speed * dt * self.tile_y,
abs(self.y - self.move_y))
if self.y < self.move_y:
self.y += min(self.speed * dt * self.tile_y,
abs(self.y - self.move_y))
self.x, self.y = int(self.x), int(self.y)