import pygame import uuid from globals import * from enemies import * class Block: def __init__(self, id, x, y): self.id = id self.x = x self.y = y self.BLOCK = True self.sprite = pygame.Rect((x*tile) + 2, (y*tile) + 2, tile - 2, tile - 2) def pushed(self, x, y, caller, pusher): if self.x + x > tileCountx - 1 or self.y + y > tileCounty - 1 or self.x + x < 0 or self.y + y < 0: raise Exception("Cannot push off edge!") if gameMap[self.x + x][self.y + y]: gameMap[self.x + x][self.y + y].pushed(x, y, self, pusher) gameMap[self.x][self.y] = False self.x += x self.sprite.x = (self.x*tile)+2 self.y += y self.sprite.y = (self.y*tile)+2 gameMap[self.x][self.y] = self def pulled(self, x, y): for i in range(-1,2): for j in range(-1,2): if hasattr(gameMap[self.x + i][self.y + j], "ENEMY"): raise Exception("Cannot pull a block that is touching an enemy") gameMap[self.x][self.y] = False self.x += x self.sprite.x = (self.x*tile)+2 self.y += y self.sprite.y = (self.y*tile)+2 gameMap[self.x][self.y] = self