PPGuy
#!/usr/bin/python
import PPMaze
from gi.repository import GObject
from gi.repository import Clutter
class PPGuy(Clutter.Actor):
"""PPGuy class - base class for some entities of the game"""
PP_STATIONARY = 1
PP_UP = 2
PP_DOWN = 3
PP_LEFT = 4
PP_RIGHT = 5
__gsignals__ = {
'collide' : (GObject.SIGNAL_RUN_LAST, None, (PPGuy,)),
'die' : (GObject.SIGNAL_RUN_LAST, None, (None,)),
'spawn' : (GObject.SIGNAL_RUN_LAST, None, (None,)),
'passing' : (GObject.SIGNAL_RUN_LAST, None, (PPMazeTileCode,)),
'maze_set' : (GObject.SIGNAL_RUN_LAST, None, (PPMaze, PPMaze,))
}
def __init__(self):
Clutter.Actor.__init__(self)
# Migrar para properties
self.direction = PP_STATIONARY
self.movement = 0.0
self.speed = 100
self.maze = None
self.connect("parent-set", self.parent_set_cb)
def do_collide(self, collidee):
"""Empty"""
def do_die(self):
"""Empty"""
def do_spawn(self):
"""Empty"""
def do_passing(self, code):
"""Empty"""
def parent_set_cb(self):
new_maze = PPMaze()
parent = self.get_parent()
if isinstance(parent, PPMaze):
old_maze = self.maze
self.maze = new_maze
self.emit("maze_set", new_maze, old_maze)