- self.world.get_map(self.position[0] + YX(-1,1))
- self.world.get_map(self.position[0] + YX(-1,0))
- self.world.get_map(self.position[0] + YX(-1,-1))
- if edge_down >= self.world.game.map_size.y:
- self.world.get_map(self.position[0] + YX(1,1))
- self.world.get_map(self.position[0] + YX(1,0))
- self.world.get_map(self.position[0] + YX(1,-1))
+ self.game.get_map(self.position[0] + YX(-1,1))
+ self.game.get_map(self.position[0] + YX(-1,0))
+ self.game.get_map(self.position[0] + YX(-1,-1))
+ if edge_down >= self.game.map_size.y:
+ self.game.get_map(self.position[0] + YX(1,1))
+ self.game.get_map(self.position[0] + YX(1,0))
+ self.game.get_map(self.position[0] + YX(1,-1))
+ #alternative
+ #if self.position[1].x < self._radius:
+ # self.game.get_map(self.position[0] - YX(0,1))
+ #if self.position[1].y < self._radius:
+ # self.game.get_map(self.position[0] - YX(1,0))
+ #if self.position[1].x > self.game.map_size.x - self._radius:
+ # self.game.get_map(self.position[0] + YX(0,1))
+ #if self.position[1].y > self.game.map_size.y - self._radius:
+ # self.game.get_map(self.position[0] + YX(1,0))
+ #if self.position[1].y < self._radius and \
+ # self.position[1].x <= [pos for pos in
+ # diagonal_distance_edge
+ # if pos.y == self.position[1].y][0].x:
+ # self.game.get_map(self.position[0] - YX(1,1))