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Validate levels during gameplay
[erdslangetjie.git]
/
erdslangetjie
/
__main__.py
diff --git
a/erdslangetjie/__main__.py
b/erdslangetjie/__main__.py
index 9a609c610d75dc7e5c96edeb41fe27d2d0c26af8..5cd9b7fcc39de69995406e7b4f8615fe7ab6edde 100644
(file)
--- a/
erdslangetjie/__main__.py
+++ b/
erdslangetjie/__main__.py
@@
-1,6
+1,4
@@
-import pygame
-
-from erdslangetjie.constants import TILE_SIZE
+from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.app import App
from kivy.uix.widget import Widget
@@
-27,6
+25,7
@@
class GameWindow(RelativeLayout):
def __init__(self, level_list, app):
self.level_list = level_list
self.level_obj = self.level_list.get_current_level()
def __init__(self, level_list, app):
self.level_list = level_list
self.level_obj = self.level_list.get_current_level()
+ self.level_obj.validate()
self.level_obj.load_tiles()
self.tiles = {}
self.view = app.root
self.level_obj.load_tiles()
self.tiles = {}
self.view = app.root
@@
-164,15
+163,15
@@
class GameWindow(RelativeLayout):
self.keyboard.unbind(on_key_down=self._on_key_down)
def _on_key_down(self, keyboard, keycode, text, modifiers):
self.keyboard.unbind(on_key_down=self._on_key_down)
def _on_key_down(self, keyboard, keycode, text, modifiers):
- # FIXME - likely portablity issues
direction = None
direction = None
- if keycode[0] == pygame.K_UP:
+ letter = keycode[1].lower()
+ if letter in UP:
direction = (0, 1)
direction = (0, 1)
- elif
keycode[0] == pygame.K_
DOWN:
+ elif
letter in
DOWN:
direction = (0, -1)
direction = (0, -1)
- elif
keycode[0] == pygame.K_
LEFT:
+ elif
letter in
LEFT:
direction = (-1, 0)
direction = (-1, 0)
- elif
keycode[0] == pygame.K_
RIGHT:
+ elif
letter in
RIGHT:
direction = (1, 0)
if direction:
self.do_move(direction)
direction = (1, 0)
if direction:
self.do_move(direction)
@@
-208,6
+207,7
@@
class GameWindow(RelativeLayout):
self.remove_widget(self.nemesis_tile)
self.nemesis.reset_pos()
if self.level_obj:
self.remove_widget(self.nemesis_tile)
self.nemesis.reset_pos()
if self.level_obj:
+ self.level_obj.validate()
self.level_obj.load_tiles()
self.player.pos = self.level_obj.enter_pos
self.remove_widget(self.player_tile)
self.level_obj.load_tiles()
self.player.pos = self.level_obj.enter_pos
self.remove_widget(self.player_tile)