X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=a7d594d5bac3554db9852cdd0178c92e850ee4b8;hb=64e0ef0f5aaa615ba6821a9924206b4d373e2a21;hp=0948e7401cea4df7e647fcf710fc1755c6487a38;hpb=ae83360a244732dabac64083f6915fc301d583f7;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 0948e74..a7d594d 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -7,23 +7,38 @@ kivy.require('1.6.0') from kivy.app import App from kivy.core.window import Window from kivy.uix.widget import Widget -from kivy.uix.floatlayout import FloatLayout +from kivy.uix.relativelayout import RelativeLayout +from kivy.uix.scrollview import ScrollView from kivy.graphics import Color, Rectangle +from kivy.utils import platform from erdslangetjie.level import LevelList from erdslangetjie.player import ThePlayer, Nemesis -TILE_SIZE = 24 +if platform() != 'android': + TILE_SIZE = 40 +else: + TILE_SIZE = 64 +class GameWindow(RelativeLayout): -class GameWindow(FloatLayout): - - def __init__(self, level_list): - super(GameWindow, self).__init__(size=(648, 480)) + def __init__(self, level_list, view): self.level_list = level_list self.level_obj = self.level_list.get_current_level() self.level_obj.load_tiles() self.tiles = {} + self.view = view + + cols, rows = self.level_obj.get_size() + + super(GameWindow, self).__init__( + size=(cols * TILE_SIZE, rows * TILE_SIZE), + size_hint=(None, None)) + + self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0] + self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1] + + self.mouse_move = False self.player = ThePlayer() self.nemesis = Nemesis() @@ -33,8 +48,10 @@ class GameWindow(FloatLayout): self.nemesis_tile = None self.player.pos = self.level_obj.enter_pos - self.keyboard = Window.request_keyboard(self._closed, self) - self.keyboard.bind(on_key_down=self._on_key_down) + if platform() != 'android': + # Very hack'ish + self.keyboard = Window.request_keyboard(self._closed, self) + self.keyboard.bind(on_key_down=self._on_key_down) def build(self): self.clear_widgets() @@ -44,19 +61,18 @@ class GameWindow(FloatLayout): for tile_line in tiles: bx = 0 for tile in tile_line: - node = Widget(size=(TILE_SIZE, TILE_SIZE), pos=(bx, by)) + node = Widget(size=(TILE_SIZE, TILE_SIZE), + pos=(bx, by), + size_hint=(None, None)) + self.add_widget(node) with node.canvas: Color(1, 1, 1) Rectangle(pos=node.pos, size=node.size, texture=tile.texture) - self.add_widget(node) self.tiles[(bx, by)] = node bx += TILE_SIZE by += TILE_SIZE - self.draw_player() - self.draw_nemesis() - def draw_player(self): if self.player_tile: self.remove_widget(self.player_tile) @@ -69,6 +85,58 @@ class GameWindow(FloatLayout): Rectangle(pos=sprite_pos, size=self.player_tile.size, texture=self.player.get_texture()) self.add_widget(self.player_tile) + for offset in [(TILE_SIZE - 1, TILE_SIZE - 1), + (-TILE_SIZE + 1, TILE_SIZE - 1), + (TILE_SIZE - 1, -TILE_SIZE + 1), + (-TILE_SIZE + 1, -TILE_SIZE + 1), + (0, 2 * TILE_SIZE - 2), + (-2 * TILE_SIZE + 2, 0), + (2 * TILE_SIZE - 2, 0), + (0, -2 * TILE_SIZE + 2), + (0, 0)]: + # Aim is to ensure a 'neighbourhood' around the player + # is visible if possible + check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2, + sprite_pos[1] + offset[1] + TILE_SIZE / 2) + true_point = self.to_parent(*check_point) + if check_point[0] < 0: + continue + if check_point[1] < 0: + continue + if check_point[0] >= self.size[0]: + continue + if check_point[1] >= self.size[1]: + continue + while not self.included(true_point, 0): + # Scroll ourselves + if true_point[0] >= self.view.size[0]: + self.view.scroll_x += self.x_scroll_margin + true_point = self.to_parent(*check_point) + #print '-x', self.view.scroll_x, self.view.scroll_y + elif true_point[0] < 0: + self.view.scroll_x -= self.x_scroll_margin + true_point = self.to_parent(*check_point) + #print '+x', self.view.scroll_x, self.view.scroll_y + elif true_point[1] >= self.view.size[1]: + self.view.scroll_y += self.y_scroll_margin + true_point = self.to_parent(*check_point) + #print '+y', self.view.scroll_x, self.view.scroll_y + elif true_point[1] < 0: + self.view.scroll_y -= self.y_scroll_margin + true_point = self.to_parent(*check_point) + #print '-y', self.view.scroll_x, self.view.scroll_y + #print true_point, self.view.size + + def included(self, point, margin): + if point[0] < margin: + return False + if point[0] >= self.view.size[0] - margin: + return False + if point[1] < margin: + return False + if point[1] >= self.view.size[1] - margin: + return False + return True def draw_nemesis(self): if not self.nemesis.on_board(): @@ -100,22 +168,30 @@ class GameWindow(FloatLayout): elif keycode[0] == pygame.K_RIGHT: direction = (1, 0) if direction: - self.nemesis.move(self.level_obj) - self.draw_nemesis() - self.player.move(direction, self.level_obj) - self.draw_player() + self.do_move(direction) + + def do_move(self, direction): + self.nemesis.move(self.level_obj) + self.draw_nemesis() + self.player.move(direction, self.level_obj) + self.draw_player() self.check_state() def check_state(self): if self.level_obj.at_exit(self.player.pos): # Jump to next level self.level_obj = self.level_list.advance_to_next_level() + self.remove_widget(self.nemesis_tile) self.nemesis.reset_pos() if self.level_obj: self.level_obj.load_tiles() self.player.pos = self.level_obj.enter_pos self.remove_widget(self.player_tile) + self.view.scroll_x = 0 + self.view.scroll_y = 0 self.build() + self.draw_nemesis() + self.draw_player() else: print 'You won!' sys.exit(1) @@ -124,17 +200,56 @@ class GameWindow(FloatLayout): print 'You lost!' sys.exit(1) + def _calc_mouse_pos(self, pos): + pos = self.to_local(*pos) + return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE)) + + def on_touch_down(self, touch): + pos = self._calc_mouse_pos(touch.pos) + if pos == self.player.pos: + self.mouse_move = True + self.mouse_start = pos + + def on_touch_up(self, touch): + self.mouse_move = False + + def on_touch_move(self, touch): + if self.mouse_move: + pos = self._calc_mouse_pos(touch.pos) + if (pos[0] - self.mouse_start[0] != 0) or ( + pos[1] - self.mouse_start[1] != 0): + direction = (pos[0] - self.mouse_start[0], + pos[1] - self.mouse_start[1]) + self.do_move(direction) + self.mouse_start = pos + class GameApp(App): + title = "Peter's thread snake" + def __init__(self): self.levels = LevelList() super(GameApp, self).__init__() def build(self): - game = GameWindow(self.levels) + root = ScrollView(size_hint=(None, None)) + return root + + def on_start(self): + from kivy.base import EventLoop + window = EventLoop.window + if platform() == 'android': + window.fullscreen = True + self.root.size = window.size + game = GameWindow(self.levels, self.root) game.build() - return game + self.root.add_widget(game) + # Ensure the player is visible + self.root.scroll_x = 0 + self.root.scroll_y = 0 + game.draw_player() + game.draw_nemesis() def main():