X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=e408ac8204851dcb0ee40209e4a7c5adea5ab8be;hb=f05ea56092899055d0c96e8f3a2eb7a1c74b5c84;hp=8121eb92436228066feaae21e2d6de4962ac6582;hpb=04a0709a9ccde4965a5bd9c975a6446743e3ad7b;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 8121eb9..e408ac8 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -6,7 +6,7 @@ from kivy.uix.relativelayout import RelativeLayout from kivy.uix.scrollview import ScrollView from kivy.uix.label import Label from kivy.uix.popup import Popup -from kivy.graphics import Color, Rectangle +from kivy.graphics import Rectangle from kivy.utils import platform from kivy.clock import Clock from kivy.config import Config @@ -27,7 +27,6 @@ class GameWindow(RelativeLayout): self.level_list = level_list self.level_obj = self.level_list.get_current_level() self.level_obj.load_tiles() - self.tiles = {} self.app = app cols, rows = self.level_obj.get_size() @@ -52,6 +51,7 @@ class GameWindow(RelativeLayout): self.player.pos = self.level_obj.enter_pos self.keyboard = None self._key_bound = False + self._background = None def build(self): if platform() != 'android' and not self.keyboard: @@ -66,7 +66,7 @@ class GameWindow(RelativeLayout): self._key_bound = True self.keyboard.bind(on_key_down=self._on_key_down) self.clear_widgets() - self.tiles = {} + self._background = Widget(size=self.size, pos=(0, 0)) tiles = self.level_obj.get_tiles() bx, by = 0, 0 for tile_line in tiles: @@ -75,18 +75,12 @@ class GameWindow(RelativeLayout): self.draw_tile((bx, by), tile) bx += TILE_SIZE by += TILE_SIZE + self.add_widget(self._background) def draw_tile(self, pos, tile): - if pos in self.tiles: - self.remove_widget(self.tiles[pos]) - node = Widget(size=(TILE_SIZE, TILE_SIZE), - pos=pos, size_hint=(None, None)) - self.add_widget(node) - with node.canvas: - Color(1, 1, 1) - Rectangle(pos=node.pos, size=node.size, + with self._background.canvas: + Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE), texture=tile.texture) - self.tiles[pos] = node def fix_scroll_margins(self): # We need to call this after app.root is set @@ -102,7 +96,6 @@ class GameWindow(RelativeLayout): self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE), pos=sprite_pos) with self.player_tile.canvas: - Color(1, 1, 1) Rectangle(pos=sprite_pos, size=self.player_tile.size, texture=self.player.get_texture()) self.add_widget(self.player_tile) @@ -133,15 +126,28 @@ class GameWindow(RelativeLayout): if true_point[0] >= self.view.size[0]: self.view.scroll_x += self.x_scroll_margin true_point = self.to_parent(*check_point) + # Avoid an infinite loop that can happen we + # changing screens + if self.view.scroll_x > 0.99: + return elif true_point[0] < 0: self.view.scroll_x -= self.x_scroll_margin true_point = self.to_parent(*check_point) + # See above + if self.view.scroll_x < 0.01: + return elif true_point[1] >= self.view.size[1]: self.view.scroll_y += self.y_scroll_margin true_point = self.to_parent(*check_point) + # See above + if self.view.scroll_y > 0.99: + return elif true_point[1] < 0: self.view.scroll_y -= self.y_scroll_margin true_point = self.to_parent(*check_point) + # See above + if self.view.scroll_y < 0.01: + return def included(self, point, margin): if point[0] < margin: @@ -164,7 +170,6 @@ class GameWindow(RelativeLayout): self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE), pos=sprite_pos) with self.nemesis_tile.canvas: - Color(1, 1, 1) Rectangle(pos=sprite_pos, size=self.nemesis_tile.size, texture=self.nemesis.get_texture()) self.add_widget(self.nemesis_tile) @@ -194,17 +199,20 @@ class GameWindow(RelativeLayout): # Do nothing on null moves if not self.player.move(direction, self.level_obj): return - self.check_state() + if self.check_state(): + return self.do_nemesis_move() def do_nemesis_move(self): self.nemesis.move(self.level_obj, self.player.pos) - self.check_state() + if self.check_state(): + return if self.move_counter > 4: self.move_counter = 0 self.draw_nemesis() self.nemesis.move(self.level_obj, self.player.pos) - self.check_state() + if self.check_state(): + return else: self.move_counter += 1 self.draw_nemesis() @@ -257,7 +265,7 @@ class GameWindow(RelativeLayout): def check_state(self): if not self.level_obj: - return + return True if self.level_obj.at_exit(self.player.pos): self.reset_level() # Jump to next level @@ -265,7 +273,7 @@ class GameWindow(RelativeLayout): if not self.load_level(): self._closed() self.app.game_over(True) - return + return True elif self.check_caught(): # Caught if self.app.config.getdefault('bane', 'sound', '0') != '0': @@ -273,7 +281,7 @@ class GameWindow(RelativeLayout): self.reset_level() self._closed() self.app.game_over(False) - return + return True elif self.level_obj.is_button(self.player.pos): self.level_obj.trigger_button(self.player.pos) elif self.level_obj.is_button(self.nemesis.pos): @@ -281,14 +289,19 @@ class GameWindow(RelativeLayout): for map_pos, new_tile in self.level_obj.get_changed_tiles(): pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE) self.draw_tile(pos, new_tile) + return False def _calc_mouse_pos(self, pos): pos = self.to_local(*pos) return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE)) + def _near_player(self, pos): + return (abs(pos[0] - self.player.pos[0]) < 2 and + abs(pos[1] - self.player.pos[1]) < 2) + def on_touch_down(self, touch): pos = self._calc_mouse_pos(touch.pos) - if pos == self.player.pos: + if self._near_player(pos): self.mouse_move = True self.mouse_start = pos