X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=e408ac8204851dcb0ee40209e4a7c5adea5ab8be;hb=f05ea56092899055d0c96e8f3a2eb7a1c74b5c84;hp=885885ae7dfc4ba5e3eb78bbf03ae506b5ee17fe;hpb=dca884ac4e118edce6d28ca589f645317509ba06;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 885885a..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 @@ -27,8 +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.view = app.root self.app = app cols, rows = self.level_obj.get_size() @@ -37,9 +35,6 @@ class GameWindow(RelativeLayout): 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.caught = load_sound('sounds/caught.ogg') @@ -54,17 +49,24 @@ class GameWindow(RelativeLayout): self.move_counter = 0 self.player.pos = self.level_obj.enter_pos - if platform() != 'android': + self.keyboard = None + self._key_bound = False + self._background = None + + def build(self): + if platform() != 'android' and not self.keyboard: # Very hack'ish # We need to delay this import until after the window creation by # the app, else our size config doesn't work from kivy.core.window import Window self.keyboard = Window.request_keyboard(self._closed, self) + if self.keyboard and not self._key_bound: + # We remove this binding when we're the not top level widget, + # so re-add it here + self._key_bound = True self.keyboard.bind(on_key_down=self._on_key_down) - - def build(self): 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: @@ -73,18 +75,18 @@ 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 + self.view = self.app.root + self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0] + self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1] def draw_player(self): if self.player_tile: @@ -94,7 +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) @@ -125,15 +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: @@ -156,13 +170,13 @@ 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) def _closed(self): - if platform() != 'android': + if self.keyboard: + self._key_bound = False self.keyboard.unbind(on_key_down=self._on_key_down) def _on_key_down(self, keyboard, keycode, text, modifiers): @@ -185,17 +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() @@ -215,6 +232,12 @@ class GameWindow(RelativeLayout): def check_caught(self): return self.nemesis.pos == self.player.pos + def stop_game(self): + Clock.unschedule(self.timed_move) + if self.nemesis_tile: + self.remove_widget(self.nemesis_tile) + self.nemesis.reset_pos() + def reset_level(self): Clock.unschedule(self.timed_move) self.timer_set = False @@ -227,7 +250,8 @@ class GameWindow(RelativeLayout): if self.level_obj: self.level_obj.load_tiles() self.player.pos = self.level_obj.enter_pos - self.remove_widget(self.player_tile) + if self.player_tile: + self.remove_widget(self.player_tile) self.view.scroll_x = 0 self.view.scroll_y = 0 self.build() @@ -236,29 +260,28 @@ class GameWindow(RelativeLayout): return True return False + def do_reload(self): + self.level_obj = self.level_list.get_current_level() + 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 self.level_obj = self.level_list.advance_to_next_level() if not self.load_level(): - app = self.app - self.app = None self._closed() - app.game_over(True) - return + self.app.game_over(True) + return True elif self.check_caught(): # Caught if self.app.config.getdefault('bane', 'sound', '0') != '0': self.caught.play() self.reset_level() - app = self.app - self.app = None self._closed() - app.game_over(False) - return + self.app.game_over(False) + 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): @@ -266,14 +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 @@ -382,6 +410,7 @@ class GameApp(App): level_name = self.config.getdefault('bane', 'start_level', None) if level_name: self.levels.set_level_to(level_name) + self.game = GameWindow(self.levels, self) return root def on_start(self): @@ -408,10 +437,11 @@ class GameApp(App): def start_game(self, label, ref): """Start the game""" - self.game = GameWindow(self.levels, self) - self.game.build() self.root.clear_widgets() self.root.add_widget(self.game) + self.game.fix_scroll_margins() + self.game.reset_level() + self.game.load_level() # Ensure the player is visible self.root.scroll_x = 0 self.root.scroll_y = 0 @@ -422,10 +452,10 @@ class GameApp(App): if won: screen = WonScreen(self) self.levels.reset() + self.game.do_reload() else: screen = LostScreen(self) - del self.game - self.game = None + self.game.stop_game() self.root.clear_widgets() self.root.add_widget(screen)