cols, rows = self.level_obj.get_size()
super(GameWindow, self).__init__(
- size=(cols*TILE_SIZE, rows*TILE_SIZE),
+ 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()
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)
Rectangle(pos=sprite_pos, size=self.player_tile.size,
texture=self.player.get_texture())
self.add_widget(self.player_tile)
- # Player position in viewpoint coordinates
- check_point = (sprite_pos[0] + TILE_SIZE / 2,
- sprite_pos[1] + TILE_SIZE / 2)
- true_point = self.to_parent(*check_point)
- if not self.included(true_point):
- # Scroll ourselves
- while true_point[0] >= self.view.size[0] - TILE_SIZE:
- self.pos = (self.pos[0] - 1.5 * TILE_SIZE, self.pos[1])
- true_point = self.to_parent(*check_point)
- while true_point[0] < TILE_SIZE:
- self.pos = (self.pos[0] + 1.5 * TILE_SIZE, self.pos[1])
- true_point = self.to_parent(*check_point)
- while true_point[1] >= self.view.size[1] - TILE_SIZE:
- self.pos = (self.pos[0], self.pos[1] - 1.5 * TILE_SIZE)
- true_point = self.to_parent(*check_point)
- while true_point[1] < TILE_SIZE:
- self.pos = (self.pos[0], self.pos[1] + 1.5 * TILE_SIZE)
- true_point = self.to_parent(*check_point)
-
- def included(self, point):
- if point[0] < TILE_SIZE:
+ 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.pos[0] - TILE_SIZE:
+ if point[0] >= self.view.size[0] - margin:
return False
- if point[1] < TILE_SIZE:
+ if point[1] < margin:
return False
- if point[1] >= self.view.pos[1] - TILE_SIZE:
+ if point[1] >= self.view.size[1] - margin:
return False
+ return True
def draw_nemesis(self):
if not self.nemesis.on_board():
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)
game.build()
root.add_widget(game)
# Ensure the player is visible
+ root.scroll_x = 0
+ root.scroll_y = 0
game.draw_player()
+ game.draw_nemesis()
return root