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 = 40
-class GameWindow(FloatLayout):
+class GameWindow(RelativeLayout):
- def __init__(self, level_list):
- super(GameWindow, self).__init__(size=(1080, 800))
+ 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
+
+ rows, cols = self.level_obj.get_size()
+
+ super(GameWindow, self).__init__(
+ size=(cols*TILE_SIZE, rows*TILE_SIZE),
+ size_hint=(None, None))
self.mouse_move = False
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()
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
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:
+ return False
+ if point[0] >= self.view.pos[0] - TILE_SIZE:
+ return False
+ if point[1] < TILE_SIZE:
+ return False
+ if point[1] >= self.view.pos[1] - TILE_SIZE:
+ return False
def draw_nemesis(self):
if not self.nemesis.on_board():
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):
super(GameApp, self).__init__()
def build(self):
- game = GameWindow(self.levels)
+ root = ScrollView(size=(640, 480), size_hint=(None, None))
+ game = GameWindow(self.levels, root)
game.build()
- return game
+ root.add_widget(game)
+ # Ensure the player is visible
+ game.draw_player()
+ return root
def main():