Bump tile size for better results on android
[erdslangetjie.git] / erdslangetjie / __main__.py
index 7329b443567da11d149f4fe66c6893da3cf9bf86..45f907db55428f435f20fe21c35dac56391cee3e 100644 (file)
@@ -13,22 +13,26 @@ from kivy.graphics import Color, Rectangle
 from erdslangetjie.level import LevelList
 from erdslangetjie.player import ThePlayer, Nemesis
 
-TILE_SIZE = 24
+TILE_SIZE = 40
 
 
 class GameWindow(FloatLayout):
 
     def __init__(self, level_list):
-        super(GameWindow, self).__init__(size=(648, 480))
+        super(GameWindow, self).__init__(size=(1080, 800))
         self.level_list = level_list
         self.level_obj = self.level_list.get_current_level()
         self.level_obj.load_tiles()
         self.tiles = {}
 
+        self.mouse_move = False
+
         self.player = ThePlayer()
+        self.nemesis = Nemesis()
         if not self.level_obj.enter_pos:
             raise RuntimeError('No entry point')
         self.player_tile = None
+        self.nemesis_tile = None
 
         self.player.pos = self.level_obj.enter_pos
         self.keyboard = Window.request_keyboard(self._closed, self)
@@ -53,20 +57,36 @@ class GameWindow(FloatLayout):
             by += TILE_SIZE
 
         self.draw_player()
+        self.draw_nemesis()
 
     def draw_player(self):
         if self.player_tile:
             self.remove_widget(self.player_tile)
-        player_pos = (self.player.pos[0] * TILE_SIZE,
+        sprite_pos = (self.player.pos[0] * TILE_SIZE,
                 self.player.pos[1] * TILE_SIZE)
         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
-                pos=player_pos)
+                pos=sprite_pos)
         with self.player_tile.canvas:
             Color(1, 1, 1)
-            Rectangle(pos=player_pos, size=self.player_tile.size,
-                    texture=self.player.sprite.texture)
+            Rectangle(pos=sprite_pos, size=self.player_tile.size,
+                    texture=self.player.get_texture())
         self.add_widget(self.player_tile)
 
+    def draw_nemesis(self):
+        if not self.nemesis.on_board():
+            return
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
+        sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
+                self.nemesis.pos[1] * TILE_SIZE)
+        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):
         self.keyboard.unbind(on_key_down=self._on_key_down)
 
@@ -82,19 +102,54 @@ class GameWindow(FloatLayout):
         elif keycode[0] == pygame.K_RIGHT:
             direction = (1, 0)
         if direction:
-            if self.player.can_move(direction, self.level_obj):
-                self.player.move(direction)
-                self.draw_player()
-                if self.level_obj.at_exit(self.player.pos):
-                    self.level_obj = self.level_list.advance_to_next_level()
-                    if self.level_obj:
-                        self.level_obj.load_tiles()
-                        self.player.pos = self.level_obj.enter_pos
-                        self.remove_widget(self.player_tile)
-                        self.build()
-                    else:
-                        print 'You won!'
-                        sys.exit(1)
+            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.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.build()
+            else:
+                print 'You won!'
+                sys.exit(1)
+        elif self.nemesis.pos == self.player.pos:
+            # Caught
+            print 'You lost!'
+            sys.exit(1)
+
+    def _calc_mouse_pos(self, 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):