Fix ordering bug
[erdslangetjie.git] / erdslangetjie / __main__.py
index 7329b443567da11d149f4fe66c6893da3cf9bf86..6ab5b18caddac77ce1b956694de5757c19c8c687 100644 (file)
@@ -7,32 +7,46 @@ kivy.require('1.6.0')
 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 = 24
+TILE_SIZE = 48
 
 
-class GameWindow(FloatLayout):
+class GameWindow(RelativeLayout):
 
-    def __init__(self, level_list):
-        super(GameWindow, self).__init__(size=(648, 480))
+    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
+
+        cols, rows = 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.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)
-        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()
@@ -42,30 +56,76 @@ class GameWindow(FloatLayout):
         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
 
         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)
+        # 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():
+            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 +142,55 @@ 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):
+        pos = self.to_local(*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):
@@ -104,9 +200,13 @@ class GameApp(App):
         super(GameApp, self).__init__()
 
     def build(self):
-        game = GameWindow(self.levels)
+        root = ScrollView(size=(960, 640), 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():