Tweak and resize floor and door tiles
[erdslangetjie.git] / erdslangetjie / __main__.py
index 45f907db55428f435f20fe21c35dac56391cee3e..a7d594d5bac3554db9852cdd0178c92e850ee4b8 100644 (file)
@@ -7,23 +7,36 @@ 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 = 40
+if platform() != 'android':
+    TILE_SIZE = 40
+else:
+    TILE_SIZE = 64
 
+class GameWindow(RelativeLayout):
 
-class GameWindow(FloatLayout):
-
-    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
+
+        cols, rows = self.level_obj.get_size()
+
+        super(GameWindow, self).__init__(
+                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
 
@@ -35,8 +48,10 @@ class GameWindow(FloatLayout):
         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()
@@ -46,19 +61,18 @@ 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)
@@ -71,6 +85,58 @@ class GameWindow(FloatLayout):
             Rectangle(pos=sprite_pos, size=self.player_tile.size,
                     texture=self.player.get_texture())
         self.add_widget(self.player_tile)
+        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.size[0] - margin:
+            return False
+        if point[1] < margin:
+            return False
+        if point[1] >= self.view.size[1] - margin:
+            return False
+        return True
 
     def draw_nemesis(self):
         if not self.nemesis.on_board():
@@ -115,12 +181,17 @@ class GameWindow(FloatLayout):
         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)
@@ -130,6 +201,7 @@ class GameWindow(FloatLayout):
             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):
@@ -154,14 +226,30 @@ class GameWindow(FloatLayout):
 
 class GameApp(App):
 
+    title = "Peter's thread snake"
+
     def __init__(self):
         self.levels = LevelList()
         super(GameApp, self).__init__()
 
     def build(self):
-        game = GameWindow(self.levels)
+        root = ScrollView(size_hint=(None, None))
+        return root
+
+    def on_start(self):
+        from kivy.base import EventLoop
+        window = EventLoop.window
+        if platform() == 'android':
+            window.fullscreen = True
+        self.root.size = window.size
+        game = GameWindow(self.levels, self.root)
         game.build()
-        return game
+        self.root.add_widget(game)
+        # Ensure the player is visible
+        self.root.scroll_x = 0
+        self.root.scroll_y = 0
+        game.draw_player()
+        game.draw_nemesis()
 
 
 def main():