for tile_line in tiles:
bx = 0
for tile in tile_line:
- 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.tiles[(bx, by)] = node
+ self.draw_tile((bx, by), tile)
bx += TILE_SIZE
by += TILE_SIZE
+ def draw_tile(self, pos, tile):
+ if pos in self.tiles:
+ self.remove_widget(self.tiles[pos])
+ node = Widget(size=(TILE_SIZE, TILE_SIZE),
+ pos=pos, 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.tiles[pos] = node
+
def draw_player(self):
if self.player_tile:
self.remove_widget(self.player_tile)
if not self.level_obj:
return
self.player.move(direction, self.level_obj)
- self.draw_player()
self.check_state()
- if not self.timer_set:
- self.reset_timer()
+ self.do_nemesis_move()
+
+ def do_nemesis_move(self):
+ self.nemesis.move(self.level_obj)
+ self.check_state()
+ self.reset_timer()
+ self.draw_nemesis()
+ self.draw_player()
def timed_move(self, event):
if not self.level_obj:
return
- self.nemesis.move(self.level_obj, self.check_caught)
- self.draw_nemesis()
- self.check_state()
- self.reset_timer()
+ self.do_nemesis_move()
def reset_timer(self):
self.timer_set = True
return False
def check_state(self):
+ if not self.level_obj:
+ return
if self.level_obj.at_exit(self.player.pos):
# Jump to next level
self.level_obj = self.level_list.advance_to_next_level()
if not self.reset_level():
self.app.game_over(True)
+ return
elif self.check_caught():
# Caught
self.app.game_over(False)
+ return
+ elif self.level_obj.is_button(self.player.pos):
+ self.level_obj.trigger_button(self.player.pos)
+ elif self.level_obj.is_button(self.nemesis.pos):
+ self.level_obj.trigger_button(self.nemesis.pos)
+ for map_pos, new_tile in self.level_obj.get_changed_tiles():
+ pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
+ self.draw_tile(pos, new_tile)
def _calc_mouse_pos(self, pos):
pos = self.to_local(*pos)