from kivy.uix.relativelayout import RelativeLayout
from kivy.uix.scrollview import ScrollView
from kivy.uix.label import Label
+from kivy.uix.popup import Popup
from kivy.graphics import Color, Rectangle
from kivy.utils import platform
from kivy.clock import Clock
self.player_tile = None
self.nemesis_tile = None
self.timer_set = False
+ self.move_counter = 0
self.player.pos = self.level_obj.enter_pos
if platform() != 'android':
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)
def do_move(self, direction):
if not self.level_obj:
return
- self.player.move(direction, self.level_obj)
- self.draw_player()
+ # Do nothing on null moves
+ if not self.player.move(direction, self.level_obj):
+ return
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.player.pos)
+ self.move_counter += 1
+ 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
Clock.unschedule(self.timed_move)
- Clock.schedule_once(self.timed_move, 0.5)
+ if self.move_counter > 4:
+ self.move_counter = 0
+ # The superhero is faster than the player
+ Clock.schedule_once(self.timed_move, 0.02)
+ else:
+ Clock.schedule_once(self.timed_move, 1)
def check_caught(self):
return self.nemesis.pos == self.player.pos
def reset_level(self):
Clock.unschedule(self.timed_move)
self.timer_set = False
- self.remove_widget(self.nemesis_tile)
+ self.move_counter = 0
+ if self.nemesis_tile:
+ self.remove_widget(self.nemesis_tile)
self.nemesis.reset_pos()
+
+ def load_level(self):
if self.level_obj:
self.level_obj.load_tiles()
self.player.pos = self.level_obj.enter_pos
return False
def check_state(self):
+ if not self.level_obj:
+ return
if self.level_obj.at_exit(self.player.pos):
+ self.reset_level()
# Jump to next level
self.level_obj = self.level_list.advance_to_next_level()
- if not self.reset_level():
+ if not self.load_level():
self.app.game_over(True)
+ return
elif self.check_caught():
# Caught
+ self.reset_level()
+ self.load_level()
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)
title = "Peter's thread snake"
def __init__(self):
- self.levels = LevelList()
super(GameApp, self).__init__()
+ self.levels = LevelList()
def build(self):
root = ScrollView(size_hint=(None, None))
if platform() == 'android':
window.fullscreen = True
self.root.size = window.size
+ errors = self.levels.get_errors()
+ if errors:
+ popup = Popup(title='Levels excluded',
+ content=Label(text='\n'.join(errors)),
+ size_hint=(.5, .5))
+ popup.open()
self.make_intro()
def make_intro(self):