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)
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:
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.check_state()
+ if self.move_counter > 4:
+ self.move_counter = 0
+ self.draw_nemesis()
+ self.nemesis.move(self.level_obj, self.player.pos)
+ self.check_state()
+ else:
+ self.move_counter += 1
+ self.draw_nemesis()
+ self.draw_player()
+ self.reset_timer()
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)
+ Clock.schedule_once(self.timed_move, 3)
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.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():
- self.app.game_over(True)
+ if not self.load_level():
+ app = self.app
+ self.app = None
+ self._closed()
+ app.game_over(True)
+ return
elif self.check_caught():
# Caught
- self.app.game_over(False)
+ self.reset_level()
+ app = self.app
+ self.app = None
+ self._closed()
+ 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)
class GameApp(App):
- title = "Peter's thread snake"
+ title = "Bane's Befuddlement"
def __init__(self):
super(GameApp, self).__init__()
self.levels = LevelList()
+ self.game = None
+
+ def build_config(self, config):
+ config.setdefaults('bane', {
+ 'start_level': 'levels/level1.txt',
+ 'sound': 'True'
+ })
+
+ def build_settings(self, settings):
+ config_json = """[
+ { "type": "title",
+ "title": "Bane's Befuddlement"
+ },
+
+ { "type": "options",
+ "title": "Start Level",
+ "desc": "Level to start at",
+ "section": "bane",
+ "key": "start_level",
+ "options": ["%s"] },
+
+ { "type": "bool",
+ "title": "Sound",
+ "desc": "Enable sound",
+ "section": "bane",
+ "key": "sound"
+ }
+ ]""" % '", "'.join(self.levels.get_level_names())
+ settings.add_json_panel("Bane's Befuddlement",
+ self.config, data=config_json)
def build(self):
root = ScrollView(size_hint=(None, None))
+ level_name = self.config.getdefault('bane', 'start_level', None)
+ if level_name:
+ self.levels.set_level_to(level_name)
return root
def on_start(self):
def start_game(self, label, ref):
"""Start the game"""
- game = GameWindow(self.levels, self)
- game.build()
+ self.game = GameWindow(self.levels, self)
+ self.game.build()
self.root.clear_widgets()
- self.root.add_widget(game)
+ self.root.add_widget(self.game)
# Ensure the player is visible
self.root.scroll_x = 0
self.root.scroll_y = 0
- game.draw_player()
- game.draw_nemesis()
+ self.game.draw_player()
+ self.game.draw_nemesis()
def game_over(self, won):
if won:
self.levels.reset()
else:
screen = LostScreen(self)
+ del self.game
+ self.game = None
self.root.clear_widgets()
self.root.add_widget(screen)