Avoid a infinite loop when scrolling is involved
[erdslangetjie.git] / erdslangetjie / __main__.py
index 8121eb92436228066feaae21e2d6de4962ac6582..e408ac8204851dcb0ee40209e4a7c5adea5ab8be 100644 (file)
@@ -6,7 +6,7 @@ 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.graphics import Rectangle
 from kivy.utils import platform
 from kivy.clock import Clock
 from kivy.config import Config
@@ -27,7 +27,6 @@ class GameWindow(RelativeLayout):
         self.level_list = level_list
         self.level_obj = self.level_list.get_current_level()
         self.level_obj.load_tiles()
-        self.tiles = {}
         self.app = app
 
         cols, rows = self.level_obj.get_size()
@@ -52,6 +51,7 @@ class GameWindow(RelativeLayout):
         self.player.pos = self.level_obj.enter_pos
         self.keyboard = None
         self._key_bound = False
+        self._background = None
 
     def build(self):
         if platform() != 'android' and not self.keyboard:
@@ -66,7 +66,7 @@ class GameWindow(RelativeLayout):
             self._key_bound = True
             self.keyboard.bind(on_key_down=self._on_key_down)
         self.clear_widgets()
-        self.tiles = {}
+        self._background = Widget(size=self.size, pos=(0, 0))
         tiles = self.level_obj.get_tiles()
         bx, by = 0, 0
         for tile_line in tiles:
@@ -75,18 +75,12 @@ class GameWindow(RelativeLayout):
                 self.draw_tile((bx, by), tile)
                 bx += TILE_SIZE
             by += TILE_SIZE
+        self.add_widget(self._background)
 
     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,
+        with self._background.canvas:
+            Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
                     texture=tile.texture)
-        self.tiles[pos] = node
 
     def fix_scroll_margins(self):
         # We need to call this after app.root is set
@@ -102,7 +96,6 @@ class GameWindow(RelativeLayout):
         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
                 pos=sprite_pos)
         with self.player_tile.canvas:
-            Color(1, 1, 1)
             Rectangle(pos=sprite_pos, size=self.player_tile.size,
                     texture=self.player.get_texture())
         self.add_widget(self.player_tile)
@@ -133,15 +126,28 @@ class GameWindow(RelativeLayout):
                 if true_point[0] >= self.view.size[0]:
                     self.view.scroll_x += self.x_scroll_margin
                     true_point = self.to_parent(*check_point)
+                    # Avoid an infinite loop that can happen we
+                    # changing screens
+                    if self.view.scroll_x > 0.99:
+                        return
                 elif true_point[0] < 0:
                     self.view.scroll_x -= self.x_scroll_margin
                     true_point = self.to_parent(*check_point)
+                    # See above
+                    if self.view.scroll_x < 0.01:
+                        return
                 elif true_point[1] >= self.view.size[1]:
                     self.view.scroll_y += self.y_scroll_margin
                     true_point = self.to_parent(*check_point)
+                    # See above
+                    if self.view.scroll_y > 0.99:
+                        return
                 elif true_point[1] < 0:
                     self.view.scroll_y -= self.y_scroll_margin
                     true_point = self.to_parent(*check_point)
+                    # See above
+                    if self.view.scroll_y < 0.01:
+                        return
 
     def included(self, point, margin):
         if point[0] < margin:
@@ -164,7 +170,6 @@ class GameWindow(RelativeLayout):
         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)
@@ -194,17 +199,20 @@ class GameWindow(RelativeLayout):
         # Do nothing on null moves
         if not self.player.move(direction, self.level_obj):
             return
-        self.check_state()
+        if self.check_state():
+            return
         self.do_nemesis_move()
 
     def do_nemesis_move(self):
         self.nemesis.move(self.level_obj, self.player.pos)
-        self.check_state()
+        if self.check_state():
+            return
         if self.move_counter > 4:
             self.move_counter = 0
             self.draw_nemesis()
             self.nemesis.move(self.level_obj, self.player.pos)
-            self.check_state()
+            if self.check_state():
+                return
         else:
             self.move_counter += 1
         self.draw_nemesis()
@@ -257,7 +265,7 @@ class GameWindow(RelativeLayout):
 
     def check_state(self):
         if not self.level_obj:
-            return
+            return True
         if self.level_obj.at_exit(self.player.pos):
             self.reset_level()
             # Jump to next level
@@ -265,7 +273,7 @@ class GameWindow(RelativeLayout):
             if not self.load_level():
                 self._closed()
                 self.app.game_over(True)
-            return
+            return True
         elif self.check_caught():
             # Caught
             if self.app.config.getdefault('bane', 'sound', '0') != '0':
@@ -273,7 +281,7 @@ class GameWindow(RelativeLayout):
             self.reset_level()
             self._closed()
             self.app.game_over(False)
-            return
+            return True
         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):
@@ -281,14 +289,19 @@ class GameWindow(RelativeLayout):
         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)
+        return False
 
     def _calc_mouse_pos(self, pos):
         pos = self.to_local(*pos)
         return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
 
+    def _near_player(self, pos):
+        return (abs(pos[0] - self.player.pos[0]) < 2 and
+                abs(pos[1] - self.player.pos[1]) < 2)
+
     def on_touch_down(self, touch):
         pos = self._calc_mouse_pos(touch.pos)
-        if pos == self.player.pos:
+        if self._near_player(pos):
             self.mouse_move = True
             self.mouse_start = pos