Avoid a infinite loop when scrolling is involved
[erdslangetjie.git] / erdslangetjie / __main__.py
index dd96a96be8e6d983319d46de1662234e77aa0460..e408ac8204851dcb0ee40209e4a7c5adea5ab8be 100644 (file)
@@ -6,13 +6,13 @@ 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
 
 from erdslangetjie.level import LevelList
-from erdslangetjie.data import load_image
+from erdslangetjie.data import load_image, load_sound
 from erdslangetjie.player import ThePlayer, Nemesis
 
 
@@ -27,8 +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.view = app.root
         self.app = app
 
         cols, rows = self.level_obj.get_size()
@@ -37,13 +35,12 @@ class GameWindow(RelativeLayout):
                 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
 
+        self.caught = load_sound('sounds/caught.ogg')
+
         self.player = ThePlayer()
-        self.nemesis = Nemesis()
+        self.nemesis = Nemesis(self.app.config)
         if not self.level_obj.enter_pos:
             raise RuntimeError('No entry point')
         self.player_tile = None
@@ -52,17 +49,24 @@ class GameWindow(RelativeLayout):
         self.move_counter = 0
 
         self.player.pos = self.level_obj.enter_pos
-        if platform() != 'android':
+        self.keyboard = None
+        self._key_bound = False
+        self._background = None
+
+    def build(self):
+        if platform() != 'android' and not self.keyboard:
             # Very hack'ish
             # We need to delay this import until after the window creation by
             # the app, else our size config doesn't work
             from kivy.core.window import Window
             self.keyboard = Window.request_keyboard(self._closed, self)
+        if self.keyboard and not self._key_bound:
+            # We remove this binding when we're the not top level widget,
+            # so re-add it here
+            self._key_bound = True
             self.keyboard.bind(on_key_down=self._on_key_down)
-
-    def build(self):
         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:
@@ -71,18 +75,18 @@ 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
+        self.view = self.app.root
+        self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
+        self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
 
     def draw_player(self):
         if self.player_tile:
@@ -92,7 +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)
@@ -123,15 +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:
@@ -154,13 +170,14 @@ 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)
 
     def _closed(self):
-        self.keyboard.unbind(on_key_down=self._on_key_down)
+        if self.keyboard:
+            self._key_bound = False
+            self.keyboard.unbind(on_key_down=self._on_key_down)
 
     def _on_key_down(self, keyboard, keycode, text, modifiers):
         direction = None
@@ -182,17 +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()
@@ -212,6 +232,12 @@ class GameWindow(RelativeLayout):
     def check_caught(self):
         return self.nemesis.pos == self.player.pos
 
+    def stop_game(self):
+        Clock.unschedule(self.timed_move)
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
+        self.nemesis.reset_pos()
+
     def reset_level(self):
         Clock.unschedule(self.timed_move)
         self.timer_set = False
@@ -224,7 +250,8 @@ class GameWindow(RelativeLayout):
         if self.level_obj:
             self.level_obj.load_tiles()
             self.player.pos = self.level_obj.enter_pos
-            self.remove_widget(self.player_tile)
+            if self.player_tile:
+                self.remove_widget(self.player_tile)
             self.view.scroll_x = 0
             self.view.scroll_y = 0
             self.build()
@@ -233,27 +260,28 @@ class GameWindow(RelativeLayout):
             return True
         return False
 
+    def do_reload(self):
+        self.level_obj = self.level_list.get_current_level()
+
     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
             self.level_obj = self.level_list.advance_to_next_level()
             if not self.load_level():
-                app = self.app
-                self.app = None
                 self._closed()
-                app.game_over(True)
-            return
+                self.app.game_over(True)
+            return True
         elif self.check_caught():
             # Caught
+            if self.app.config.getdefault('bane', 'sound', '0') != '0':
+                self.caught.play()
             self.reset_level()
-            app = self.app
-            self.app = None
             self._closed()
-            app.game_over(False)
-            return
+            self.app.game_over(False)
+            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):
@@ -261,14 +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
 
@@ -377,6 +410,7 @@ class GameApp(App):
         level_name = self.config.getdefault('bane', 'start_level', None)
         if level_name:
             self.levels.set_level_to(level_name)
+        self.game = GameWindow(self.levels, self)
         return root
 
     def on_start(self):
@@ -403,10 +437,11 @@ class GameApp(App):
 
     def start_game(self, label, ref):
         """Start the game"""
-        self.game = GameWindow(self.levels, self)
-        self.game.build()
         self.root.clear_widgets()
         self.root.add_widget(self.game)
+        self.game.fix_scroll_margins()
+        self.game.reset_level()
+        self.game.load_level()
         # Ensure the player is visible
         self.root.scroll_x = 0
         self.root.scroll_y = 0
@@ -417,10 +452,10 @@ class GameApp(App):
         if won:
             screen = WonScreen(self)
             self.levels.reset()
+            self.game.do_reload()
         else:
             screen = LostScreen(self)
-        del self.game
-        self.game = None
+        self.game.stop_game()
         self.root.clear_widgets()
         self.root.add_widget(screen)