X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=9a609c610d75dc7e5c96edeb41fe27d2d0c26af8;hp=aa261e447d0ae52feb4ba678befc5960aa5bbda2;hb=7226f363830b124ffc4f6b9a8a1a254a07b54be2;hpb=203026d3f0f757c137628a3217c908fbb53bf5e7 diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index aa261e4..9a609c6 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -9,12 +9,19 @@ from kivy.uix.scrollview import ScrollView from kivy.uix.label import Label from kivy.graphics import Color, 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.player import ThePlayer, Nemesis +if platform() != 'android': + Config.set('graphics', 'width', '1026') + Config.set('graphics', 'height', '760') + + class GameWindow(RelativeLayout): def __init__(self, level_list, app): @@ -42,6 +49,7 @@ class GameWindow(RelativeLayout): raise RuntimeError('No entry point') self.player_tile = None self.nemesis_tile = None + self.timer_set = False self.player.pos = self.level_obj.enter_pos if platform() != 'android': @@ -172,42 +180,52 @@ class GameWindow(RelativeLayout): def do_move(self, direction): if not self.level_obj: return - self.nemesis.move(self.level_obj) - self.draw_nemesis() self.player.move(direction, self.level_obj) self.draw_player() self.check_state() - self.reset_timer() + if not self.timer_set: + self.reset_timer() - def timed_move(self): + def timed_move(self, event): if not self.level_obj: return - self.nemesis.move(self.level_obj) + self.nemesis.move(self.level_obj, self.check_caught) self.draw_nemesis() self.check_state() self.reset_timer() def reset_timer(self): - pass + self.timer_set = True + Clock.unschedule(self.timed_move) + Clock.schedule_once(self.timed_move, 0.5) + + 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.nemesis.reset_pos() + if self.level_obj: + self.level_obj.load_tiles() + self.player.pos = self.level_obj.enter_pos + self.remove_widget(self.player_tile) + self.view.scroll_x = 0 + self.view.scroll_y = 0 + self.build() + self.draw_nemesis() + self.draw_player() + return True + return False def check_state(self): if self.level_obj.at_exit(self.player.pos): # Jump to next level self.level_obj = self.level_list.advance_to_next_level() - self.remove_widget(self.nemesis_tile) - self.nemesis.reset_pos() - if self.level_obj: - self.level_obj.load_tiles() - self.player.pos = self.level_obj.enter_pos - self.remove_widget(self.player_tile) - self.view.scroll_x = 0 - self.view.scroll_y = 0 - self.build() - self.draw_nemesis() - self.draw_player() - else: + if not self.reset_level(): self.app.game_over(True) - elif self.nemesis.pos == self.player.pos: + elif self.check_caught(): # Caught self.app.game_over(False)