X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=ad07468b327a48859cb6bd7ad109985cccfd7e84;hp=74a0c33a2509ac939988175ea4de3624d6a033f2;hb=fc96c547809f3929f08f963435fc3f90ecc6e88c;hpb=034f4f8a7792ab7f4777d3a13e2ab139b3d7be4a diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 74a0c33..ad07468 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -67,18 +67,22 @@ class GameWindow(RelativeLayout): 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) @@ -180,18 +184,20 @@ class GameWindow(RelativeLayout): if not self.level_obj: return self.player.move(direction, self.level_obj) - self.draw_player() 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.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 @@ -220,14 +226,25 @@ class GameWindow(RelativeLayout): return False def check_state(self): + if not self.level_obj: + return if self.level_obj.at_exit(self.player.pos): # Jump to next level self.level_obj = self.level_list.advance_to_next_level() if not self.reset_level(): self.app.game_over(True) + return elif self.check_caught(): # Caught 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)