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Redo draw logic to create fewer widgets, which seems the correct approach for kivy
author
Neil
<neil@dip.sun.ac.za>
Sat, 20 Apr 2013 10:17:14 +0000
(12:17 +0200)
committer
Neil
<neil@dip.sun.ac.za>
Sat, 20 Apr 2013 10:17:14 +0000
(12:17 +0200)
erdslangetjie/__main__.py
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diff --git
a/erdslangetjie/__main__.py
b/erdslangetjie/__main__.py
index 48054197543eb14059ffadfe796ab5604102430a..bc64f000d61c3b3177d48feaf389ccc16b19b3c3 100644
(file)
--- a/
erdslangetjie/__main__.py
+++ b/
erdslangetjie/__main__.py
@@
-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.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 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.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()
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.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:
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._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:
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.draw_tile((bx, by), tile)
bx += TILE_SIZE
by += TILE_SIZE
+ self.add_widget(self._background)
def draw_tile(self, pos, tile):
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)
texture=tile.texture)
- self.tiles[pos] = node
def fix_scroll_margins(self):
# We need to call this after app.root is set
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:
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)
Rectangle(pos=sprite_pos, size=self.player_tile.size,
texture=self.player.get_texture())
self.add_widget(self.player_tile)
@@
-164,7
+157,6
@@
class GameWindow(RelativeLayout):
self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
pos=sprite_pos)
with self.nemesis_tile.canvas:
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)
Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
texture=self.nemesis.get_texture())
self.add_widget(self.nemesis_tile)