3 from erdslangetjie.constants import TILE_SIZE
5 from kivy.app import App
6 from kivy.uix.widget import Widget
7 from kivy.uix.relativelayout import RelativeLayout
8 from kivy.uix.scrollview import ScrollView
9 from kivy.uix.label import Label
10 from kivy.graphics import Color, Rectangle
11 from kivy.utils import platform
12 from kivy.clock import Clock
14 from erdslangetjie.level import LevelList
15 from erdslangetjie.data import load_image
16 from erdslangetjie.player import ThePlayer, Nemesis
19 class GameWindow(RelativeLayout):
21 def __init__(self, level_list, app):
22 self.level_list = level_list
23 self.level_obj = self.level_list.get_current_level()
24 self.level_obj.load_tiles()
29 cols, rows = self.level_obj.get_size()
31 super(GameWindow, self).__init__(
32 size=(cols * TILE_SIZE, rows * TILE_SIZE),
33 size_hint=(None, None))
35 self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
36 self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
38 self.mouse_move = False
40 self.player = ThePlayer()
41 self.nemesis = Nemesis()
42 if not self.level_obj.enter_pos:
43 raise RuntimeError('No entry point')
44 self.player_tile = None
45 self.nemesis_tile = None
46 self.timer_set = False
48 self.player.pos = self.level_obj.enter_pos
49 if platform() != 'android':
51 # We need to delay this import until after the window creation by
52 # the app, else our size config doesn't work
53 from kivy.core.window import Window
54 self.keyboard = Window.request_keyboard(self._closed, self)
55 self.keyboard.bind(on_key_down=self._on_key_down)
60 tiles = self.level_obj.get_tiles()
62 for tile_line in tiles:
64 for tile in tile_line:
65 node = Widget(size=(TILE_SIZE, TILE_SIZE),
67 size_hint=(None, None))
71 Rectangle(pos=node.pos, size=node.size,
73 self.tiles[(bx, by)] = node
77 def draw_player(self):
79 self.remove_widget(self.player_tile)
80 sprite_pos = (self.player.pos[0] * TILE_SIZE,
81 self.player.pos[1] * TILE_SIZE)
82 self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
84 with self.player_tile.canvas:
86 Rectangle(pos=sprite_pos, size=self.player_tile.size,
87 texture=self.player.get_texture())
88 self.add_widget(self.player_tile)
89 for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
90 (-TILE_SIZE + 1, TILE_SIZE - 1),
91 (TILE_SIZE - 1, -TILE_SIZE + 1),
92 (-TILE_SIZE + 1, -TILE_SIZE + 1),
93 (0, 2 * TILE_SIZE - 2),
94 (-2 * TILE_SIZE + 2, 0),
95 (2 * TILE_SIZE - 2, 0),
96 (0, -2 * TILE_SIZE + 2),
98 # Aim is to ensure a 'neighbourhood' around the player
99 # is visible if possible
100 check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
101 sprite_pos[1] + offset[1] + TILE_SIZE / 2)
102 true_point = self.to_parent(*check_point)
103 if check_point[0] < 0:
105 if check_point[1] < 0:
107 if check_point[0] >= self.size[0]:
109 if check_point[1] >= self.size[1]:
111 while not self.included(true_point, 0):
113 if true_point[0] >= self.view.size[0]:
114 self.view.scroll_x += self.x_scroll_margin
115 true_point = self.to_parent(*check_point)
116 #print '-x', self.view.scroll_x, self.view.scroll_y
117 elif true_point[0] < 0:
118 self.view.scroll_x -= self.x_scroll_margin
119 true_point = self.to_parent(*check_point)
120 #print '+x', self.view.scroll_x, self.view.scroll_y
121 elif true_point[1] >= self.view.size[1]:
122 self.view.scroll_y += self.y_scroll_margin
123 true_point = self.to_parent(*check_point)
124 #print '+y', self.view.scroll_x, self.view.scroll_y
125 elif true_point[1] < 0:
126 self.view.scroll_y -= self.y_scroll_margin
127 true_point = self.to_parent(*check_point)
128 #print '-y', self.view.scroll_x, self.view.scroll_y
129 #print true_point, self.view.size
131 def included(self, point, margin):
132 if point[0] < margin:
134 if point[0] >= self.view.size[0] - margin:
136 if point[1] < margin:
138 if point[1] >= self.view.size[1] - margin:
142 def draw_nemesis(self):
143 if not self.nemesis.on_board():
145 if self.nemesis_tile:
146 self.remove_widget(self.nemesis_tile)
147 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
148 self.nemesis.pos[1] * TILE_SIZE)
149 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
151 with self.nemesis_tile.canvas:
153 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
154 texture=self.nemesis.get_texture())
155 self.add_widget(self.nemesis_tile)
158 self.keyboard.unbind(on_key_down=self._on_key_down)
160 def _on_key_down(self, keyboard, keycode, text, modifiers):
161 # FIXME - likely portablity issues
163 if keycode[0] == pygame.K_UP:
165 elif keycode[0] == pygame.K_DOWN:
167 elif keycode[0] == pygame.K_LEFT:
169 elif keycode[0] == pygame.K_RIGHT:
172 self.do_move(direction)
174 def do_move(self, direction):
175 if not self.level_obj:
177 self.player.move(direction, self.level_obj)
180 if not self.timer_set:
183 def timed_move(self, event):
184 if not self.level_obj:
186 self.nemesis.move(self.level_obj, self.check_caught)
191 def reset_timer(self):
192 self.timer_set = True
193 Clock.unschedule(self.timed_move)
194 Clock.schedule_once(self.timed_move, 0.5)
196 def check_caught(self):
197 return self.nemesis.pos == self.player.pos
199 def reset_level(self):
200 Clock.unschedule(self.timed_move)
201 self.timer_set = False
202 self.remove_widget(self.nemesis_tile)
203 self.nemesis.reset_pos()
205 self.level_obj.load_tiles()
206 self.player.pos = self.level_obj.enter_pos
207 self.remove_widget(self.player_tile)
208 self.view.scroll_x = 0
209 self.view.scroll_y = 0
216 def check_state(self):
217 if self.level_obj.at_exit(self.player.pos):
219 self.level_obj = self.level_list.advance_to_next_level()
220 if not self.reset_level():
221 self.app.game_over(True)
222 elif self.check_caught():
224 self.app.game_over(False)
226 def _calc_mouse_pos(self, pos):
227 pos = self.to_local(*pos)
228 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
230 def on_touch_down(self, touch):
231 pos = self._calc_mouse_pos(touch.pos)
232 if pos == self.player.pos:
233 self.mouse_move = True
234 self.mouse_start = pos
236 def on_touch_up(self, touch):
237 self.mouse_move = False
239 def on_touch_move(self, touch):
241 pos = self._calc_mouse_pos(touch.pos)
242 if (pos[0] - self.mouse_start[0] != 0) or (
243 pos[1] - self.mouse_start[1] != 0):
244 direction = (pos[0] - self.mouse_start[0],
245 pos[1] - self.mouse_start[1])
246 self.do_move(direction)
247 self.mouse_start = pos
250 class Screen(Widget):
255 def __init__(self, app):
256 super(Screen, self).__init__()
257 self.image = load_image(self.BACKGROUND)
260 Rectangle(pos=(0, 0), size=(1026, 760),
261 texture=self.image.texture)
263 self.stop_button = Label(
264 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
268 pos=((1026 - 200) / 2 - 100, 100))
269 self.stop_button.bind(on_ref_press=self.app.stop_app)
270 self.start_button = Label(
271 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
273 markup=True, size=(200, 40),
274 pos=((1026 - 200) / 2 + 100, 100))
275 self.start_button.bind(on_ref_press=self.app.start_game)
276 self.add_widget(self.stop_button)
277 self.add_widget(self.start_button)
280 class IntroScreen(Screen):
282 BACKGROUND = 'screens/intro_screen.png'
283 START = 'Start the Game'
286 class WonScreen(Screen):
288 BACKGROUND = 'screens/won.png'
289 START = 'Play again?'
292 class LostScreen(Screen):
294 BACKGROUND = 'screens/lost.png'
300 title = "Peter's thread snake"
303 self.levels = LevelList()
304 super(GameApp, self).__init__()
307 root = ScrollView(size_hint=(None, None))
311 from kivy.base import EventLoop
312 window = EventLoop.window
313 if platform() == 'android':
314 window.fullscreen = True
315 self.root.size = window.size
318 def make_intro(self):
319 self.root.clear_widgets()
320 screen = IntroScreen(self)
321 self.root.add_widget(screen)
323 def stop_app(self, label, ref):
326 def start_game(self, label, ref):
328 game = GameWindow(self.levels, self)
330 self.root.clear_widgets()
331 self.root.add_widget(game)
332 # Ensure the player is visible
333 self.root.scroll_x = 0
334 self.root.scroll_y = 0
338 def game_over(self, won):
340 screen = WonScreen(self)
343 screen = LostScreen(self)
344 self.root.clear_widgets()
345 self.root.add_widget(screen)
349 """ Erdslangetjie, a maze game of eluding nemesis