-import sys
-import kivy
-import pygame
-
-kivy.require('1.6.0')
+from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
from kivy.app import App
-from kivy.core.window import Window
from kivy.uix.widget import Widget
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.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
-TILE_SIZE = 40
+
+if platform() != 'android':
+ Config.set('graphics', 'width', '1026')
+ Config.set('graphics', 'height', '760')
class GameWindow(RelativeLayout):
- def __init__(self, level_list, view):
+ def __init__(self, level_list, app):
self.level_list = level_list
self.level_obj = self.level_list.get_current_level()
self.level_obj.load_tiles()
self.tiles = {}
- self.view = view
+ self.view = app.root
+ self.app = app
- rows, cols = self.level_obj.get_size()
+ cols, rows = self.level_obj.get_size()
super(GameWindow, self).__init__(
- size=(cols*TILE_SIZE, rows*TILE_SIZE),
+ 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.player = ThePlayer()
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':
# 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)
self.keyboard.bind(on_key_down=self._on_key_down)
bx += TILE_SIZE
by += TILE_SIZE
- self.draw_player()
- self.draw_nemesis()
-
def draw_player(self):
if self.player_tile:
self.remove_widget(self.player_tile)
Rectangle(pos=sprite_pos, size=self.player_tile.size,
texture=self.player.get_texture())
self.add_widget(self.player_tile)
- # Player position in viewpoint coordinates
- check_point = (sprite_pos[0] + TILE_SIZE / 2,
- sprite_pos[1] + TILE_SIZE / 2)
- true_point = self.to_parent(*check_point)
- if not self.included(true_point):
- # Scroll ourselves
- while true_point[0] >= self.view.size[0] - TILE_SIZE:
- self.pos = (self.pos[0] - 1.5 * TILE_SIZE, self.pos[1])
- true_point = self.to_parent(*check_point)
- while true_point[0] < TILE_SIZE:
- self.pos = (self.pos[0] + 1.5 * TILE_SIZE, self.pos[1])
- true_point = self.to_parent(*check_point)
- while true_point[1] >= self.view.size[1] - TILE_SIZE:
- self.pos = (self.pos[0], self.pos[1] - 1.5 * TILE_SIZE)
- true_point = self.to_parent(*check_point)
- while true_point[1] < TILE_SIZE:
- self.pos = (self.pos[0], self.pos[1] + 1.5 * TILE_SIZE)
- true_point = self.to_parent(*check_point)
-
- def included(self, point):
- if point[0] < TILE_SIZE:
+ for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
+ (-TILE_SIZE + 1, TILE_SIZE - 1),
+ (TILE_SIZE - 1, -TILE_SIZE + 1),
+ (-TILE_SIZE + 1, -TILE_SIZE + 1),
+ (0, 2 * TILE_SIZE - 2),
+ (-2 * TILE_SIZE + 2, 0),
+ (2 * TILE_SIZE - 2, 0),
+ (0, -2 * TILE_SIZE + 2),
+ (0, 0)]:
+ # Aim is to ensure a 'neighbourhood' around the player
+ # is visible if possible
+ check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
+ sprite_pos[1] + offset[1] + TILE_SIZE / 2)
+ true_point = self.to_parent(*check_point)
+ if check_point[0] < 0:
+ continue
+ if check_point[1] < 0:
+ continue
+ if check_point[0] >= self.size[0]:
+ continue
+ if check_point[1] >= self.size[1]:
+ continue
+ while not self.included(true_point, 0):
+ # Scroll ourselves
+ if true_point[0] >= self.view.size[0]:
+ self.view.scroll_x += self.x_scroll_margin
+ true_point = self.to_parent(*check_point)
+ #print '-x', self.view.scroll_x, self.view.scroll_y
+ elif true_point[0] < 0:
+ self.view.scroll_x -= self.x_scroll_margin
+ true_point = self.to_parent(*check_point)
+ #print '+x', self.view.scroll_x, self.view.scroll_y
+ elif true_point[1] >= self.view.size[1]:
+ self.view.scroll_y += self.y_scroll_margin
+ true_point = self.to_parent(*check_point)
+ #print '+y', self.view.scroll_x, self.view.scroll_y
+ elif true_point[1] < 0:
+ self.view.scroll_y -= self.y_scroll_margin
+ true_point = self.to_parent(*check_point)
+ #print '-y', self.view.scroll_x, self.view.scroll_y
+ #print true_point, self.view.size
+
+ def included(self, point, margin):
+ if point[0] < margin:
return False
- if point[0] >= self.view.pos[0] - TILE_SIZE:
+ if point[0] >= self.view.size[0] - margin:
return False
- if point[1] < TILE_SIZE:
+ if point[1] < margin:
return False
- if point[1] >= self.view.pos[1] - TILE_SIZE:
+ if point[1] >= self.view.size[1] - margin:
return False
+ return True
def draw_nemesis(self):
if not self.nemesis.on_board():
self.keyboard.unbind(on_key_down=self._on_key_down)
def _on_key_down(self, keyboard, keycode, text, modifiers):
- # FIXME - likely portablity issues
direction = None
- if keycode[0] == pygame.K_UP:
+ letter = keycode[1].lower()
+ if letter in UP:
direction = (0, 1)
- elif keycode[0] == pygame.K_DOWN:
+ elif letter in DOWN:
direction = (0, -1)
- elif keycode[0] == pygame.K_LEFT:
+ elif letter in LEFT:
direction = (-1, 0)
- elif keycode[0] == pygame.K_RIGHT:
+ elif letter in RIGHT:
direction = (1, 0)
if direction:
self.do_move(direction)
def do_move(self, direction):
- self.nemesis.move(self.level_obj)
- self.draw_nemesis()
+ 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()
+
+ 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()
+
+ def reset_timer(self):
+ 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
+ if self.nemesis_tile:
+ 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.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.build()
- else:
- print 'You won!'
- sys.exit(1)
- elif self.nemesis.pos == self.player.pos:
+ if not self.reset_level():
+ self.app.game_over(True)
+ elif self.check_caught():
# Caught
- print 'You lost!'
- sys.exit(1)
+ self.app.game_over(False)
def _calc_mouse_pos(self, pos):
pos = self.to_local(*pos)
self.mouse_start = pos
+class Screen(Widget):
+
+ BACKGROUND = None
+ START = 'Start'
+
+ def __init__(self, app):
+ super(Screen, self).__init__()
+ self.image = load_image(self.BACKGROUND)
+ self.app = app
+ with self.canvas:
+ Rectangle(pos=(0, 0), size=(1026, 760),
+ texture=self.image.texture)
+
+ self.stop_button = Label(
+ text='[ref=quit][color=ff0066]Quit[/color][/ref]',
+ font_size=30,
+ markup=True,
+ size=(200, 40),
+ pos=((1026 - 200) / 2 - 100, 100))
+ self.stop_button.bind(on_ref_press=self.app.stop_app)
+ self.start_button = Label(
+ text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
+ font_size=30,
+ markup=True, size=(200, 40),
+ pos=((1026 - 200) / 2 + 100, 100))
+ self.start_button.bind(on_ref_press=self.app.start_game)
+ self.add_widget(self.stop_button)
+ self.add_widget(self.start_button)
+
+
+class IntroScreen(Screen):
+
+ BACKGROUND = 'screens/intro_screen.png'
+ START = 'Start the Game'
+
+
+class WonScreen(Screen):
+
+ BACKGROUND = 'screens/won.png'
+ START = 'Play again?'
+
+
+class LostScreen(Screen):
+
+ BACKGROUND = 'screens/lost.png'
+ START = 'Retry?'
+
+
class GameApp(App):
+ title = "Peter's thread snake"
+
def __init__(self):
- self.levels = LevelList()
super(GameApp, self).__init__()
+ self.levels = LevelList()
def build(self):
- root = ScrollView(size=(640, 480), size_hint=(None, None))
- game = GameWindow(self.levels, root)
+ root = ScrollView(size_hint=(None, None))
+ return root
+
+ def on_start(self):
+ from kivy.base import EventLoop
+ window = EventLoop.window
+ if platform() == 'android':
+ window.fullscreen = True
+ self.root.size = window.size
+ errors = self.levels.get_errors()
+ if errors:
+ popup = Popup(title='Levels excluded',
+ content=Label(text='\n'.join(errors)),
+ size_hint=(.5, .5))
+ popup.open()
+ self.make_intro()
+
+ def make_intro(self):
+ self.root.clear_widgets()
+ screen = IntroScreen(self)
+ self.root.add_widget(screen)
+
+ def stop_app(self, label, ref):
+ self.stop()
+
+ def start_game(self, label, ref):
+ """Start the game"""
+ game = GameWindow(self.levels, self)
game.build()
- root.add_widget(game)
+ self.root.clear_widgets()
+ self.root.add_widget(game)
# Ensure the player is visible
+ self.root.scroll_x = 0
+ self.root.scroll_y = 0
game.draw_player()
- return root
+ game.draw_nemesis()
+
+ def game_over(self, won):
+ if won:
+ screen = WonScreen(self)
+ self.levels.reset()
+ else:
+ screen = LostScreen(self)
+ self.root.clear_widgets()
+ self.root.add_widget(screen)
def main():