-import sys
-import kivy
-import pygame
-
-kivy.require('1.6.0')
-
-from kivy.app import App
-from kivy.core.window import Window
-from kivy.uix.widget import Widget
-from kivy.uix.floatlayout import FloatLayout
-from kivy.graphics import Color, Rectangle
-
-from erdslangetjie.level import LevelList
-from erdslangetjie.player import ThePlayer, Nemesis
-
-TILE_SIZE = 24
-
-
-class GameWindow(FloatLayout):
-
- def __init__(self, level_list):
- super(GameWindow, self).__init__(size=(648, 480))
- self.level_list = level_list
- self.level_obj = self.level_list.get_current_level()
- self.level_obj.load_tiles()
- self.tiles = {}
-
- self.player = ThePlayer()
- self.nemesis = Nemesis()
- if not self.level_obj.enter_pos:
- raise RuntimeError('No entry point')
- self.player_tile = None
- self.nemesis_tile = None
-
- self.player.pos = self.level_obj.enter_pos
- self.keyboard = Window.request_keyboard(self._closed, self)
- self.keyboard.bind(on_key_down=self._on_key_down)
-
- def build(self):
- self.clear_widgets()
- self.tiles = {}
- tiles = self.level_obj.get_tiles()
- bx, by = 0, 0
- for tile_line in tiles:
- bx = 0
- for tile in tile_line:
- node = Widget(size=(TILE_SIZE, TILE_SIZE), pos=(bx, by))
- with node.canvas:
- Color(1, 1, 1)
- Rectangle(pos=node.pos, size=node.size,
- texture=tile.texture)
- self.add_widget(node)
- self.tiles[(bx, by)] = node
- 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)
- sprite_pos = (self.player.pos[0] * TILE_SIZE,
- self.player.pos[1] * TILE_SIZE)
- 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)
-
- def draw_nemesis(self):
- if not self.nemesis.on_board():
- return
- if self.nemesis_tile:
- self.remove_widget(self.nemesis_tile)
- sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
- self.nemesis.pos[1] * TILE_SIZE)
- 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)
-
- def _closed(self):
- 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:
- direction = (0, 1)
- elif keycode[0] == pygame.K_DOWN:
- direction = (0, -1)
- elif keycode[0] == pygame.K_LEFT:
- direction = (-1, 0)
- elif keycode[0] == pygame.K_RIGHT:
- direction = (1, 0)
- if direction:
- self.nemesis.move(self.level_obj)
- self.draw_nemesis()
- self.player.move(direction, self.level_obj)
- self.draw_player()
- self.check_state()
-
- 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:
- # Caught
- print 'You lost!'
- sys.exit(1)
-
-
-class GameApp(App):
-
- def __init__(self):
- self.levels = LevelList()
- super(GameApp, self).__init__()
-
- def build(self):
- game = GameWindow(self.levels)
- game.build()
- return game