+from kivy.uix.relativelayout import RelativeLayout
+from kivy.uix.scrollview import ScrollView
+from kivy.uix.label import Label
+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
+
+
+if platform() != 'android':
+ Config.set('graphics', 'width', '1026')
+ Config.set('graphics', 'height', '760')
+
+
+class GameWindow(RelativeLayout):
+
+ 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 = app.root
+ self.app = app
+
+ cols, rows = self.level_obj.get_size()
+
+ super(GameWindow, self).__init__(
+ 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()
+ self.nemesis = Nemesis()
+ if not self.level_obj.enter_pos:
+ 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)
+
+ 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),
+ 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
+ bx += TILE_SIZE
+ by += TILE_SIZE
+
+ 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)
+ 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.size[0] - margin:
+ return False
+ if point[1] < margin:
+ return False
+ if point[1] >= self.view.size[1] - margin:
+ return False
+ return True
+
+ 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):
+ direction = None
+ letter = keycode[1].lower()
+ if letter in UP:
+ direction = (0, 1)
+ elif letter in DOWN:
+ direction = (0, -1)
+ elif letter in LEFT:
+ direction = (-1, 0)
+ elif letter in RIGHT:
+ direction = (1, 0)
+ if direction:
+ self.do_move(direction)
+
+ def do_move(self, direction):
+ 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
+ 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