Refactor
[erdslangetjie.git] / erdslangetjie / __main__.py
index aa261e447d0ae52feb4ba678befc5960aa5bbda2..74a0c33a2509ac939988175ea4de3624d6a033f2 100644 (file)
@@ -1,20 +1,26 @@
-import pygame
-
-from erdslangetjie.constants import TILE_SIZE
+from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
 
 from kivy.app import App
 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.app import App
 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.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
 
 
 
 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):
 class GameWindow(RelativeLayout):
 
     def __init__(self, level_list, app):
@@ -42,6 +48,7 @@ class GameWindow(RelativeLayout):
             raise RuntimeError('No entry point')
         self.player_tile = None
         self.nemesis_tile = None
             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':
 
         self.player.pos = self.level_obj.enter_pos
         if platform() != 'android':
@@ -156,15 +163,15 @@ class GameWindow(RelativeLayout):
         self.keyboard.unbind(on_key_down=self._on_key_down)
 
     def _on_key_down(self, keyboard, keycode, text, modifiers):
         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
         direction = None
-        if keycode[0] == pygame.K_UP:
+        letter = keycode[1].lower()
+        if letter in UP:
             direction = (0, 1)
             direction = (0, 1)
-        elif keycode[0] == pygame.K_DOWN:
+        elif letter in DOWN:
             direction = (0, -1)
             direction = (0, -1)
-        elif keycode[0] == pygame.K_LEFT:
+        elif letter in LEFT:
             direction = (-1, 0)
             direction = (-1, 0)
-        elif keycode[0] == pygame.K_RIGHT:
+        elif letter in RIGHT:
             direction = (1, 0)
         if direction:
             self.do_move(direction)
             direction = (1, 0)
         if direction:
             self.do_move(direction)
@@ -172,42 +179,53 @@ class GameWindow(RelativeLayout):
     def do_move(self, direction):
         if not self.level_obj:
             return
     def do_move(self, direction):
         if not self.level_obj:
             return
-        self.nemesis.move(self.level_obj)
-        self.draw_nemesis()
         self.player.move(direction, self.level_obj)
         self.draw_player()
         self.check_state()
         self.player.move(direction, self.level_obj)
         self.draw_player()
         self.check_state()
-        self.reset_timer()
+        if not self.timer_set:
+            self.reset_timer()
 
 
-    def timed_move(self):
+    def timed_move(self, event):
         if not self.level_obj:
             return
         if not self.level_obj:
             return
-        self.nemesis.move(self.level_obj)
+        self.nemesis.move(self.level_obj, self.check_caught)
         self.draw_nemesis()
         self.check_state()
         self.reset_timer()
 
     def reset_timer(self):
         self.draw_nemesis()
         self.check_state()
         self.reset_timer()
 
     def reset_timer(self):
-        pass
+        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()
 
     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.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()
-            else:
+            if not self.reset_level():
                 self.app.game_over(True)
                 self.app.game_over(True)
-        elif self.nemesis.pos == self.player.pos:
+        elif self.check_caught():
             # Caught
             self.app.game_over(False)
 
             # Caught
             self.app.game_over(False)
 
@@ -288,8 +306,8 @@ class GameApp(App):
     title = "Peter's thread snake"
 
     def __init__(self):
     title = "Peter's thread snake"
 
     def __init__(self):
-        self.levels = LevelList()
         super(GameApp, self).__init__()
         super(GameApp, self).__init__()
+        self.levels = LevelList()
 
     def build(self):
         root = ScrollView(size_hint=(None, None))
 
     def build(self):
         root = ScrollView(size_hint=(None, None))
@@ -301,6 +319,12 @@ class GameApp(App):
         if platform() == 'android':
             window.fullscreen = True
         self.root.size = window.size
         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.make_intro()
 
     def make_intro(self):