remove debugging prints
[erdslangetjie.git] / erdslangetjie / __main__.py
index 9a609c610d75dc7e5c96edeb41fe27d2d0c26af8..d8904ef239f3b3814413490a9480742f749412ac 100644 (file)
@@ -1,12 +1,11 @@
-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.clock import Clock
 from kivy.graphics import Color, Rectangle
 from kivy.utils import platform
 from kivy.clock import Clock
@@ -68,18 +67,22 @@ class GameWindow(RelativeLayout):
         for tile_line in tiles:
             bx = 0
             for tile in tile_line:
         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
+                self.draw_tile((bx, by), tile)
                 bx += TILE_SIZE
             by += TILE_SIZE
 
                 bx += TILE_SIZE
             by += TILE_SIZE
 
+    def draw_tile(self, pos, tile):
+        if pos in self.tiles:
+            self.remove_widget(self.tiles[pos])
+        node = Widget(size=(TILE_SIZE, TILE_SIZE),
+                pos=pos, 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[pos] = node
+
     def draw_player(self):
         if self.player_tile:
             self.remove_widget(self.player_tile)
     def draw_player(self):
         if self.player_tile:
             self.remove_widget(self.player_tile)
@@ -164,15 +167,15 @@ 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)
@@ -180,19 +183,23 @@ 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.player.move(direction, self.level_obj)
-        self.draw_player()
+        # Do nothing on null moves
+        if not self.player.move(direction, self.level_obj):
+            return
         self.check_state()
         self.check_state()
-        if not self.timer_set:
-            self.reset_timer()
+        self.do_nemesis_move()
+
+    def do_nemesis_move(self):
+        self.nemesis.move(self.level_obj, self.player.pos)
+        self.check_state()
+        self.reset_timer()
+        self.draw_nemesis()
+        self.draw_player()
 
     def timed_move(self, event):
         if not self.level_obj:
             return
 
     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()
+        self.do_nemesis_move()
 
     def reset_timer(self):
         self.timer_set = True
 
     def reset_timer(self):
         self.timer_set = True
@@ -205,7 +212,8 @@ class GameWindow(RelativeLayout):
     def reset_level(self):
         Clock.unschedule(self.timed_move)
         self.timer_set = False
     def reset_level(self):
         Clock.unschedule(self.timed_move)
         self.timer_set = False
-        self.remove_widget(self.nemesis_tile)
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
         self.nemesis.reset_pos()
         if self.level_obj:
             self.level_obj.load_tiles()
         self.nemesis.reset_pos()
         if self.level_obj:
             self.level_obj.load_tiles()
@@ -220,14 +228,25 @@ class GameWindow(RelativeLayout):
         return False
 
     def check_state(self):
         return False
 
     def check_state(self):
+        if not self.level_obj:
+            return
         if self.level_obj.at_exit(self.player.pos):
             # Jump to next level
             self.level_obj = self.level_list.advance_to_next_level()
             if not self.reset_level():
                 self.app.game_over(True)
         if self.level_obj.at_exit(self.player.pos):
             # Jump to next level
             self.level_obj = self.level_list.advance_to_next_level()
             if not self.reset_level():
                 self.app.game_over(True)
+            return
         elif self.check_caught():
             # Caught
             self.app.game_over(False)
         elif self.check_caught():
             # Caught
             self.app.game_over(False)
+            return
+        elif self.level_obj.is_button(self.player.pos):
+            self.level_obj.trigger_button(self.player.pos)
+        elif self.level_obj.is_button(self.nemesis.pos):
+            self.level_obj.trigger_button(self.nemesis.pos)
+        for map_pos, new_tile in self.level_obj.get_changed_tiles():
+            pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
+            self.draw_tile(pos, new_tile)
 
     def _calc_mouse_pos(self, pos):
         pos = self.to_local(*pos)
 
     def _calc_mouse_pos(self, pos):
         pos = self.to_local(*pos)
@@ -306,8 +325,8 @@ 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))
@@ -319,6 +338,12 @@ 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):