-from erdslangetjie.level import LevelList
-from erdslangetjie.player import ThePlayer, Nemesis
-
-TILE_SIZE = 48
-
-
-class GameWindow(RelativeLayout):
-
- def __init__(self, level_list, view):
- self.level_list = level_list
- self.level_obj = self.level_list.get_current_level()
- self.level_obj.load_tiles()
- self.tiles = {}
- self.view = view
-
- cols, rows = self.level_obj.get_size()
-
- super(GameWindow, self).__init__(
- size=(cols*TILE_SIZE, rows*TILE_SIZE),
- size_hint=(None, None))
-
- 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.player.pos = self.level_obj.enter_pos
- if platform() != 'android':
- # Very hack'ish
- 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
-
- 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)
- # 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:
- return False
- if point[0] >= self.view.pos[0] - TILE_SIZE:
- return False
- if point[1] < TILE_SIZE:
- return False
- if point[1] >= self.view.pos[1] - TILE_SIZE:
- return False
-
- 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.do_move(direction)
-
- def do_move(self, 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)
-
- def _calc_mouse_pos(self, pos):
- pos = self.to_local(*pos)
- return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
-
- def on_touch_down(self, touch):
- pos = self._calc_mouse_pos(touch.pos)
- if pos == self.player.pos:
- self.mouse_move = True
- self.mouse_start = pos
-
- def on_touch_up(self, touch):
- self.mouse_move = False
-
- def on_touch_move(self, touch):
- if self.mouse_move:
- pos = self._calc_mouse_pos(touch.pos)
- if (pos[0] - self.mouse_start[0] != 0) or (
- pos[1] - self.mouse_start[1] != 0):
- direction = (pos[0] - self.mouse_start[0],
- pos[1] - self.mouse_start[1])
- self.do_move(direction)
- self.mouse_start = pos
-
-
-class GameApp(App):
-
- def __init__(self):
- self.levels = LevelList()
- super(GameApp, self).__init__()
-
- def build(self):
- root = ScrollView(size=(960, 640), size_hint=(None, None))
- game = GameWindow(self.levels, root)
- game.build()
- root.add_widget(game)
- # Ensure the player is visible
- game.draw_player()
- return root