-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.graphics import Color, Rectangle
+from kivy.uix.popup import Popup
+from kivy.graphics import 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.data import load_image, load_sound
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()
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.caught = load_sound('sounds/caught.ogg')
+
self.player = ThePlayer()
- self.nemesis = Nemesis()
+ self.nemesis = Nemesis(self.app.config)
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.move_counter = 0
self.player.pos = self.level_obj.enter_pos
- if platform() != 'android':
+ self.keyboard = None
+ self._key_bound = False
+ self._background = None
+
+ def build(self):
+ if platform() != 'android' and not self.keyboard:
# 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)
+ if self.keyboard and not self._key_bound:
+ # We remove this binding when we're the not top level widget,
+ # so re-add it here
+ self._key_bound = True
self.keyboard.bind(on_key_down=self._on_key_down)
-
- def build(self):
self.clear_widgets()
- self.tiles = {}
+ self._background = Widget(size=self.size, pos=(0, 0))
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
+ self.draw_tile((bx, by), tile)
bx += TILE_SIZE
by += TILE_SIZE
+ self.add_widget(self._background)
+
+ def draw_tile(self, pos, tile):
+ with self._background.canvas:
+ Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
+ texture=tile.texture)
+
+ def fix_scroll_margins(self):
+ # We need to call this after app.root is set
+ self.view = self.app.root
+ self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
+ self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
def draw_player(self):
if self.player_tile:
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)
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
+ # Avoid an infinite loop that can happen we
+ # changing screens
+ if self.view.scroll_x > 0.99:
+ return
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
+ # See above
+ if self.view.scroll_x < 0.01:
+ return
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
+ # See above
+ if self.view.scroll_y > 0.99:
+ return
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
+ # See above
+ if self.view.scroll_y < 0.01:
+ return
def included(self, point, margin):
if point[0] < margin:
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)
+ if self.keyboard:
+ self._key_bound = False
+ 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:
+ letter = keycode[1].lower()
+ if letter in UP:
direction = (0, 1)
- elif keycode[0] == pygame.K_DOWN:
+ elif letter in DOWN:
direction = (0, -1)
- elif keycode[0] == pygame.K_LEFT:
+ elif letter in LEFT:
direction = (-1, 0)
- elif keycode[0] == pygame.K_RIGHT:
+ 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.nemesis.move(self.level_obj)
+ # Do nothing on null moves
+ if not self.player.move(direction, self.level_obj):
+ return
+ if self.check_state():
+ return
+ self.do_nemesis_move()
+
+ def do_nemesis_move(self):
+ self.nemesis.move(self.level_obj, self.player.pos)
+ if self.check_state():
+ return
+ if self.move_counter > 4:
+ self.move_counter = 0
+ self.draw_nemesis()
+ self.nemesis.move(self.level_obj, self.player.pos)
+ if self.check_state():
+ return
+ else:
+ self.move_counter += 1
self.draw_nemesis()
- self.player.move(direction, self.level_obj)
self.draw_player()
- self.check_state()
self.reset_timer()
- def timed_move(self):
+ def timed_move(self, event):
if not self.level_obj:
return
- self.nemesis.move(self.level_obj)
- self.draw_nemesis()
- self.check_state()
- self.reset_timer()
+ self.do_nemesis_move()
def reset_timer(self):
- pass
+ self.timer_set = True
+ Clock.unschedule(self.timed_move)
+ Clock.schedule_once(self.timed_move, 3)
+
+ def check_caught(self):
+ return self.nemesis.pos == self.player.pos
+
+ def stop_game(self):
+ Clock.unschedule(self.timed_move)
+ if self.nemesis_tile:
+ self.remove_widget(self.nemesis_tile)
+ self.nemesis.reset_pos()
+
+ def reset_level(self):
+ Clock.unschedule(self.timed_move)
+ self.timer_set = False
+ self.move_counter = 0
+ if self.nemesis_tile:
+ self.remove_widget(self.nemesis_tile)
+ self.nemesis.reset_pos()
+
+ def load_level(self):
+ if self.level_obj:
+ self.level_obj.load_tiles()
+ self.player.pos = self.level_obj.enter_pos
+ if self.player_tile:
+ 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 do_reload(self):
+ self.level_obj = self.level_list.get_current_level()
def check_state(self):
+ if not self.level_obj:
+ return True
if self.level_obj.at_exit(self.player.pos):
+ self.reset_level()
# 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.load_level():
+ self._closed()
self.app.game_over(True)
- elif self.nemesis.pos == self.player.pos:
+ return True
+ elif self.check_caught():
# Caught
+ if self.app.config.getdefault('bane', 'sound', '0') != '0':
+ self.caught.play()
+ self.reset_level()
+ self._closed()
self.app.game_over(False)
+ return True
+ 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)
+ return False
def _calc_mouse_pos(self, pos):
pos = self.to_local(*pos)
return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
+ def _near_player(self, pos):
+ return (abs(pos[0] - self.player.pos[0]) < 2 and
+ abs(pos[1] - self.player.pos[1]) < 2)
+
def on_touch_down(self, touch):
pos = self._calc_mouse_pos(touch.pos)
- if pos == self.player.pos:
+ if self._near_player(pos):
self.mouse_move = True
self.mouse_start = pos
class GameApp(App):
- title = "Peter's thread snake"
+ title = "Bane's Befuddlement"
def __init__(self):
- self.levels = LevelList()
super(GameApp, self).__init__()
+ self.levels = LevelList()
+ self.game = None
+
+ def build_config(self, config):
+ config.setdefaults('bane', {
+ 'start_level': 'levels/level1.txt',
+ 'sound': 'True'
+ })
+
+ def build_settings(self, settings):
+ config_json = """[
+ { "type": "title",
+ "title": "Bane's Befuddlement"
+ },
+
+ { "type": "options",
+ "title": "Start Level",
+ "desc": "Level to start at",
+ "section": "bane",
+ "key": "start_level",
+ "options": ["%s"] },
+
+ { "type": "bool",
+ "title": "Sound",
+ "desc": "Enable sound",
+ "section": "bane",
+ "key": "sound"
+ }
+ ]""" % '", "'.join(self.levels.get_level_names())
+ settings.add_json_panel("Bane's Befuddlement",
+ self.config, data=config_json)
def build(self):
root = ScrollView(size_hint=(None, None))
+ level_name = self.config.getdefault('bane', 'start_level', None)
+ if level_name:
+ self.levels.set_level_to(level_name)
+ self.game = GameWindow(self.levels, self)
return root
def on_start(self):
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):
def start_game(self, label, ref):
"""Start the game"""
- game = GameWindow(self.levels, self)
- game.build()
self.root.clear_widgets()
- self.root.add_widget(game)
+ self.root.add_widget(self.game)
+ self.game.fix_scroll_margins()
+ self.game.reset_level()
+ self.game.load_level()
# Ensure the player is visible
self.root.scroll_x = 0
self.root.scroll_y = 0
- game.draw_player()
- game.draw_nemesis()
+ self.game.draw_player()
+ self.game.draw_nemesis()
def game_over(self, won):
if won:
screen = WonScreen(self)
self.levels.reset()
+ self.game.do_reload()
else:
screen = LostScreen(self)
+ self.game.stop_game()
self.root.clear_widgets()
self.root.add_widget(screen)