-import pygame
-
-from erdslangetjie.constants import TILE_SIZE
-
-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.utils import platform
-from kivy.clock import Clock
-
-from erdslangetjie.level import LevelList
-from erdslangetjie.data import load_image
-from erdslangetjie.player import ThePlayer, Nemesis
-
-
-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):
- # 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):
- 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
-
- 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()
- if not self.reset_level():
- self.app.game_over(True)
- elif self.check_caught():
- # Caught
- self.app.game_over(False)
-
- 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 Screen(Widget):
-
- BACKGROUND = None
- START = 'Start'
-
- def __init__(self, app):
- super(Screen, self).__init__()
- self.image = load_image(self.BACKGROUND)
- self.app = app
- with self.canvas:
- Rectangle(pos=(0, 0), size=(1026, 760),
- texture=self.image.texture)
-
- self.stop_button = Label(
- text='[ref=quit][color=ff0066]Quit[/color][/ref]',
- font_size=30,
- markup=True,
- size=(200, 40),
- pos=((1026 - 200) / 2 - 100, 100))
- self.stop_button.bind(on_ref_press=self.app.stop_app)
- self.start_button = Label(
- text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
- font_size=30,
- markup=True, size=(200, 40),
- pos=((1026 - 200) / 2 + 100, 100))
- self.start_button.bind(on_ref_press=self.app.start_game)
- self.add_widget(self.stop_button)
- self.add_widget(self.start_button)
-
-
-class IntroScreen(Screen):
-
- BACKGROUND = 'screens/intro_screen.png'
- START = 'Start the Game'
-
-
-class WonScreen(Screen):
-
- BACKGROUND = 'screens/won.png'
- START = 'Play again?'
-
-
-class LostScreen(Screen):
-
- BACKGROUND = 'screens/lost.png'
- START = 'Retry?'
-
-
-class GameApp(App):
-
- title = "Peter's thread snake"
-
- def __init__(self):
- self.levels = LevelList()
- super(GameApp, self).__init__()
-
- def build(self):
- root = ScrollView(size_hint=(None, None))
- return root
-
- def on_start(self):
- from kivy.base import EventLoop
- window = EventLoop.window
- if platform() == 'android':
- window.fullscreen = True
- self.root.size = window.size
- self.make_intro()
-
- def make_intro(self):
- self.root.clear_widgets()
- screen = IntroScreen(self)
- self.root.add_widget(screen)
-
- def stop_app(self, label, ref):
- self.stop()
-
- 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)
- # Ensure the player is visible
- self.root.scroll_x = 0
- self.root.scroll_y = 0
- game.draw_player()
- game.draw_nemesis()
+from kivy.config import Config
- def game_over(self, won):
- if won:
- screen = WonScreen(self)
- self.levels.reset()
- else:
- screen = LostScreen(self)
- self.root.clear_widgets()
- self.root.add_widget(screen)
+if platform() != 'android':
+ Config.set('graphics', 'width', '1026')
+ Config.set('graphics', 'height', '760')
def main():
""" Erdslangetjie, a maze game of eluding nemesis
"""
+ from erdslangetjie.localwidgets import GameApp
GameApp().run()