X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=45f907db55428f435f20fe21c35dac56391cee3e;hb=bbbabb3f3e92e6862140ab0ab6417bcd65707134;hp=c6bc969936b6ac889226a0f69988453e7dbe5321;hpb=4836dbf00ad545f0add572cfda75bd05d5453aa6;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index c6bc969..45f907d 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,19 +1,167 @@ +import sys import kivy +import pygame kivy.require('1.6.0') from kivy.app import App +from kivy.core.window import Window from kivy.uix.widget import Widget +from kivy.uix.floatlayout import FloatLayout +from kivy.graphics import Color, Rectangle +from erdslangetjie.level import LevelList +from erdslangetjie.player import ThePlayer, Nemesis -class GameWindow(Widget): - pass +TILE_SIZE = 40 + + +class GameWindow(FloatLayout): + + def __init__(self, level_list): + super(GameWindow, self).__init__(size=(1080, 800)) + self.level_list = level_list + self.level_obj = self.level_list.get_current_level() + self.level_obj.load_tiles() + self.tiles = {} + + 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 + 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)) + with node.canvas: + Color(1, 1, 1) + Rectangle(pos=node.pos, size=node.size, + texture=tile.texture) + self.add_widget(node) + 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) + + 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): + 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): - return GameWindow() + game = GameWindow(self.levels) + game.build() + return game def main():