X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=48054197543eb14059ffadfe796ab5604102430a;hb=902dc730258c6303339c105e49eb62499598de0e;hp=93b39f531918045ee60bc0e75a2d3ba8386d0ab0;hpb=09cc49987329917f627fc89a33f89fedeb0f4b8c;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 93b39f5..4805419 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -12,7 +12,7 @@ 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 @@ -28,7 +28,6 @@ class GameWindow(RelativeLayout): 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() @@ -37,13 +36,12 @@ class GameWindow(RelativeLayout): 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 @@ -52,15 +50,21 @@ class GameWindow(RelativeLayout): self.move_counter = 0 self.player.pos = self.level_obj.enter_pos - if platform() != 'android': + self.keyboard = None + self._key_bound = False + + 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 = {} tiles = self.level_obj.get_tiles() @@ -84,6 +88,12 @@ class GameWindow(RelativeLayout): texture=tile.texture) self.tiles[pos] = node + 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.remove_widget(self.player_tile) @@ -160,7 +170,9 @@ class GameWindow(RelativeLayout): 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): direction = None @@ -212,6 +224,12 @@ class GameWindow(RelativeLayout): 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 @@ -224,7 +242,8 @@ class GameWindow(RelativeLayout): if self.level_obj: self.level_obj.load_tiles() self.player.pos = self.level_obj.enter_pos - self.remove_widget(self.player_tile) + if self.player_tile: + self.remove_widget(self.player_tile) self.view.scroll_x = 0 self.view.scroll_y = 0 self.build() @@ -233,6 +252,9 @@ class GameWindow(RelativeLayout): 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 @@ -241,18 +263,16 @@ class GameWindow(RelativeLayout): # Jump to next level self.level_obj = self.level_list.advance_to_next_level() if not self.load_level(): - app = self.app - self.app = None self._closed() - app.game_over(True) + self.app.game_over(True) return elif self.check_caught(): # Caught + if self.app.config.getdefault('bane', 'sound', '0') != '0': + self.caught.play() self.reset_level() - app = self.app - self.app = None self._closed() - app.game_over(False) + self.app.game_over(False) return elif self.level_obj.is_button(self.player.pos): self.level_obj.trigger_button(self.player.pos) @@ -266,9 +286,13 @@ class GameWindow(RelativeLayout): 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 @@ -343,8 +367,41 @@ class GameApp(App): 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): @@ -371,10 +428,11 @@ class GameApp(App): def start_game(self, label, ref): """Start the game""" - self.game = GameWindow(self.levels, self) - self.game.build() self.root.clear_widgets() 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 @@ -385,10 +443,10 @@ class GameApp(App): if won: screen = WonScreen(self) self.levels.reset() + self.game.do_reload() else: screen = LostScreen(self) - del self.game - self.game = None + self.game.stop_game() self.root.clear_widgets() self.root.add_widget(screen)