X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=6ab5b18caddac77ce1b956694de5757c19c8c687;hb=ca4652137b5f185a079f73e818ee371cab698715;hp=0163bf0d6fcfa0a49241f367771bfe2150d2e8ed;hpb=2271fdf14b4e60d17c5d84fd2a2ef39519b21c3b;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 0163bf0..6ab5b18 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,4 +1,215 @@ +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.relativelayout import RelativeLayout +from kivy.uix.scrollview import ScrollView +from kivy.graphics import Color, Rectangle +from kivy.utils import platform + +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 + def main(): """ Erdslangetjie, a maze game of eluding nemesis """ + GameApp().run()