X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=6ab5b18caddac77ce1b956694de5757c19c8c687;hb=ca4652137b5f185a079f73e818ee371cab698715;hp=50ee66dd4cebf7e591b6b61619efc82b4ad8e8c5;hpb=d95fc8596797bfc72c139eb308245d96a8141b89;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 50ee66d..6ab5b18 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,5 +1,4 @@ import sys -import os import kivy import pygame @@ -8,43 +7,46 @@ 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.uix.relativelayout import RelativeLayout +from kivy.uix.scrollview import ScrollView from kivy.graphics import Color, Rectangle +from kivy.utils import platform -from erdslangetjie.data import filepath, load -from erdslangetjie.level import Level +from erdslangetjie.level import LevelList from erdslangetjie.player import ThePlayer, Nemesis -TILE_SIZE = 24 +TILE_SIZE = 48 -class GameWindow(FloatLayout): +class GameWindow(RelativeLayout): - def __init__(self, level): - super(GameWindow, self).__init__(size=(648, 480)) - if os.path.exists(filepath(level)): - level_data = load(level) - self.level = level - elif os.path.exists(filepath('levels/' + level)): - level_data = load('levels/' + level) - self.level = 'levels/' + level - else: - print 'Unable to find %s - treating this as a new level' % level - sys.exit(1) - self.level_obj = Level() - self.level_obj.load(level_data) - level_data.close() + 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.level_obj.load_tiles() + 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) + 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() @@ -54,30 +56,76 @@ class GameWindow(FloatLayout): for tile_line in tiles: bx = 0 for tile in tile_line: - node = Widget(size=(TILE_SIZE, TILE_SIZE), pos=(bx, by)) + 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.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) - player_pos = (self.player.pos[0] * TILE_SIZE, + sprite_pos = (self.player.pos[0] * TILE_SIZE, self.player.pos[1] * TILE_SIZE) self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE), - pos=player_pos) + pos=sprite_pos) with self.player_tile.canvas: Color(1, 1, 1) - Rectangle(pos=player_pos, size=self.player_tile.size, - texture=self.player.sprite.texture) + 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) @@ -94,21 +142,71 @@ class GameWindow(FloatLayout): elif keycode[0] == pygame.K_RIGHT: direction = (1, 0) if direction: - if self.player.can_move(direction, self.level_obj): - self.player.move(direction) - self.draw_player() + 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.level = 'level1.txt' + self.levels = LevelList() super(GameApp, self).__init__() def build(self): - game = GameWindow(self.level) + root = ScrollView(size=(960, 640), size_hint=(None, None)) + game = GameWindow(self.levels, root) game.build() - return game + root.add_widget(game) + # Ensure the player is visible + game.draw_player() + return root def main():