X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=8071d303de802105fa12e429579315a02ff163bc;hb=f9257acfddf031c4137eae93dfddaa31e0b6029c;hp=ad07468b327a48859cb6bd7ad109985cccfd7e84;hpb=fc96c547809f3929f08f963435fc3f90ecc6e88c;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index ad07468..8071d30 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -6,13 +6,13 @@ from kivy.uix.relativelayout import RelativeLayout from kivy.uix.scrollview import ScrollView from kivy.uix.label import Label from kivy.uix.popup import Popup -from kivy.graphics import Color, Rectangle +from kivy.graphics import Rectangle from kivy.utils import platform 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 @@ -27,8 +27,6 @@ class GameWindow(RelativeLayout): 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() @@ -37,31 +35,38 @@ 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 self.nemesis_tile = None self.timer_set = False + self.move_counter = 0 self.player.pos = self.level_obj.enter_pos - if platform() != 'android': + self.keyboard = None + self._key_bound = False + self._background = None + + 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 = {} + self._background = Widget(size=self.size, pos=(0, 0)) tiles = self.level_obj.get_tiles() bx, by = 0, 0 for tile_line in tiles: @@ -70,18 +75,18 @@ class GameWindow(RelativeLayout): self.draw_tile((bx, by), tile) bx += TILE_SIZE by += TILE_SIZE + self.add_widget(self._background) def draw_tile(self, pos, tile): - if pos in self.tiles: - self.remove_widget(self.tiles[pos]) - node = Widget(size=(TILE_SIZE, TILE_SIZE), - pos=pos, size_hint=(None, None)) - self.add_widget(node) - with node.canvas: - Color(1, 1, 1) - Rectangle(pos=node.pos, size=node.size, + with self._background.canvas: + Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE), 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: @@ -91,7 +96,6 @@ class GameWindow(RelativeLayout): 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) @@ -122,20 +126,15 @@ class GameWindow(RelativeLayout): 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: @@ -158,13 +157,14 @@ class GameWindow(RelativeLayout): 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) + 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 @@ -183,16 +183,28 @@ class GameWindow(RelativeLayout): def do_move(self, direction): if not self.level_obj: return - self.player.move(direction, self.level_obj) - self.check_state() + # Do nothing on null moves + if not self.player.move(direction, self.level_obj): + return + if self.check_state(): + return self.do_nemesis_move() def do_nemesis_move(self): - self.nemesis.move(self.level_obj) - self.check_state() - self.reset_timer() + self.nemesis.move(self.level_obj, self.player.pos) + if self.check_state(): + return + if self.move_counter > 4: + self.move_counter = 0 + self.draw_nemesis() + self.nemesis.move(self.level_obj, self.player.pos) + if self.check_state(): + return + else: + self.move_counter += 1 self.draw_nemesis() self.draw_player() + self.reset_timer() def timed_move(self, event): if not self.level_obj: @@ -202,21 +214,31 @@ class GameWindow(RelativeLayout): def reset_timer(self): self.timer_set = True Clock.unschedule(self.timed_move) - Clock.schedule_once(self.timed_move, 0.5) + Clock.schedule_once(self.timed_move, 3) 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 + self.move_counter = 0 if self.nemesis_tile: self.remove_widget(self.nemesis_tile) self.nemesis.reset_pos() + + def load_level(self): 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() @@ -225,19 +247,28 @@ 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 + return True if self.level_obj.at_exit(self.player.pos): + self.reset_level() # Jump to next level self.level_obj = self.level_list.advance_to_next_level() - if not self.reset_level(): + if not self.load_level(): + self._closed() self.app.game_over(True) - return + return True elif self.check_caught(): # Caught + if self.app.config.getdefault('bane', 'sound', '0') != '0': + self.caught.play() + self.reset_level() + self._closed() self.app.game_over(False) - return + return True elif self.level_obj.is_button(self.player.pos): self.level_obj.trigger_button(self.player.pos) elif self.level_obj.is_button(self.nemesis.pos): @@ -245,14 +276,19 @@ class GameWindow(RelativeLayout): for map_pos, new_tile in self.level_obj.get_changed_tiles(): pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE) self.draw_tile(pos, new_tile) + return False def _calc_mouse_pos(self, pos): 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 @@ -320,14 +356,48 @@ class LostScreen(Screen): class GameApp(App): - title = "Peter's thread snake" + title = "Bane's Befuddlement" def __init__(self): super(GameApp, self).__init__() 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): @@ -354,22 +424,25 @@ class GameApp(App): 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) + 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 - game.draw_player() - game.draw_nemesis() + self.game.draw_player() + self.game.draw_nemesis() def game_over(self, won): if won: screen = WonScreen(self) self.levels.reset() + self.game.do_reload() else: screen = LostScreen(self) + self.game.stop_game() self.root.clear_widgets() self.root.add_widget(screen)