X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=ad07468b327a48859cb6bd7ad109985cccfd7e84;hb=fc96c547809f3929f08f963435fc3f90ecc6e88c;hp=a7d594d5bac3554db9852cdd0178c92e850ee4b8;hpb=a3e675221d3a7e1115f42cd6a84d91d5301a1015;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index a7d594d..ad07468 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,33 +1,35 @@ -import sys -import kivy -import pygame - -kivy.require('1.6.0') +from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN 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.uix.label import Label +from kivy.uix.popup import Popup from kivy.graphics import Color, 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.player import ThePlayer, Nemesis + if platform() != 'android': - TILE_SIZE = 40 -else: - TILE_SIZE = 64 + Config.set('graphics', 'width', '1026') + Config.set('graphics', 'height', '760') + class GameWindow(RelativeLayout): - def __init__(self, level_list, view): + def __init__(self, level_list, app): self.level_list = level_list self.level_obj = self.level_list.get_current_level() self.level_obj.load_tiles() self.tiles = {} - self.view = view + self.view = app.root + self.app = app cols, rows = self.level_obj.get_size() @@ -46,10 +48,14 @@ class GameWindow(RelativeLayout): raise RuntimeError('No entry point') self.player_tile = None self.nemesis_tile = None + self.timer_set = False self.player.pos = self.level_obj.enter_pos if platform() != 'android': # 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) self.keyboard.bind(on_key_down=self._on_key_down) @@ -61,18 +67,22 @@ class GameWindow(RelativeLayout): 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 + self.draw_tile((bx, by), tile) bx += TILE_SIZE by += TILE_SIZE + 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, + texture=tile.texture) + self.tiles[pos] = node + def draw_player(self): if self.player_tile: self.remove_widget(self.player_tile) @@ -157,48 +167,84 @@ class GameWindow(RelativeLayout): 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: + letter = keycode[1].lower() + if letter in UP: direction = (0, 1) - elif keycode[0] == pygame.K_DOWN: + elif letter in DOWN: direction = (0, -1) - elif keycode[0] == pygame.K_LEFT: + elif letter in LEFT: direction = (-1, 0) - elif keycode[0] == pygame.K_RIGHT: + elif letter in RIGHT: direction = (1, 0) if direction: self.do_move(direction) def do_move(self, direction): + if not self.level_obj: + return + self.player.move(direction, self.level_obj) + self.check_state() + self.do_nemesis_move() + + def do_nemesis_move(self): self.nemesis.move(self.level_obj) + self.check_state() + self.reset_timer() self.draw_nemesis() - self.player.move(direction, self.level_obj) self.draw_player() - self.check_state() + + def timed_move(self, event): + if not self.level_obj: + return + self.do_nemesis_move() + + def reset_timer(self): + self.timer_set = True + Clock.unschedule(self.timed_move) + Clock.schedule_once(self.timed_move, 0.5) + + def check_caught(self): + return self.nemesis.pos == self.player.pos + + def reset_level(self): + Clock.unschedule(self.timed_move) + self.timer_set = False + if self.nemesis_tile: + self.remove_widget(self.nemesis_tile) + 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.view.scroll_x = 0 + self.view.scroll_y = 0 + self.build() + self.draw_nemesis() + self.draw_player() + return True + return False def check_state(self): + if not self.level_obj: + return if self.level_obj.at_exit(self.player.pos): # Jump to next level self.level_obj = self.level_list.advance_to_next_level() - self.remove_widget(self.nemesis_tile) - 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.view.scroll_x = 0 - self.view.scroll_y = 0 - self.build() - self.draw_nemesis() - self.draw_player() - else: - print 'You won!' - sys.exit(1) - elif self.nemesis.pos == self.player.pos: + if not self.reset_level(): + self.app.game_over(True) + return + elif self.check_caught(): # Caught - print 'You lost!' - sys.exit(1) + self.app.game_over(False) + return + 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): + self.level_obj.trigger_button(self.nemesis.pos) + 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) def _calc_mouse_pos(self, pos): pos = self.to_local(*pos) @@ -224,13 +270,61 @@ class GameWindow(RelativeLayout): self.mouse_start = pos +class Screen(Widget): + + BACKGROUND = None + START = 'Start' + + def __init__(self, app): + super(Screen, self).__init__() + self.image = load_image(self.BACKGROUND) + self.app = app + with self.canvas: + Rectangle(pos=(0, 0), size=(1026, 760), + texture=self.image.texture) + + self.stop_button = Label( + text='[ref=quit][color=ff0066]Quit[/color][/ref]', + font_size=30, + markup=True, + size=(200, 40), + pos=((1026 - 200) / 2 - 100, 100)) + self.stop_button.bind(on_ref_press=self.app.stop_app) + self.start_button = Label( + text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START, + font_size=30, + markup=True, size=(200, 40), + pos=((1026 - 200) / 2 + 100, 100)) + self.start_button.bind(on_ref_press=self.app.start_game) + self.add_widget(self.stop_button) + self.add_widget(self.start_button) + + +class IntroScreen(Screen): + + BACKGROUND = 'screens/intro_screen.png' + START = 'Start the Game' + + +class WonScreen(Screen): + + BACKGROUND = 'screens/won.png' + START = 'Play again?' + + +class LostScreen(Screen): + + BACKGROUND = 'screens/lost.png' + START = 'Retry?' + + class GameApp(App): title = "Peter's thread snake" def __init__(self): - self.levels = LevelList() super(GameApp, self).__init__() + self.levels = LevelList() def build(self): root = ScrollView(size_hint=(None, None)) @@ -242,8 +336,27 @@ class GameApp(App): if platform() == 'android': window.fullscreen = True self.root.size = window.size - game = GameWindow(self.levels, self.root) + errors = self.levels.get_errors() + if errors: + popup = Popup(title='Levels excluded', + content=Label(text='\n'.join(errors)), + size_hint=(.5, .5)) + popup.open() + self.make_intro() + + def make_intro(self): + self.root.clear_widgets() + screen = IntroScreen(self) + self.root.add_widget(screen) + + def stop_app(self, label, ref): + self.stop() + + 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) # Ensure the player is visible self.root.scroll_x = 0 @@ -251,6 +364,15 @@ class GameApp(App): game.draw_player() game.draw_nemesis() + def game_over(self, won): + if won: + screen = WonScreen(self) + self.levels.reset() + else: + screen = LostScreen(self) + self.root.clear_widgets() + self.root.add_widget(screen) + def main(): """ Erdslangetjie, a maze game of eluding nemesis