X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=b4c25c2814b7e60d9e02470dbd0d1b4e19dead0a;hb=2856c56c3b06c6d62b21bea9f120d479610e7ec2;hp=db6669e83ff966a75ef6bcb18cdbdd7e01404831;hpb=6b9b0ccf122251850a75970305531bc4b4e8fca8;p=erdslangetjie.git diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index db6669e..b4c25c2 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,21 +1,26 @@ -import pygame - -from erdslangetjie.constants import TILE_SIZE +from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN from kivy.app import App 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': + Config.set('graphics', 'width', '1026') + Config.set('graphics', 'height', '760') + + class GameWindow(RelativeLayout): def __init__(self, level_list, app): @@ -44,6 +49,7 @@ class GameWindow(RelativeLayout): 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': @@ -62,18 +68,22 @@ 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) @@ -158,15 +168,15 @@ 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) @@ -174,24 +184,34 @@ class GameWindow(RelativeLayout): def do_move(self, direction): if not self.level_obj: return - self.player.move(direction, self.level_obj) - self.draw_player() + # Do nothing on null moves + if not self.player.move(direction, self.level_obj): + return self.check_state() - if not self.timer_set: - self.reset_timer() + self.do_nemesis_move() + + def do_nemesis_move(self): + self.nemesis.move(self.level_obj, self.player.pos) + self.move_counter += 1 + self.check_state() + self.reset_timer() + self.draw_nemesis() + self.draw_player() def timed_move(self, event): if not self.level_obj: return - self.nemesis.move(self.level_obj, self.check_caught) - self.draw_nemesis() - self.check_state() - self.reset_timer() + 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) + if self.move_counter > 4: + self.move_counter = 0 + # The superhero is faster than the player + Clock.schedule_once(self.timed_move, 0.02) + else: + Clock.schedule_once(self.timed_move, 1) def check_caught(self): return self.nemesis.pos == self.player.pos @@ -199,8 +219,12 @@ class GameWindow(RelativeLayout): def reset_level(self): Clock.unschedule(self.timed_move) self.timer_set = False - self.remove_widget(self.nemesis_tile) + 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 @@ -214,14 +238,28 @@ class GameWindow(RelativeLayout): return False def check_state(self): + if not self.level_obj: + return 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.app.game_over(True) + return elif self.check_caught(): # Caught + self.reset_level() + self.load_level() 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) @@ -300,8 +338,8 @@ 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)) @@ -313,6 +351,12 @@ class GameApp(App): if platform() == 'android': window.fullscreen = True self.root.size = window.size + 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):