self.tiles = {}
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
self.keyboard = Window.request_keyboard(self._closed, self)
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)
+ 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)
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()
- if self.level_obj.at_exit(self.player.pos):
- self.level_obj = self.level_list.advance_to_next_level()
- 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)
+ 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)
class GameApp(App):
from erdslangetjie.data import load_image
-class PlayerSprite(object):
+class GameSprite(object):
def __init__(self):
self.pos = (0, 0)
self.sprite = None
- def move(self, direction):
- self.pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+ def get_image(self):
+ return self.sprite
+
+ def get_texture(self):
+ return self.sprite.texture
+
+
+class FigureSprite(GameSprite):
def can_move(self, direction, level):
'''Check if we can move in the given direction'''
cand_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
return not level.blocked(cand_pos)
- def get_image(self):
- return self.sprite
-
-class ThePlayer(PlayerSprite):
+class ThePlayer(FigureSprite):
def __init__(self):
super(ThePlayer, self).__init__()
self.sprite = load_image('sprites/player.png')
+ def move(self, direction, level):
+ if self.can_move(direction, level):
+ self.pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+ return True
+ return False
-class Nemesis(PlayerSprite):
+
+class Nemesis(FigureSprite):
def __init__(self):
- super(ThePlayer, self).__init__()
+ super(Nemesis, self).__init__()
self.sprite = load_image('sprites/nemesis.png')
+ self.reset_pos()
+
+ def move(self, level):
+ if not self.on_board():
+ # Advance towards the map a step at a time
+ self.pos = (self.pos[0] + 1, self.pos[1])
+ if self.on_board():
+ self.pos = level.enter_pos
+ return False
+ # AI goes here
+ return True
+
+ def reset_pos(self):
+ self.pos = (-10, 0)
+
+ def on_board(self):
+ return self.pos[0] >= 0