-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 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, load_sound
-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):
- self.level_list = level_list
- self.level_obj = self.level_list.get_current_level()
- self.level_obj.load_tiles()
- self.app = app
-
- 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.caught = load_sound('sounds/caught.ogg')
-
- self.player = ThePlayer()
- 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
- 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)
- self.clear_widgets()
- self._background = Widget(size=self.size, pos=(0, 0))
- tiles = self.level_obj.get_tiles()
- bx, by = 0, 0
- for tile_line in tiles:
- bx = 0
- for tile in tile_line:
- self.draw_tile((bx, by), tile)
- bx += TILE_SIZE
- by += TILE_SIZE
- self.add_widget(self._background)
-
- def draw_tile(self, pos, tile):
- with self._background.canvas:
- Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
- texture=tile.texture)
-
- 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:
- self.remove_widget(self.player_tile)
- sprite_pos = (self.player.pos[0] * TILE_SIZE,
- self.player.pos[1] * TILE_SIZE)
- self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
- pos=sprite_pos)
- with self.player_tile.canvas:
- Rectangle(pos=sprite_pos, size=self.player_tile.size,
- texture=self.player.get_texture())
- self.add_widget(self.player_tile)
- for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
- (-TILE_SIZE + 1, TILE_SIZE - 1),
- (TILE_SIZE - 1, -TILE_SIZE + 1),
- (-TILE_SIZE + 1, -TILE_SIZE + 1),
- (0, 2 * TILE_SIZE - 2),
- (-2 * TILE_SIZE + 2, 0),
- (2 * TILE_SIZE - 2, 0),
- (0, -2 * TILE_SIZE + 2),
- (0, 0)]:
- # Aim is to ensure a 'neighbourhood' around the player
- # is visible if possible
- check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
- sprite_pos[1] + offset[1] + TILE_SIZE / 2)
- true_point = self.to_parent(*check_point)
- if check_point[0] < 0:
- continue
- if check_point[1] < 0:
- continue
- if check_point[0] >= self.size[0]:
- continue
- if check_point[1] >= self.size[1]:
- continue
- while not self.included(true_point, 0):
- # Scroll ourselves
- if true_point[0] >= self.view.size[0]:
- self.view.scroll_x += self.x_scroll_margin
- true_point = self.to_parent(*check_point)
- # Avoid an infinite loop that can happen we
- # changing screens
- if self.view.scroll_x > 0.99:
- return
- elif true_point[0] < 0:
- self.view.scroll_x -= self.x_scroll_margin
- true_point = self.to_parent(*check_point)
- # See above
- if self.view.scroll_x < 0.01:
- return
- elif true_point[1] >= self.view.size[1]:
- self.view.scroll_y += self.y_scroll_margin
- true_point = self.to_parent(*check_point)
- # See above
- if self.view.scroll_y > 0.99:
- return
- elif true_point[1] < 0:
- self.view.scroll_y -= self.y_scroll_margin
- true_point = self.to_parent(*check_point)
- # See above
- if self.view.scroll_y < 0.01:
- return
-
- def included(self, point, margin):
- if point[0] < margin:
- return False
- if point[0] >= self.view.size[0] - margin:
- return False
- if point[1] < margin:
- return False
- if point[1] >= self.view.size[1] - margin:
- return False
- return True
-
- 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:
- Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
- texture=self.nemesis.get_texture())
- self.add_widget(self.nemesis_tile)
-
- def _closed(self):
- 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
- letter = keycode[1].lower()
- if letter in UP:
- direction = (0, 1)
- elif letter in DOWN:
- direction = (0, -1)
- elif letter in LEFT:
- direction = (-1, 0)
- elif letter in RIGHT:
- direction = (1, 0)
- if direction:
- self.do_move(direction)
-
- def do_move(self, direction):
- if not self.level_obj:
- return
- # 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.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:
- return
- self.do_nemesis_move()
-
- def reset_timer(self):
- self.timer_set = True
- Clock.unschedule(self.timed_move)
- 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
- if self.player_tile:
- 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 do_reload(self):
- self.level_obj = self.level_list.get_current_level()
-
- def check_state(self):
- if not self.level_obj:
- 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.load_level():
- self._closed()
- self.app.game_over(True)
- 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 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):
- 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)
- 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 self._near_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 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 = "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):
- from kivy.base import EventLoop
- window = EventLoop.window
- 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):
- 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"""
- self.root.clear_widgets()
- 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
- 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)
-
-
def main():
""" Erdslangetjie, a maze game of eluding nemesis
"""
+ from erdslangetjie.localwidgets import GameApp
GameApp().run()
--- /dev/null
+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 Rectangle
+from kivy.utils import platform
+from kivy.clock import Clock
+
+from erdslangetjie.level import LevelList
+from erdslangetjie.data import load_image, load_sound
+from erdslangetjie.player import ThePlayer, Nemesis
+
+
+class GameWindow(RelativeLayout):
+
+ 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.app = app
+
+ 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.caught = load_sound('sounds/caught.ogg')
+
+ self.player = ThePlayer()
+ 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
+ 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)
+ self.clear_widgets()
+ self._background = Widget(size=self.size, pos=(0, 0))
+ tiles = self.level_obj.get_tiles()
+ bx, by = 0, 0
+ for tile_line in tiles:
+ bx = 0
+ for tile in tile_line:
+ self.draw_tile((bx, by), tile)
+ bx += TILE_SIZE
+ by += TILE_SIZE
+ self.add_widget(self._background)
+
+ def draw_tile(self, pos, tile):
+ with self._background.canvas:
+ Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
+ texture=tile.texture)
+
+ 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:
+ self.remove_widget(self.player_tile)
+ sprite_pos = (self.player.pos[0] * TILE_SIZE,
+ self.player.pos[1] * TILE_SIZE)
+ self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
+ pos=sprite_pos)
+ with self.player_tile.canvas:
+ Rectangle(pos=sprite_pos, size=self.player_tile.size,
+ texture=self.player.get_texture())
+ self.add_widget(self.player_tile)
+ for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
+ (-TILE_SIZE + 1, TILE_SIZE - 1),
+ (TILE_SIZE - 1, -TILE_SIZE + 1),
+ (-TILE_SIZE + 1, -TILE_SIZE + 1),
+ (0, 2 * TILE_SIZE - 2),
+ (-2 * TILE_SIZE + 2, 0),
+ (2 * TILE_SIZE - 2, 0),
+ (0, -2 * TILE_SIZE + 2),
+ (0, 0)]:
+ # Aim is to ensure a 'neighbourhood' around the player
+ # is visible if possible
+ check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
+ sprite_pos[1] + offset[1] + TILE_SIZE / 2)
+ true_point = self.to_parent(*check_point)
+ if check_point[0] < 0:
+ continue
+ if check_point[1] < 0:
+ continue
+ if check_point[0] >= self.size[0]:
+ continue
+ if check_point[1] >= self.size[1]:
+ continue
+ while not self.included(true_point, 0):
+ # Scroll ourselves
+ if true_point[0] >= self.view.size[0]:
+ self.view.scroll_x += self.x_scroll_margin
+ true_point = self.to_parent(*check_point)
+ # Avoid an infinite loop that can happen we
+ # changing screens
+ if self.view.scroll_x > 0.99:
+ return
+ elif true_point[0] < 0:
+ self.view.scroll_x -= self.x_scroll_margin
+ true_point = self.to_parent(*check_point)
+ # See above
+ if self.view.scroll_x < 0.01:
+ return
+ elif true_point[1] >= self.view.size[1]:
+ self.view.scroll_y += self.y_scroll_margin
+ true_point = self.to_parent(*check_point)
+ # See above
+ if self.view.scroll_y > 0.99:
+ return
+ elif true_point[1] < 0:
+ self.view.scroll_y -= self.y_scroll_margin
+ true_point = self.to_parent(*check_point)
+ # See above
+ if self.view.scroll_y < 0.01:
+ return
+
+ def included(self, point, margin):
+ if point[0] < margin:
+ return False
+ if point[0] >= self.view.size[0] - margin:
+ return False
+ if point[1] < margin:
+ return False
+ if point[1] >= self.view.size[1] - margin:
+ return False
+ return True
+
+ 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:
+ Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
+ texture=self.nemesis.get_texture())
+ self.add_widget(self.nemesis_tile)
+
+ def _closed(self):
+ 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
+ letter = keycode[1].lower()
+ if letter in UP:
+ direction = (0, 1)
+ elif letter in DOWN:
+ direction = (0, -1)
+ elif letter in LEFT:
+ direction = (-1, 0)
+ elif letter in RIGHT:
+ direction = (1, 0)
+ if direction:
+ self.do_move(direction)
+
+ def do_move(self, direction):
+ if not self.level_obj:
+ return
+ # 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.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:
+ return
+ self.do_nemesis_move()
+
+ def reset_timer(self):
+ self.timer_set = True
+ Clock.unschedule(self.timed_move)
+ 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
+ if self.player_tile:
+ 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 do_reload(self):
+ self.level_obj = self.level_list.get_current_level()
+
+ def check_state(self):
+ if not self.level_obj:
+ 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.load_level():
+ self._closed()
+ self.app.game_over(True)
+ 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 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):
+ 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)
+ 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 self._near_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 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 = "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):
+ from kivy.base import EventLoop
+ window = EventLoop.window
+ 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):
+ 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"""
+ self.root.clear_widgets()
+ 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
+ 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)