import sys
import os
import kivy
+import pygame
kivy.require('1.6.0')
from kivy.app import App
+from kivy.core.window import Window
from kivy.uix.widget import Widget
from kivy.uix.floatlayout import FloatLayout
from kivy.graphics import Color, Rectangle
from erdslangetjie.level import Level
from erdslangetjie.player import ThePlayer, Nemesis
+TILE_SIZE = 24
+
class GameWindow(FloatLayout):
self.level_obj = Level()
self.level_obj.load(level_data)
level_data.close()
+ self.tiles = {}
self.player = ThePlayer()
self.level_obj.load_tiles()
if not self.level_obj.enter_pos:
raise RuntimeError('No entry point')
+ self.player_tile = None
self.player.pos = self.level_obj.enter_pos
+ self.keyboard = Window.request_keyboard(self._closed, self)
+ self.keyboard.bind(on_key_down=self._on_key_down)
def build(self):
self.clear_widgets()
+ self.tiles = {}
tiles = self.level_obj.get_tiles()
- tile_size = 24
bx, by = 0, 0
for tile_line in tiles:
bx = 0
for tile in tile_line:
- node = Widget(size=(tile_size, tile_size), pos=(bx, by))
+ node = Widget(size=(TILE_SIZE, TILE_SIZE), pos=(bx, by))
with node.canvas:
Color(1, 1, 1)
Rectangle(pos=node.pos, size=node.size,
texture=tile.texture)
self.add_widget(node)
- bx += tile_size
- by += tile_size
-
- player_pos = (self.player.pos[0] * tile_size,
- self.player.pos[1] * tile_size)
- player_tile = Widget(size=(tile_size, tile_size),
+ self.tiles[(bx, by)] = node
+ bx += TILE_SIZE
+ by += TILE_SIZE
+
+ self.draw_player()
+
+ def draw_player(self):
+ if self.player_tile:
+ self.remove_widget(self.player_tile)
+ player_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)
- with player_tile.canvas:
+ with self.player_tile.canvas:
Color(1, 1, 1)
- Rectangle(pos=player_pos, size=player_tile.size,
+ Rectangle(pos=player_pos, size=self.player_tile.size,
texture=self.player.sprite.texture)
- self.add_widget(player_tile)
+ self.add_widget(self.player_tile)
+
+ def _closed(self):
+ 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:
+ direction = (0, 1)
+ elif keycode[0] == pygame.K_DOWN:
+ direction = (0, -1)
+ elif keycode[0] == pygame.K_LEFT:
+ direction = (-1, 0)
+ 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()
class GameApp(App):