Remove debugging print. Standardise validation behaviour
[erdslangetjie.git] / erdslangetjie / __main__.py
1 from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
2
3 from kivy.app import App
4 from kivy.uix.widget import Widget
5 from kivy.uix.relativelayout import RelativeLayout
6 from kivy.uix.scrollview import ScrollView
7 from kivy.uix.label import Label
8 from kivy.graphics import Color, Rectangle
9 from kivy.utils import platform
10 from kivy.clock import Clock
11 from kivy.config import Config
12
13 from erdslangetjie.level import LevelList
14 from erdslangetjie.data import load_image
15 from erdslangetjie.player import ThePlayer, Nemesis
16
17
18 if platform() != 'android':
19     Config.set('graphics', 'width', '1026')
20     Config.set('graphics', 'height', '760')
21
22
23 class GameWindow(RelativeLayout):
24
25     def __init__(self, level_list, app):
26         self.level_list = level_list
27         self.level_obj = self.level_list.get_current_level()
28         self.level_obj.validate()
29         self.level_obj.load_tiles()
30         self.tiles = {}
31         self.view = app.root
32         self.app = app
33
34         cols, rows = self.level_obj.get_size()
35
36         super(GameWindow, self).__init__(
37                 size=(cols * TILE_SIZE, rows * TILE_SIZE),
38                 size_hint=(None, None))
39
40         self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
41         self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
42
43         self.mouse_move = False
44
45         self.player = ThePlayer()
46         self.nemesis = Nemesis()
47         if not self.level_obj.enter_pos:
48             raise RuntimeError('No entry point')
49         self.player_tile = None
50         self.nemesis_tile = None
51         self.timer_set = False
52
53         self.player.pos = self.level_obj.enter_pos
54         if platform() != 'android':
55             # Very hack'ish
56             # We need to delay this import until after the window creation by
57             # the app, else our size config doesn't work
58             from kivy.core.window import Window
59             self.keyboard = Window.request_keyboard(self._closed, self)
60             self.keyboard.bind(on_key_down=self._on_key_down)
61
62     def build(self):
63         self.clear_widgets()
64         self.tiles = {}
65         tiles = self.level_obj.get_tiles()
66         bx, by = 0, 0
67         for tile_line in tiles:
68             bx = 0
69             for tile in tile_line:
70                 node = Widget(size=(TILE_SIZE, TILE_SIZE),
71                         pos=(bx, by),
72                         size_hint=(None, None))
73                 self.add_widget(node)
74                 with node.canvas:
75                     Color(1, 1, 1)
76                     Rectangle(pos=node.pos, size=node.size,
77                             texture=tile.texture)
78                 self.tiles[(bx, by)] = node
79                 bx += TILE_SIZE
80             by += TILE_SIZE
81
82     def draw_player(self):
83         if self.player_tile:
84             self.remove_widget(self.player_tile)
85         sprite_pos = (self.player.pos[0] * TILE_SIZE,
86                 self.player.pos[1] * TILE_SIZE)
87         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
88                 pos=sprite_pos)
89         with self.player_tile.canvas:
90             Color(1, 1, 1)
91             Rectangle(pos=sprite_pos, size=self.player_tile.size,
92                     texture=self.player.get_texture())
93         self.add_widget(self.player_tile)
94         for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
95                 (-TILE_SIZE + 1, TILE_SIZE - 1),
96                 (TILE_SIZE - 1, -TILE_SIZE + 1),
97                 (-TILE_SIZE + 1, -TILE_SIZE + 1),
98                 (0, 2 * TILE_SIZE - 2),
99                 (-2 * TILE_SIZE + 2, 0),
100                 (2 * TILE_SIZE - 2, 0),
101                 (0, -2 * TILE_SIZE + 2),
102                 (0, 0)]:
103             # Aim is to ensure a 'neighbourhood' around the player
104             # is visible if possible
105             check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
106                     sprite_pos[1] + offset[1] + TILE_SIZE / 2)
107             true_point = self.to_parent(*check_point)
108             if check_point[0] < 0:
109                 continue
110             if check_point[1] < 0:
111                 continue
112             if check_point[0] >= self.size[0]:
113                 continue
114             if check_point[1] >= self.size[1]:
115                 continue
116             while not self.included(true_point, 0):
117                 # Scroll ourselves
118                 if true_point[0] >= self.view.size[0]:
119                     self.view.scroll_x += self.x_scroll_margin
120                     true_point = self.to_parent(*check_point)
121                     #print '-x', self.view.scroll_x, self.view.scroll_y
122                 elif true_point[0] < 0:
123                     self.view.scroll_x -= self.x_scroll_margin
124                     true_point = self.to_parent(*check_point)
125                     #print '+x', self.view.scroll_x, self.view.scroll_y
126                 elif true_point[1] >= self.view.size[1]:
127                     self.view.scroll_y += self.y_scroll_margin
128                     true_point = self.to_parent(*check_point)
129                     #print '+y', self.view.scroll_x, self.view.scroll_y
130                 elif true_point[1] < 0:
131                     self.view.scroll_y -= self.y_scroll_margin
132                     true_point = self.to_parent(*check_point)
133                     #print '-y', self.view.scroll_x, self.view.scroll_y
134                 #print true_point, self.view.size
135
136     def included(self, point, margin):
137         if point[0] < margin:
138             return False
139         if point[0] >= self.view.size[0] - margin:
140             return False
141         if point[1] < margin:
142             return False
143         if point[1] >= self.view.size[1] - margin:
144             return False
145         return True
146
147     def draw_nemesis(self):
148         if not self.nemesis.on_board():
149             return
150         if self.nemesis_tile:
151             self.remove_widget(self.nemesis_tile)
152         sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
153                 self.nemesis.pos[1] * TILE_SIZE)
154         self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
155                 pos=sprite_pos)
156         with self.nemesis_tile.canvas:
157             Color(1, 1, 1)
158             Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
159                     texture=self.nemesis.get_texture())
160         self.add_widget(self.nemesis_tile)
161
162     def _closed(self):
163         self.keyboard.unbind(on_key_down=self._on_key_down)
164
165     def _on_key_down(self, keyboard, keycode, text, modifiers):
166         direction = None
167         letter = keycode[1].lower()
168         if letter in UP:
169             direction = (0, 1)
170         elif letter in DOWN:
171             direction = (0, -1)
172         elif letter in LEFT:
173             direction = (-1, 0)
174         elif letter in RIGHT:
175             direction = (1, 0)
176         if direction:
177             self.do_move(direction)
178
179     def do_move(self, direction):
180         if not self.level_obj:
181             return
182         self.player.move(direction, self.level_obj)
183         self.draw_player()
184         self.check_state()
185         if not self.timer_set:
186             self.reset_timer()
187
188     def timed_move(self, event):
189         if not self.level_obj:
190             return
191         self.nemesis.move(self.level_obj, self.check_caught)
192         self.draw_nemesis()
193         self.check_state()
194         self.reset_timer()
195
196     def reset_timer(self):
197         self.timer_set = True
198         Clock.unschedule(self.timed_move)
199         Clock.schedule_once(self.timed_move, 0.5)
200
201     def check_caught(self):
202         return self.nemesis.pos == self.player.pos
203
204     def reset_level(self):
205         Clock.unschedule(self.timed_move)
206         self.timer_set = False
207         self.remove_widget(self.nemesis_tile)
208         self.nemesis.reset_pos()
209         if self.level_obj:
210             self.level_obj.validate()
211             self.level_obj.load_tiles()
212             self.player.pos = self.level_obj.enter_pos
213             self.remove_widget(self.player_tile)
214             self.view.scroll_x = 0
215             self.view.scroll_y = 0
216             self.build()
217             self.draw_nemesis()
218             self.draw_player()
219             return True
220         return False
221
222     def check_state(self):
223         if self.level_obj.at_exit(self.player.pos):
224             # Jump to next level
225             self.level_obj = self.level_list.advance_to_next_level()
226             if not self.reset_level():
227                 self.app.game_over(True)
228         elif self.check_caught():
229             # Caught
230             self.app.game_over(False)
231
232     def _calc_mouse_pos(self, pos):
233         pos = self.to_local(*pos)
234         return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
235
236     def on_touch_down(self, touch):
237         pos = self._calc_mouse_pos(touch.pos)
238         if pos == self.player.pos:
239             self.mouse_move = True
240             self.mouse_start = pos
241
242     def on_touch_up(self, touch):
243         self.mouse_move = False
244
245     def on_touch_move(self, touch):
246         if self.mouse_move:
247             pos = self._calc_mouse_pos(touch.pos)
248             if (pos[0] - self.mouse_start[0] != 0) or (
249                     pos[1] - self.mouse_start[1] != 0):
250                 direction = (pos[0] - self.mouse_start[0],
251                         pos[1] - self.mouse_start[1])
252                 self.do_move(direction)
253                 self.mouse_start = pos
254
255
256 class Screen(Widget):
257
258     BACKGROUND = None
259     START = 'Start'
260
261     def __init__(self, app):
262         super(Screen, self).__init__()
263         self.image = load_image(self.BACKGROUND)
264         self.app = app
265         with self.canvas:
266             Rectangle(pos=(0, 0), size=(1026, 760),
267                     texture=self.image.texture)
268
269         self.stop_button = Label(
270                 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
271                 font_size=30,
272                 markup=True,
273                 size=(200, 40),
274                 pos=((1026 - 200) / 2 - 100, 100))
275         self.stop_button.bind(on_ref_press=self.app.stop_app)
276         self.start_button = Label(
277                 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
278                 font_size=30,
279                 markup=True, size=(200, 40),
280                 pos=((1026 - 200) / 2 + 100, 100))
281         self.start_button.bind(on_ref_press=self.app.start_game)
282         self.add_widget(self.stop_button)
283         self.add_widget(self.start_button)
284
285
286 class IntroScreen(Screen):
287
288     BACKGROUND = 'screens/intro_screen.png'
289     START = 'Start the Game'
290
291
292 class WonScreen(Screen):
293
294     BACKGROUND = 'screens/won.png'
295     START = 'Play again?'
296
297
298 class LostScreen(Screen):
299
300     BACKGROUND = 'screens/lost.png'
301     START = 'Retry?'
302
303
304 class GameApp(App):
305
306     title = "Peter's thread snake"
307
308     def __init__(self):
309         self.levels = LevelList()
310         super(GameApp, self).__init__()
311
312     def build(self):
313         root = ScrollView(size_hint=(None, None))
314         return root
315
316     def on_start(self):
317         from kivy.base import EventLoop
318         window = EventLoop.window
319         if platform() == 'android':
320             window.fullscreen = True
321         self.root.size = window.size
322         self.make_intro()
323
324     def make_intro(self):
325         self.root.clear_widgets()
326         screen = IntroScreen(self)
327         self.root.add_widget(screen)
328
329     def stop_app(self, label, ref):
330         self.stop()
331
332     def start_game(self, label, ref):
333         """Start the game"""
334         game = GameWindow(self.levels, self)
335         game.build()
336         self.root.clear_widgets()
337         self.root.add_widget(game)
338         # Ensure the player is visible
339         self.root.scroll_x = 0
340         self.root.scroll_y = 0
341         game.draw_player()
342         game.draw_nemesis()
343
344     def game_over(self, won):
345         if won:
346             screen = WonScreen(self)
347             self.levels.reset()
348         else:
349             screen = LostScreen(self)
350         self.root.clear_widgets()
351         self.root.add_widget(screen)
352
353
354 def main():
355     """ Erdslangetjie, a maze game of eluding nemesis
356     """
357     GameApp().run()