1 from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
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.uix.popup import Popup
9 from kivy.graphics import Rectangle
10 from kivy.utils import platform
11 from kivy.clock import Clock
12 from kivy.config import Config
14 from erdslangetjie.level import LevelList
15 from erdslangetjie.data import load_image, load_sound
16 from erdslangetjie.player import ThePlayer, Nemesis
19 if platform() != 'android':
20 Config.set('graphics', 'width', '1026')
21 Config.set('graphics', 'height', '760')
24 class GameWindow(RelativeLayout):
26 def __init__(self, level_list, app):
27 self.level_list = level_list
28 self.level_obj = self.level_list.get_current_level()
29 self.level_obj.load_tiles()
32 cols, rows = self.level_obj.get_size()
34 super(GameWindow, self).__init__(
35 size=(cols * TILE_SIZE, rows * TILE_SIZE),
36 size_hint=(None, None))
38 self.mouse_move = False
40 self.caught = load_sound('sounds/caught.ogg')
42 self.player = ThePlayer()
43 self.nemesis = Nemesis(self.app.config)
44 if not self.level_obj.enter_pos:
45 raise RuntimeError('No entry point')
46 self.player_tile = None
47 self.nemesis_tile = None
48 self.timer_set = False
51 self.player.pos = self.level_obj.enter_pos
53 self._key_bound = False
54 self._background = None
57 if platform() != 'android' and not self.keyboard:
59 # We need to delay this import until after the window creation by
60 # the app, else our size config doesn't work
61 from kivy.core.window import Window
62 self.keyboard = Window.request_keyboard(self._closed, self)
63 if self.keyboard and not self._key_bound:
64 # We remove this binding when we're the not top level widget,
66 self._key_bound = True
67 self.keyboard.bind(on_key_down=self._on_key_down)
69 self._background = Widget(size=self.size, pos=(0, 0))
70 tiles = self.level_obj.get_tiles()
72 for tile_line in tiles:
74 for tile in tile_line:
75 self.draw_tile((bx, by), tile)
78 self.add_widget(self._background)
80 def draw_tile(self, pos, tile):
81 with self._background.canvas:
82 Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
85 def fix_scroll_margins(self):
86 # We need to call this after app.root is set
87 self.view = self.app.root
88 self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
89 self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
91 def draw_player(self):
93 self.remove_widget(self.player_tile)
94 sprite_pos = (self.player.pos[0] * TILE_SIZE,
95 self.player.pos[1] * TILE_SIZE)
96 self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
98 with self.player_tile.canvas:
99 Rectangle(pos=sprite_pos, size=self.player_tile.size,
100 texture=self.player.get_texture())
101 self.add_widget(self.player_tile)
102 for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
103 (-TILE_SIZE + 1, TILE_SIZE - 1),
104 (TILE_SIZE - 1, -TILE_SIZE + 1),
105 (-TILE_SIZE + 1, -TILE_SIZE + 1),
106 (0, 2 * TILE_SIZE - 2),
107 (-2 * TILE_SIZE + 2, 0),
108 (2 * TILE_SIZE - 2, 0),
109 (0, -2 * TILE_SIZE + 2),
111 # Aim is to ensure a 'neighbourhood' around the player
112 # is visible if possible
113 check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
114 sprite_pos[1] + offset[1] + TILE_SIZE / 2)
115 true_point = self.to_parent(*check_point)
116 if check_point[0] < 0:
118 if check_point[1] < 0:
120 if check_point[0] >= self.size[0]:
122 if check_point[1] >= self.size[1]:
124 while not self.included(true_point, 0):
126 if true_point[0] >= self.view.size[0]:
127 self.view.scroll_x += self.x_scroll_margin
128 true_point = self.to_parent(*check_point)
129 elif true_point[0] < 0:
130 self.view.scroll_x -= self.x_scroll_margin
131 true_point = self.to_parent(*check_point)
132 elif true_point[1] >= self.view.size[1]:
133 self.view.scroll_y += self.y_scroll_margin
134 true_point = self.to_parent(*check_point)
135 elif true_point[1] < 0:
136 self.view.scroll_y -= self.y_scroll_margin
137 true_point = self.to_parent(*check_point)
139 def included(self, point, margin):
140 if point[0] < margin:
142 if point[0] >= self.view.size[0] - margin:
144 if point[1] < margin:
146 if point[1] >= self.view.size[1] - margin:
150 def draw_nemesis(self):
151 if not self.nemesis.on_board():
153 if self.nemesis_tile:
154 self.remove_widget(self.nemesis_tile)
155 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
156 self.nemesis.pos[1] * TILE_SIZE)
157 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
159 with self.nemesis_tile.canvas:
160 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
161 texture=self.nemesis.get_texture())
162 self.add_widget(self.nemesis_tile)
166 self._key_bound = False
167 self.keyboard.unbind(on_key_down=self._on_key_down)
169 def _on_key_down(self, keyboard, keycode, text, modifiers):
171 letter = keycode[1].lower()
178 elif letter in RIGHT:
181 self.do_move(direction)
183 def do_move(self, direction):
184 if not self.level_obj:
186 # Do nothing on null moves
187 if not self.player.move(direction, self.level_obj):
189 if self.check_state():
191 self.do_nemesis_move()
193 def do_nemesis_move(self):
194 self.nemesis.move(self.level_obj, self.player.pos)
195 if self.check_state():
197 if self.move_counter > 4:
198 self.move_counter = 0
200 self.nemesis.move(self.level_obj, self.player.pos)
201 if self.check_state():
204 self.move_counter += 1
209 def timed_move(self, event):
210 if not self.level_obj:
212 self.do_nemesis_move()
214 def reset_timer(self):
215 self.timer_set = True
216 Clock.unschedule(self.timed_move)
217 Clock.schedule_once(self.timed_move, 3)
219 def check_caught(self):
220 return self.nemesis.pos == self.player.pos
223 Clock.unschedule(self.timed_move)
224 if self.nemesis_tile:
225 self.remove_widget(self.nemesis_tile)
226 self.nemesis.reset_pos()
228 def reset_level(self):
229 Clock.unschedule(self.timed_move)
230 self.timer_set = False
231 self.move_counter = 0
232 if self.nemesis_tile:
233 self.remove_widget(self.nemesis_tile)
234 self.nemesis.reset_pos()
236 def load_level(self):
238 self.level_obj.load_tiles()
239 self.player.pos = self.level_obj.enter_pos
241 self.remove_widget(self.player_tile)
242 self.view.scroll_x = 0
243 self.view.scroll_y = 0
251 self.level_obj = self.level_list.get_current_level()
253 def check_state(self):
254 if not self.level_obj:
256 if self.level_obj.at_exit(self.player.pos):
259 self.level_obj = self.level_list.advance_to_next_level()
260 if not self.load_level():
262 self.app.game_over(True)
264 elif self.check_caught():
266 if self.app.config.getdefault('bane', 'sound', '0') != '0':
270 self.app.game_over(False)
272 elif self.level_obj.is_button(self.player.pos):
273 self.level_obj.trigger_button(self.player.pos)
274 elif self.level_obj.is_button(self.nemesis.pos):
275 self.level_obj.trigger_button(self.nemesis.pos)
276 for map_pos, new_tile in self.level_obj.get_changed_tiles():
277 pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
278 self.draw_tile(pos, new_tile)
281 def _calc_mouse_pos(self, pos):
282 pos = self.to_local(*pos)
283 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
285 def _near_player(self, pos):
286 return (abs(pos[0] - self.player.pos[0]) < 2 and
287 abs(pos[1] - self.player.pos[1]) < 2)
289 def on_touch_down(self, touch):
290 pos = self._calc_mouse_pos(touch.pos)
291 if self._near_player(pos):
292 self.mouse_move = True
293 self.mouse_start = pos
295 def on_touch_up(self, touch):
296 self.mouse_move = False
298 def on_touch_move(self, touch):
300 pos = self._calc_mouse_pos(touch.pos)
301 if (pos[0] - self.mouse_start[0] != 0) or (
302 pos[1] - self.mouse_start[1] != 0):
303 direction = (pos[0] - self.mouse_start[0],
304 pos[1] - self.mouse_start[1])
305 self.do_move(direction)
306 self.mouse_start = pos
309 class Screen(Widget):
314 def __init__(self, app):
315 super(Screen, self).__init__()
316 self.image = load_image(self.BACKGROUND)
319 Rectangle(pos=(0, 0), size=(1026, 760),
320 texture=self.image.texture)
322 self.stop_button = Label(
323 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
327 pos=((1026 - 200) / 2 - 100, 100))
328 self.stop_button.bind(on_ref_press=self.app.stop_app)
329 self.start_button = Label(
330 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
332 markup=True, size=(200, 40),
333 pos=((1026 - 200) / 2 + 100, 100))
334 self.start_button.bind(on_ref_press=self.app.start_game)
335 self.add_widget(self.stop_button)
336 self.add_widget(self.start_button)
339 class IntroScreen(Screen):
341 BACKGROUND = 'screens/intro_screen.png'
342 START = 'Start the Game'
345 class WonScreen(Screen):
347 BACKGROUND = 'screens/won.png'
348 START = 'Play again?'
351 class LostScreen(Screen):
353 BACKGROUND = 'screens/lost.png'
359 title = "Bane's Befuddlement"
362 super(GameApp, self).__init__()
363 self.levels = LevelList()
366 def build_config(self, config):
367 config.setdefaults('bane', {
368 'start_level': 'levels/level1.txt',
372 def build_settings(self, settings):
375 "title": "Bane's Befuddlement"
379 "title": "Start Level",
380 "desc": "Level to start at",
382 "key": "start_level",
387 "desc": "Enable sound",
391 ]""" % '", "'.join(self.levels.get_level_names())
392 settings.add_json_panel("Bane's Befuddlement",
393 self.config, data=config_json)
396 root = ScrollView(size_hint=(None, None))
397 level_name = self.config.getdefault('bane', 'start_level', None)
399 self.levels.set_level_to(level_name)
400 self.game = GameWindow(self.levels, self)
404 from kivy.base import EventLoop
405 window = EventLoop.window
406 if platform() == 'android':
407 window.fullscreen = True
408 self.root.size = window.size
409 errors = self.levels.get_errors()
411 popup = Popup(title='Levels excluded',
412 content=Label(text='\n'.join(errors)),
417 def make_intro(self):
418 self.root.clear_widgets()
419 screen = IntroScreen(self)
420 self.root.add_widget(screen)
422 def stop_app(self, label, ref):
425 def start_game(self, label, ref):
427 self.root.clear_widgets()
428 self.root.add_widget(self.game)
429 self.game.fix_scroll_margins()
430 self.game.reset_level()
431 self.game.load_level()
432 # Ensure the player is visible
433 self.root.scroll_x = 0
434 self.root.scroll_y = 0
435 self.game.draw_player()
436 self.game.draw_nemesis()
438 def game_over(self, won):
440 screen = WonScreen(self)
442 self.game.do_reload()
444 screen = LostScreen(self)
445 self.game.stop_game()
446 self.root.clear_widgets()
447 self.root.add_widget(screen)
451 """ Erdslangetjie, a maze game of eluding nemesis