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 Color, 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
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()
34 cols, rows = self.level_obj.get_size()
36 super(GameWindow, self).__init__(
37 size=(cols * TILE_SIZE, rows * TILE_SIZE),
38 size_hint=(None, None))
40 self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
41 self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
43 self.mouse_move = False
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
54 self.player.pos = self.level_obj.enter_pos
55 if platform() != 'android':
57 # We need to delay this import until after the window creation by
58 # the app, else our size config doesn't work
59 from kivy.core.window import Window
60 self.keyboard = Window.request_keyboard(self._closed, self)
61 self.keyboard.bind(on_key_down=self._on_key_down)
66 tiles = self.level_obj.get_tiles()
68 for tile_line in tiles:
70 for tile in tile_line:
71 self.draw_tile((bx, by), tile)
75 def draw_tile(self, pos, tile):
77 self.remove_widget(self.tiles[pos])
78 node = Widget(size=(TILE_SIZE, TILE_SIZE),
79 pos=pos, size_hint=(None, None))
83 Rectangle(pos=node.pos, size=node.size,
85 self.tiles[pos] = node
87 def draw_player(self):
89 self.remove_widget(self.player_tile)
90 sprite_pos = (self.player.pos[0] * TILE_SIZE,
91 self.player.pos[1] * TILE_SIZE)
92 self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
94 with self.player_tile.canvas:
96 Rectangle(pos=sprite_pos, size=self.player_tile.size,
97 texture=self.player.get_texture())
98 self.add_widget(self.player_tile)
99 for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
100 (-TILE_SIZE + 1, TILE_SIZE - 1),
101 (TILE_SIZE - 1, -TILE_SIZE + 1),
102 (-TILE_SIZE + 1, -TILE_SIZE + 1),
103 (0, 2 * TILE_SIZE - 2),
104 (-2 * TILE_SIZE + 2, 0),
105 (2 * TILE_SIZE - 2, 0),
106 (0, -2 * TILE_SIZE + 2),
108 # Aim is to ensure a 'neighbourhood' around the player
109 # is visible if possible
110 check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
111 sprite_pos[1] + offset[1] + TILE_SIZE / 2)
112 true_point = self.to_parent(*check_point)
113 if check_point[0] < 0:
115 if check_point[1] < 0:
117 if check_point[0] >= self.size[0]:
119 if check_point[1] >= self.size[1]:
121 while not self.included(true_point, 0):
123 if true_point[0] >= self.view.size[0]:
124 self.view.scroll_x += self.x_scroll_margin
125 true_point = self.to_parent(*check_point)
126 #print '-x', self.view.scroll_x, self.view.scroll_y
127 elif true_point[0] < 0:
128 self.view.scroll_x -= self.x_scroll_margin
129 true_point = self.to_parent(*check_point)
130 #print '+x', self.view.scroll_x, self.view.scroll_y
131 elif true_point[1] >= self.view.size[1]:
132 self.view.scroll_y += self.y_scroll_margin
133 true_point = self.to_parent(*check_point)
134 #print '+y', self.view.scroll_x, self.view.scroll_y
135 elif true_point[1] < 0:
136 self.view.scroll_y -= self.y_scroll_margin
137 true_point = self.to_parent(*check_point)
138 #print '-y', self.view.scroll_x, self.view.scroll_y
139 #print true_point, self.view.size
141 def included(self, point, margin):
142 if point[0] < margin:
144 if point[0] >= self.view.size[0] - margin:
146 if point[1] < margin:
148 if point[1] >= self.view.size[1] - margin:
152 def draw_nemesis(self):
153 if not self.nemesis.on_board():
155 if self.nemesis_tile:
156 self.remove_widget(self.nemesis_tile)
157 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
158 self.nemesis.pos[1] * TILE_SIZE)
159 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
161 with self.nemesis_tile.canvas:
163 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
164 texture=self.nemesis.get_texture())
165 self.add_widget(self.nemesis_tile)
168 self.keyboard.unbind(on_key_down=self._on_key_down)
170 def _on_key_down(self, keyboard, keycode, text, modifiers):
172 letter = keycode[1].lower()
179 elif letter in RIGHT:
182 self.do_move(direction)
184 def do_move(self, direction):
185 if not self.level_obj:
187 # Do nothing on null moves
188 if not self.player.move(direction, self.level_obj):
191 self.do_nemesis_move()
193 def do_nemesis_move(self):
194 self.nemesis.move(self.level_obj, self.player.pos)
195 self.move_counter += 1
201 def timed_move(self, event):
202 if not self.level_obj:
204 self.do_nemesis_move()
206 def reset_timer(self):
207 self.timer_set = True
208 Clock.unschedule(self.timed_move)
209 if self.move_counter > 4:
210 self.move_counter = 0
211 # The superhero is faster than the player
212 Clock.schedule_once(self.timed_move, 0.02)
214 Clock.schedule_once(self.timed_move, 1)
216 def check_caught(self):
217 return self.nemesis.pos == self.player.pos
219 def reset_level(self):
220 Clock.unschedule(self.timed_move)
221 self.timer_set = False
222 self.move_counter = 0
223 if self.nemesis_tile:
224 self.remove_widget(self.nemesis_tile)
225 self.nemesis.reset_pos()
227 def load_level(self):
229 self.level_obj.load_tiles()
230 self.player.pos = self.level_obj.enter_pos
231 self.remove_widget(self.player_tile)
232 self.view.scroll_x = 0
233 self.view.scroll_y = 0
240 def check_state(self):
241 if not self.level_obj:
243 if self.level_obj.at_exit(self.player.pos):
246 self.level_obj = self.level_list.advance_to_next_level()
247 if not self.load_level():
248 self.app.game_over(True)
250 elif self.check_caught():
254 self.app.game_over(False)
256 elif self.level_obj.is_button(self.player.pos):
257 self.level_obj.trigger_button(self.player.pos)
258 elif self.level_obj.is_button(self.nemesis.pos):
259 self.level_obj.trigger_button(self.nemesis.pos)
260 for map_pos, new_tile in self.level_obj.get_changed_tiles():
261 pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
262 self.draw_tile(pos, new_tile)
264 def _calc_mouse_pos(self, pos):
265 pos = self.to_local(*pos)
266 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
268 def on_touch_down(self, touch):
269 pos = self._calc_mouse_pos(touch.pos)
270 if pos == self.player.pos:
271 self.mouse_move = True
272 self.mouse_start = pos
274 def on_touch_up(self, touch):
275 self.mouse_move = False
277 def on_touch_move(self, touch):
279 pos = self._calc_mouse_pos(touch.pos)
280 if (pos[0] - self.mouse_start[0] != 0) or (
281 pos[1] - self.mouse_start[1] != 0):
282 direction = (pos[0] - self.mouse_start[0],
283 pos[1] - self.mouse_start[1])
284 self.do_move(direction)
285 self.mouse_start = pos
288 class Screen(Widget):
293 def __init__(self, app):
294 super(Screen, self).__init__()
295 self.image = load_image(self.BACKGROUND)
298 Rectangle(pos=(0, 0), size=(1026, 760),
299 texture=self.image.texture)
301 self.stop_button = Label(
302 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
306 pos=((1026 - 200) / 2 - 100, 100))
307 self.stop_button.bind(on_ref_press=self.app.stop_app)
308 self.start_button = Label(
309 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
311 markup=True, size=(200, 40),
312 pos=((1026 - 200) / 2 + 100, 100))
313 self.start_button.bind(on_ref_press=self.app.start_game)
314 self.add_widget(self.stop_button)
315 self.add_widget(self.start_button)
318 class IntroScreen(Screen):
320 BACKGROUND = 'screens/intro_screen.png'
321 START = 'Start the Game'
324 class WonScreen(Screen):
326 BACKGROUND = 'screens/won.png'
327 START = 'Play again?'
330 class LostScreen(Screen):
332 BACKGROUND = 'screens/lost.png'
338 title = "Peter's thread snake"
341 super(GameApp, self).__init__()
342 self.levels = LevelList()
345 root = ScrollView(size_hint=(None, None))
349 from kivy.base import EventLoop
350 window = EventLoop.window
351 if platform() == 'android':
352 window.fullscreen = True
353 self.root.size = window.size
354 errors = self.levels.get_errors()
356 popup = Popup(title='Levels excluded',
357 content=Label(text='\n'.join(errors)),
362 def make_intro(self):
363 self.root.clear_widgets()
364 screen = IntroScreen(self)
365 self.root.add_widget(screen)
367 def stop_app(self, label, ref):
370 def start_game(self, label, ref):
372 game = GameWindow(self.levels, self)
374 self.root.clear_widgets()
375 self.root.add_widget(game)
376 # Ensure the player is visible
377 self.root.scroll_x = 0
378 self.root.scroll_y = 0
382 def game_over(self, won):
384 screen = WonScreen(self)
387 screen = LostScreen(self)
388 self.root.clear_widgets()
389 self.root.add_widget(screen)
393 """ Erdslangetjie, a maze game of eluding nemesis