Redo draw logic to create fewer widgets, which seems the correct approach for kivy
[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.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
13
14 from erdslangetjie.level import LevelList
15 from erdslangetjie.data import load_image, load_sound
16 from erdslangetjie.player import ThePlayer, Nemesis
17
18
19 if platform() != 'android':
20     Config.set('graphics', 'width', '1026')
21     Config.set('graphics', 'height', '760')
22
23
24 class GameWindow(RelativeLayout):
25
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()
30         self.app = app
31
32         cols, rows = self.level_obj.get_size()
33
34         super(GameWindow, self).__init__(
35                 size=(cols * TILE_SIZE, rows * TILE_SIZE),
36                 size_hint=(None, None))
37
38         self.mouse_move = False
39
40         self.caught = load_sound('sounds/caught.ogg')
41
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
49         self.move_counter = 0
50
51         self.player.pos = self.level_obj.enter_pos
52         self.keyboard = None
53         self._key_bound = False
54         self._background = None
55
56     def build(self):
57         if platform() != 'android' and not self.keyboard:
58             # Very hack'ish
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,
65             # so re-add it here
66             self._key_bound = True
67             self.keyboard.bind(on_key_down=self._on_key_down)
68         self.clear_widgets()
69         self._background = Widget(size=self.size, pos=(0, 0))
70         tiles = self.level_obj.get_tiles()
71         bx, by = 0, 0
72         for tile_line in tiles:
73             bx = 0
74             for tile in tile_line:
75                 self.draw_tile((bx, by), tile)
76                 bx += TILE_SIZE
77             by += TILE_SIZE
78         self.add_widget(self._background)
79
80     def draw_tile(self, pos, tile):
81         with self._background.canvas:
82             Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
83                     texture=tile.texture)
84
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]
90
91     def draw_player(self):
92         if self.player_tile:
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),
97                 pos=sprite_pos)
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),
110                 (0, 0)]:
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:
117                 continue
118             if check_point[1] < 0:
119                 continue
120             if check_point[0] >= self.size[0]:
121                 continue
122             if check_point[1] >= self.size[1]:
123                 continue
124             while not self.included(true_point, 0):
125                 # Scroll ourselves
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)
138
139     def included(self, point, margin):
140         if point[0] < margin:
141             return False
142         if point[0] >= self.view.size[0] - margin:
143             return False
144         if point[1] < margin:
145             return False
146         if point[1] >= self.view.size[1] - margin:
147             return False
148         return True
149
150     def draw_nemesis(self):
151         if not self.nemesis.on_board():
152             return
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),
158                 pos=sprite_pos)
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)
163
164     def _closed(self):
165         if self.keyboard:
166             self._key_bound = False
167             self.keyboard.unbind(on_key_down=self._on_key_down)
168
169     def _on_key_down(self, keyboard, keycode, text, modifiers):
170         direction = None
171         letter = keycode[1].lower()
172         if letter in UP:
173             direction = (0, 1)
174         elif letter in DOWN:
175             direction = (0, -1)
176         elif letter in LEFT:
177             direction = (-1, 0)
178         elif letter in RIGHT:
179             direction = (1, 0)
180         if direction:
181             self.do_move(direction)
182
183     def do_move(self, direction):
184         if not self.level_obj:
185             return
186         # Do nothing on null moves
187         if not self.player.move(direction, self.level_obj):
188             return
189         self.check_state()
190         self.do_nemesis_move()
191
192     def do_nemesis_move(self):
193         self.nemesis.move(self.level_obj, self.player.pos)
194         self.check_state()
195         if self.move_counter > 4:
196             self.move_counter = 0
197             self.draw_nemesis()
198             self.nemesis.move(self.level_obj, self.player.pos)
199             self.check_state()
200         else:
201             self.move_counter += 1
202         self.draw_nemesis()
203         self.draw_player()
204         self.reset_timer()
205
206     def timed_move(self, event):
207         if not self.level_obj:
208             return
209         self.do_nemesis_move()
210
211     def reset_timer(self):
212         self.timer_set = True
213         Clock.unschedule(self.timed_move)
214         Clock.schedule_once(self.timed_move, 3)
215
216     def check_caught(self):
217         return self.nemesis.pos == self.player.pos
218
219     def stop_game(self):
220         Clock.unschedule(self.timed_move)
221         if self.nemesis_tile:
222             self.remove_widget(self.nemesis_tile)
223         self.nemesis.reset_pos()
224
225     def reset_level(self):
226         Clock.unschedule(self.timed_move)
227         self.timer_set = False
228         self.move_counter = 0
229         if self.nemesis_tile:
230             self.remove_widget(self.nemesis_tile)
231         self.nemesis.reset_pos()
232
233     def load_level(self):
234         if self.level_obj:
235             self.level_obj.load_tiles()
236             self.player.pos = self.level_obj.enter_pos
237             if self.player_tile:
238                 self.remove_widget(self.player_tile)
239             self.view.scroll_x = 0
240             self.view.scroll_y = 0
241             self.build()
242             self.draw_nemesis()
243             self.draw_player()
244             return True
245         return False
246
247     def do_reload(self):
248         self.level_obj = self.level_list.get_current_level()
249
250     def check_state(self):
251         if not self.level_obj:
252             return
253         if self.level_obj.at_exit(self.player.pos):
254             self.reset_level()
255             # Jump to next level
256             self.level_obj = self.level_list.advance_to_next_level()
257             if not self.load_level():
258                 self._closed()
259                 self.app.game_over(True)
260             return
261         elif self.check_caught():
262             # Caught
263             if self.app.config.getdefault('bane', 'sound', '0') != '0':
264                 self.caught.play()
265             self.reset_level()
266             self._closed()
267             self.app.game_over(False)
268             return
269         elif self.level_obj.is_button(self.player.pos):
270             self.level_obj.trigger_button(self.player.pos)
271         elif self.level_obj.is_button(self.nemesis.pos):
272             self.level_obj.trigger_button(self.nemesis.pos)
273         for map_pos, new_tile in self.level_obj.get_changed_tiles():
274             pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
275             self.draw_tile(pos, new_tile)
276
277     def _calc_mouse_pos(self, pos):
278         pos = self.to_local(*pos)
279         return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
280
281     def _near_player(self, pos):
282         return (abs(pos[0] - self.player.pos[0]) < 2 and
283                 abs(pos[1] - self.player.pos[1]) < 2)
284
285     def on_touch_down(self, touch):
286         pos = self._calc_mouse_pos(touch.pos)
287         if self._near_player(pos):
288             self.mouse_move = True
289             self.mouse_start = pos
290
291     def on_touch_up(self, touch):
292         self.mouse_move = False
293
294     def on_touch_move(self, touch):
295         if self.mouse_move:
296             pos = self._calc_mouse_pos(touch.pos)
297             if (pos[0] - self.mouse_start[0] != 0) or (
298                     pos[1] - self.mouse_start[1] != 0):
299                 direction = (pos[0] - self.mouse_start[0],
300                         pos[1] - self.mouse_start[1])
301                 self.do_move(direction)
302                 self.mouse_start = pos
303
304
305 class Screen(Widget):
306
307     BACKGROUND = None
308     START = 'Start'
309
310     def __init__(self, app):
311         super(Screen, self).__init__()
312         self.image = load_image(self.BACKGROUND)
313         self.app = app
314         with self.canvas:
315             Rectangle(pos=(0, 0), size=(1026, 760),
316                     texture=self.image.texture)
317
318         self.stop_button = Label(
319                 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
320                 font_size=30,
321                 markup=True,
322                 size=(200, 40),
323                 pos=((1026 - 200) / 2 - 100, 100))
324         self.stop_button.bind(on_ref_press=self.app.stop_app)
325         self.start_button = Label(
326                 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
327                 font_size=30,
328                 markup=True, size=(200, 40),
329                 pos=((1026 - 200) / 2 + 100, 100))
330         self.start_button.bind(on_ref_press=self.app.start_game)
331         self.add_widget(self.stop_button)
332         self.add_widget(self.start_button)
333
334
335 class IntroScreen(Screen):
336
337     BACKGROUND = 'screens/intro_screen.png'
338     START = 'Start the Game'
339
340
341 class WonScreen(Screen):
342
343     BACKGROUND = 'screens/won.png'
344     START = 'Play again?'
345
346
347 class LostScreen(Screen):
348
349     BACKGROUND = 'screens/lost.png'
350     START = 'Retry?'
351
352
353 class GameApp(App):
354
355     title = "Bane's Befuddlement"
356
357     def __init__(self):
358         super(GameApp, self).__init__()
359         self.levels = LevelList()
360         self.game = None
361
362     def build_config(self, config):
363         config.setdefaults('bane', {
364             'start_level': 'levels/level1.txt',
365             'sound': 'True'
366             })
367
368     def build_settings(self, settings):
369         config_json = """[
370             { "type": "title",
371               "title": "Bane's Befuddlement"
372             },
373
374             { "type": "options",
375               "title": "Start Level",
376               "desc": "Level to start at",
377               "section": "bane",
378               "key": "start_level",
379               "options": ["%s"] },
380
381             { "type": "bool",
382               "title": "Sound",
383               "desc": "Enable sound",
384               "section": "bane",
385               "key": "sound"
386              }
387              ]""" % '", "'.join(self.levels.get_level_names())
388         settings.add_json_panel("Bane's Befuddlement",
389                 self.config, data=config_json)
390
391     def build(self):
392         root = ScrollView(size_hint=(None, None))
393         level_name = self.config.getdefault('bane', 'start_level', None)
394         if level_name:
395             self.levels.set_level_to(level_name)
396         self.game = GameWindow(self.levels, self)
397         return root
398
399     def on_start(self):
400         from kivy.base import EventLoop
401         window = EventLoop.window
402         if platform() == 'android':
403             window.fullscreen = True
404         self.root.size = window.size
405         errors = self.levels.get_errors()
406         if errors:
407             popup = Popup(title='Levels excluded',
408                     content=Label(text='\n'.join(errors)),
409                     size_hint=(.5, .5))
410             popup.open()
411         self.make_intro()
412
413     def make_intro(self):
414         self.root.clear_widgets()
415         screen = IntroScreen(self)
416         self.root.add_widget(screen)
417
418     def stop_app(self, label, ref):
419         self.stop()
420
421     def start_game(self, label, ref):
422         """Start the game"""
423         self.root.clear_widgets()
424         self.root.add_widget(self.game)
425         self.game.fix_scroll_margins()
426         self.game.reset_level()
427         self.game.load_level()
428         # Ensure the player is visible
429         self.root.scroll_x = 0
430         self.root.scroll_y = 0
431         self.game.draw_player()
432         self.game.draw_nemesis()
433
434     def game_over(self, won):
435         if won:
436             screen = WonScreen(self)
437             self.levels.reset()
438             self.game.do_reload()
439         else:
440             screen = LostScreen(self)
441         self.game.stop_game()
442         self.root.clear_widgets()
443         self.root.add_widget(screen)
444
445
446 def main():
447     """ Erdslangetjie, a maze game of eluding nemesis
448     """
449     GameApp().run()