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