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
53 self.player.pos = self.level_obj.enter_pos
54 if platform() != 'android':
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)
65 tiles = self.level_obj.get_tiles()
67 for tile_line in tiles:
69 for tile in tile_line:
70 self.draw_tile((bx, by), tile)
74 def draw_tile(self, pos, tile):
76 self.remove_widget(self.tiles[pos])
77 node = Widget(size=(TILE_SIZE, TILE_SIZE),
78 pos=pos, size_hint=(None, None))
82 Rectangle(pos=node.pos, size=node.size,
84 self.tiles[pos] = node
86 def draw_player(self):
88 self.remove_widget(self.player_tile)
89 sprite_pos = (self.player.pos[0] * TILE_SIZE,
90 self.player.pos[1] * TILE_SIZE)
91 self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
93 with self.player_tile.canvas:
95 Rectangle(pos=sprite_pos, size=self.player_tile.size,
96 texture=self.player.get_texture())
97 self.add_widget(self.player_tile)
98 for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
99 (-TILE_SIZE + 1, TILE_SIZE - 1),
100 (TILE_SIZE - 1, -TILE_SIZE + 1),
101 (-TILE_SIZE + 1, -TILE_SIZE + 1),
102 (0, 2 * TILE_SIZE - 2),
103 (-2 * TILE_SIZE + 2, 0),
104 (2 * TILE_SIZE - 2, 0),
105 (0, -2 * TILE_SIZE + 2),
107 # Aim is to ensure a 'neighbourhood' around the player
108 # is visible if possible
109 check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
110 sprite_pos[1] + offset[1] + TILE_SIZE / 2)
111 true_point = self.to_parent(*check_point)
112 if check_point[0] < 0:
114 if check_point[1] < 0:
116 if check_point[0] >= self.size[0]:
118 if check_point[1] >= self.size[1]:
120 while not self.included(true_point, 0):
122 if true_point[0] >= self.view.size[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[0] < 0:
127 self.view.scroll_x -= self.x_scroll_margin
128 true_point = self.to_parent(*check_point)
129 #print '+x', self.view.scroll_x, self.view.scroll_y
130 elif true_point[1] >= self.view.size[1]:
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 elif true_point[1] < 0:
135 self.view.scroll_y -= self.y_scroll_margin
136 true_point = self.to_parent(*check_point)
137 #print '-y', self.view.scroll_x, self.view.scroll_y
138 #print true_point, self.view.size
140 def included(self, point, margin):
141 if point[0] < margin:
143 if point[0] >= self.view.size[0] - margin:
145 if point[1] < margin:
147 if point[1] >= self.view.size[1] - margin:
151 def draw_nemesis(self):
152 if not self.nemesis.on_board():
154 if self.nemesis_tile:
155 self.remove_widget(self.nemesis_tile)
156 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
157 self.nemesis.pos[1] * TILE_SIZE)
158 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
160 with self.nemesis_tile.canvas:
162 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
163 texture=self.nemesis.get_texture())
164 self.add_widget(self.nemesis_tile)
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):
190 self.do_nemesis_move()
192 def do_nemesis_move(self):
193 self.nemesis.move(self.level_obj, self.player.pos)
199 def timed_move(self, event):
200 if not self.level_obj:
202 self.do_nemesis_move()
204 def reset_timer(self):
205 self.timer_set = True
206 Clock.unschedule(self.timed_move)
207 Clock.schedule_once(self.timed_move, 0.5)
209 def check_caught(self):
210 return self.nemesis.pos == self.player.pos
212 def reset_level(self):
213 Clock.unschedule(self.timed_move)
214 self.timer_set = False
215 if self.nemesis_tile:
216 self.remove_widget(self.nemesis_tile)
217 self.nemesis.reset_pos()
219 self.level_obj.load_tiles()
220 self.player.pos = self.level_obj.enter_pos
221 self.remove_widget(self.player_tile)
222 self.view.scroll_x = 0
223 self.view.scroll_y = 0
230 def check_state(self):
231 if not self.level_obj:
233 if self.level_obj.at_exit(self.player.pos):
235 self.level_obj = self.level_list.advance_to_next_level()
236 if not self.reset_level():
237 self.app.game_over(True)
239 elif self.check_caught():
241 self.app.game_over(False)
243 elif self.level_obj.is_button(self.player.pos):
244 self.level_obj.trigger_button(self.player.pos)
245 elif self.level_obj.is_button(self.nemesis.pos):
246 self.level_obj.trigger_button(self.nemesis.pos)
247 for map_pos, new_tile in self.level_obj.get_changed_tiles():
248 pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
249 self.draw_tile(pos, new_tile)
251 def _calc_mouse_pos(self, pos):
252 pos = self.to_local(*pos)
253 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
255 def on_touch_down(self, touch):
256 pos = self._calc_mouse_pos(touch.pos)
257 if pos == self.player.pos:
258 self.mouse_move = True
259 self.mouse_start = pos
261 def on_touch_up(self, touch):
262 self.mouse_move = False
264 def on_touch_move(self, touch):
266 pos = self._calc_mouse_pos(touch.pos)
267 if (pos[0] - self.mouse_start[0] != 0) or (
268 pos[1] - self.mouse_start[1] != 0):
269 direction = (pos[0] - self.mouse_start[0],
270 pos[1] - self.mouse_start[1])
271 self.do_move(direction)
272 self.mouse_start = pos
275 class Screen(Widget):
280 def __init__(self, app):
281 super(Screen, self).__init__()
282 self.image = load_image(self.BACKGROUND)
285 Rectangle(pos=(0, 0), size=(1026, 760),
286 texture=self.image.texture)
288 self.stop_button = Label(
289 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
293 pos=((1026 - 200) / 2 - 100, 100))
294 self.stop_button.bind(on_ref_press=self.app.stop_app)
295 self.start_button = Label(
296 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
298 markup=True, size=(200, 40),
299 pos=((1026 - 200) / 2 + 100, 100))
300 self.start_button.bind(on_ref_press=self.app.start_game)
301 self.add_widget(self.stop_button)
302 self.add_widget(self.start_button)
305 class IntroScreen(Screen):
307 BACKGROUND = 'screens/intro_screen.png'
308 START = 'Start the Game'
311 class WonScreen(Screen):
313 BACKGROUND = 'screens/won.png'
314 START = 'Play again?'
317 class LostScreen(Screen):
319 BACKGROUND = 'screens/lost.png'
325 title = "Peter's thread snake"
328 super(GameApp, self).__init__()
329 self.levels = LevelList()
332 root = ScrollView(size_hint=(None, None))
336 from kivy.base import EventLoop
337 window = EventLoop.window
338 if platform() == 'android':
339 window.fullscreen = True
340 self.root.size = window.size
341 errors = self.levels.get_errors()
343 popup = Popup(title='Levels excluded',
344 content=Label(text='\n'.join(errors)),
349 def make_intro(self):
350 self.root.clear_widgets()
351 screen = IntroScreen(self)
352 self.root.add_widget(screen)
354 def stop_app(self, label, ref):
357 def start_game(self, label, ref):
359 game = GameWindow(self.levels, self)
361 self.root.clear_widgets()
362 self.root.add_widget(game)
363 # Ensure the player is visible
364 self.root.scroll_x = 0
365 self.root.scroll_y = 0
369 def game_over(self, won):
371 screen = WonScreen(self)
374 screen = LostScreen(self)
375 self.root.clear_widgets()
376 self.root.add_widget(screen)
380 """ Erdslangetjie, a maze game of eluding nemesis