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 # Avoid an infinite loop that can happen we
131 if self.view.scroll_x > 0.99:
133 elif true_point[0] < 0:
134 self.view.scroll_x -= self.x_scroll_margin
135 true_point = self.to_parent(*check_point)
137 if self.view.scroll_x < 0.01:
139 elif true_point[1] >= self.view.size[1]:
140 self.view.scroll_y += self.y_scroll_margin
141 true_point = self.to_parent(*check_point)
143 if self.view.scroll_y > 0.99:
145 elif true_point[1] < 0:
146 self.view.scroll_y -= self.y_scroll_margin
147 true_point = self.to_parent(*check_point)
149 if self.view.scroll_y < 0.01:
152 def included(self, point, margin):
153 if point[0] < margin:
155 if point[0] >= self.view.size[0] - margin:
157 if point[1] < margin:
159 if point[1] >= self.view.size[1] - margin:
163 def draw_nemesis(self):
164 if not self.nemesis.on_board():
166 if self.nemesis_tile:
167 self.remove_widget(self.nemesis_tile)
168 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
169 self.nemesis.pos[1] * TILE_SIZE)
170 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
172 with self.nemesis_tile.canvas:
173 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
174 texture=self.nemesis.get_texture())
175 self.add_widget(self.nemesis_tile)
179 self._key_bound = False
180 self.keyboard.unbind(on_key_down=self._on_key_down)
182 def _on_key_down(self, keyboard, keycode, text, modifiers):
184 letter = keycode[1].lower()
191 elif letter in RIGHT:
194 self.do_move(direction)
196 def do_move(self, direction):
197 if not self.level_obj:
199 # Do nothing on null moves
200 if not self.player.move(direction, self.level_obj):
202 if self.check_state():
204 self.do_nemesis_move()
206 def do_nemesis_move(self):
207 self.nemesis.move(self.level_obj, self.player.pos)
208 if self.check_state():
210 if self.move_counter > 4:
211 self.move_counter = 0
213 self.nemesis.move(self.level_obj, self.player.pos)
214 if self.check_state():
217 self.move_counter += 1
222 def timed_move(self, event):
223 if not self.level_obj:
225 self.do_nemesis_move()
227 def reset_timer(self):
228 self.timer_set = True
229 Clock.unschedule(self.timed_move)
230 Clock.schedule_once(self.timed_move, 3)
232 def check_caught(self):
233 return self.nemesis.pos == self.player.pos
236 Clock.unschedule(self.timed_move)
237 if self.nemesis_tile:
238 self.remove_widget(self.nemesis_tile)
239 self.nemesis.reset_pos()
241 def reset_level(self):
242 Clock.unschedule(self.timed_move)
243 self.timer_set = False
244 self.move_counter = 0
245 if self.nemesis_tile:
246 self.remove_widget(self.nemesis_tile)
247 self.nemesis.reset_pos()
249 def load_level(self):
251 self.level_obj.load_tiles()
252 self.player.pos = self.level_obj.enter_pos
254 self.remove_widget(self.player_tile)
255 self.view.scroll_x = 0
256 self.view.scroll_y = 0
264 self.level_obj = self.level_list.get_current_level()
266 def check_state(self):
267 if not self.level_obj:
269 if self.level_obj.at_exit(self.player.pos):
272 self.level_obj = self.level_list.advance_to_next_level()
273 if not self.load_level():
275 self.app.game_over(True)
277 elif self.check_caught():
279 if self.app.config.getdefault('bane', 'sound', '0') != '0':
283 self.app.game_over(False)
285 elif self.level_obj.is_button(self.player.pos):
286 self.level_obj.trigger_button(self.player.pos)
287 elif self.level_obj.is_button(self.nemesis.pos):
288 self.level_obj.trigger_button(self.nemesis.pos)
289 for map_pos, new_tile in self.level_obj.get_changed_tiles():
290 pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
291 self.draw_tile(pos, new_tile)
294 def _calc_mouse_pos(self, pos):
295 pos = self.to_local(*pos)
296 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
298 def _near_player(self, pos):
299 return (abs(pos[0] - self.player.pos[0]) < 2 and
300 abs(pos[1] - self.player.pos[1]) < 2)
302 def on_touch_down(self, touch):
303 pos = self._calc_mouse_pos(touch.pos)
304 if self._near_player(pos):
305 self.mouse_move = True
306 self.mouse_start = pos
308 def on_touch_up(self, touch):
309 self.mouse_move = False
311 def on_touch_move(self, touch):
313 pos = self._calc_mouse_pos(touch.pos)
314 if (pos[0] - self.mouse_start[0] != 0) or (
315 pos[1] - self.mouse_start[1] != 0):
316 direction = (pos[0] - self.mouse_start[0],
317 pos[1] - self.mouse_start[1])
318 self.do_move(direction)
319 self.mouse_start = pos
322 class Screen(Widget):
327 def __init__(self, app):
328 super(Screen, self).__init__()
329 self.image = load_image(self.BACKGROUND)
332 Rectangle(pos=(0, 0), size=(1026, 760),
333 texture=self.image.texture)
335 self.stop_button = Label(
336 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
340 pos=((1026 - 200) / 2 - 100, 100))
341 self.stop_button.bind(on_ref_press=self.app.stop_app)
342 self.start_button = Label(
343 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
345 markup=True, size=(200, 40),
346 pos=((1026 - 200) / 2 + 100, 100))
347 self.start_button.bind(on_ref_press=self.app.start_game)
348 self.add_widget(self.stop_button)
349 self.add_widget(self.start_button)
352 class IntroScreen(Screen):
354 BACKGROUND = 'screens/intro_screen.png'
355 START = 'Start the Game'
358 class WonScreen(Screen):
360 BACKGROUND = 'screens/won.png'
361 START = 'Play again?'
364 class LostScreen(Screen):
366 BACKGROUND = 'screens/lost.png'
372 title = "Bane's Befuddlement"
375 super(GameApp, self).__init__()
376 self.levels = LevelList()
379 def build_config(self, config):
380 config.setdefaults('bane', {
381 'start_level': 'levels/level1.txt',
385 def build_settings(self, settings):
388 "title": "Bane's Befuddlement"
392 "title": "Start Level",
393 "desc": "Level to start at",
395 "key": "start_level",
400 "desc": "Enable sound",
404 ]""" % '", "'.join(self.levels.get_level_names())
405 settings.add_json_panel("Bane's Befuddlement",
406 self.config, data=config_json)
409 root = ScrollView(size_hint=(None, None))
410 level_name = self.config.getdefault('bane', 'start_level', None)
412 self.levels.set_level_to(level_name)
413 self.game = GameWindow(self.levels, self)
417 from kivy.base import EventLoop
418 window = EventLoop.window
419 if platform() == 'android':
420 window.fullscreen = True
421 self.root.size = window.size
422 errors = self.levels.get_errors()
424 popup = Popup(title='Levels excluded',
425 content=Label(text='\n'.join(errors)),
430 def make_intro(self):
431 self.root.clear_widgets()
432 screen = IntroScreen(self)
433 self.root.add_widget(screen)
435 def stop_app(self, label, ref):
438 def start_game(self, label, ref):
440 self.root.clear_widgets()
441 self.root.add_widget(self.game)
442 self.game.fix_scroll_margins()
443 self.game.reset_level()
444 self.game.load_level()
445 # Ensure the player is visible
446 self.root.scroll_x = 0
447 self.root.scroll_y = 0
448 self.game.draw_player()
449 self.game.draw_nemesis()
451 def game_over(self, won):
453 screen = WonScreen(self)
455 self.game.do_reload()
457 screen = LostScreen(self)
458 self.game.stop_game()
459 self.root.clear_widgets()
460 self.root.add_widget(screen)
464 """ Erdslangetjie, a maze game of eluding nemesis