Avoid a infinite loop when scrolling is involved
[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                     # Avoid an infinite loop that can happen we
130                     # changing screens
131                     if self.view.scroll_x > 0.99:
132                         return
133                 elif true_point[0] < 0:
134                     self.view.scroll_x -= self.x_scroll_margin
135                     true_point = self.to_parent(*check_point)
136                     # See above
137                     if self.view.scroll_x < 0.01:
138                         return
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)
142                     # See above
143                     if self.view.scroll_y > 0.99:
144                         return
145                 elif true_point[1] < 0:
146                     self.view.scroll_y -= self.y_scroll_margin
147                     true_point = self.to_parent(*check_point)
148                     # See above
149                     if self.view.scroll_y < 0.01:
150                         return
151
152     def included(self, point, margin):
153         if point[0] < margin:
154             return False
155         if point[0] >= self.view.size[0] - margin:
156             return False
157         if point[1] < margin:
158             return False
159         if point[1] >= self.view.size[1] - margin:
160             return False
161         return True
162
163     def draw_nemesis(self):
164         if not self.nemesis.on_board():
165             return
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),
171                 pos=sprite_pos)
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)
176
177     def _closed(self):
178         if self.keyboard:
179             self._key_bound = False
180             self.keyboard.unbind(on_key_down=self._on_key_down)
181
182     def _on_key_down(self, keyboard, keycode, text, modifiers):
183         direction = None
184         letter = keycode[1].lower()
185         if letter in UP:
186             direction = (0, 1)
187         elif letter in DOWN:
188             direction = (0, -1)
189         elif letter in LEFT:
190             direction = (-1, 0)
191         elif letter in RIGHT:
192             direction = (1, 0)
193         if direction:
194             self.do_move(direction)
195
196     def do_move(self, direction):
197         if not self.level_obj:
198             return
199         # Do nothing on null moves
200         if not self.player.move(direction, self.level_obj):
201             return
202         if self.check_state():
203             return
204         self.do_nemesis_move()
205
206     def do_nemesis_move(self):
207         self.nemesis.move(self.level_obj, self.player.pos)
208         if self.check_state():
209             return
210         if self.move_counter > 4:
211             self.move_counter = 0
212             self.draw_nemesis()
213             self.nemesis.move(self.level_obj, self.player.pos)
214             if self.check_state():
215                 return
216         else:
217             self.move_counter += 1
218         self.draw_nemesis()
219         self.draw_player()
220         self.reset_timer()
221
222     def timed_move(self, event):
223         if not self.level_obj:
224             return
225         self.do_nemesis_move()
226
227     def reset_timer(self):
228         self.timer_set = True
229         Clock.unschedule(self.timed_move)
230         Clock.schedule_once(self.timed_move, 3)
231
232     def check_caught(self):
233         return self.nemesis.pos == self.player.pos
234
235     def stop_game(self):
236         Clock.unschedule(self.timed_move)
237         if self.nemesis_tile:
238             self.remove_widget(self.nemesis_tile)
239         self.nemesis.reset_pos()
240
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()
248
249     def load_level(self):
250         if self.level_obj:
251             self.level_obj.load_tiles()
252             self.player.pos = self.level_obj.enter_pos
253             if self.player_tile:
254                 self.remove_widget(self.player_tile)
255             self.view.scroll_x = 0
256             self.view.scroll_y = 0
257             self.build()
258             self.draw_nemesis()
259             self.draw_player()
260             return True
261         return False
262
263     def do_reload(self):
264         self.level_obj = self.level_list.get_current_level()
265
266     def check_state(self):
267         if not self.level_obj:
268             return True
269         if self.level_obj.at_exit(self.player.pos):
270             self.reset_level()
271             # Jump to next level
272             self.level_obj = self.level_list.advance_to_next_level()
273             if not self.load_level():
274                 self._closed()
275                 self.app.game_over(True)
276             return True
277         elif self.check_caught():
278             # Caught
279             if self.app.config.getdefault('bane', 'sound', '0') != '0':
280                 self.caught.play()
281             self.reset_level()
282             self._closed()
283             self.app.game_over(False)
284             return True
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)
292         return False
293
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))
297
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)
301
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
307
308     def on_touch_up(self, touch):
309         self.mouse_move = False
310
311     def on_touch_move(self, touch):
312         if self.mouse_move:
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
320
321
322 class Screen(Widget):
323
324     BACKGROUND = None
325     START = 'Start'
326
327     def __init__(self, app):
328         super(Screen, self).__init__()
329         self.image = load_image(self.BACKGROUND)
330         self.app = app
331         with self.canvas:
332             Rectangle(pos=(0, 0), size=(1026, 760),
333                     texture=self.image.texture)
334
335         self.stop_button = Label(
336                 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
337                 font_size=30,
338                 markup=True,
339                 size=(200, 40),
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,
344                 font_size=30,
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)
350
351
352 class IntroScreen(Screen):
353
354     BACKGROUND = 'screens/intro_screen.png'
355     START = 'Start the Game'
356
357
358 class WonScreen(Screen):
359
360     BACKGROUND = 'screens/won.png'
361     START = 'Play again?'
362
363
364 class LostScreen(Screen):
365
366     BACKGROUND = 'screens/lost.png'
367     START = 'Retry?'
368
369
370 class GameApp(App):
371
372     title = "Bane's Befuddlement"
373
374     def __init__(self):
375         super(GameApp, self).__init__()
376         self.levels = LevelList()
377         self.game = None
378
379     def build_config(self, config):
380         config.setdefaults('bane', {
381             'start_level': 'levels/level1.txt',
382             'sound': 'True'
383             })
384
385     def build_settings(self, settings):
386         config_json = """[
387             { "type": "title",
388               "title": "Bane's Befuddlement"
389             },
390
391             { "type": "options",
392               "title": "Start Level",
393               "desc": "Level to start at",
394               "section": "bane",
395               "key": "start_level",
396               "options": ["%s"] },
397
398             { "type": "bool",
399               "title": "Sound",
400               "desc": "Enable sound",
401               "section": "bane",
402               "key": "sound"
403              }
404              ]""" % '", "'.join(self.levels.get_level_names())
405         settings.add_json_panel("Bane's Befuddlement",
406                 self.config, data=config_json)
407
408     def build(self):
409         root = ScrollView(size_hint=(None, None))
410         level_name = self.config.getdefault('bane', 'start_level', None)
411         if level_name:
412             self.levels.set_level_to(level_name)
413         self.game = GameWindow(self.levels, self)
414         return root
415
416     def on_start(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()
423         if errors:
424             popup = Popup(title='Levels excluded',
425                     content=Label(text='\n'.join(errors)),
426                     size_hint=(.5, .5))
427             popup.open()
428         self.make_intro()
429
430     def make_intro(self):
431         self.root.clear_widgets()
432         screen = IntroScreen(self)
433         self.root.add_widget(screen)
434
435     def stop_app(self, label, ref):
436         self.stop()
437
438     def start_game(self, label, ref):
439         """Start the game"""
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()
450
451     def game_over(self, won):
452         if won:
453             screen = WonScreen(self)
454             self.levels.reset()
455             self.game.do_reload()
456         else:
457             screen = LostScreen(self)
458         self.game.stop_game()
459         self.root.clear_widgets()
460         self.root.add_widget(screen)
461
462
463 def main():
464     """ Erdslangetjie, a maze game of eluding nemesis
465     """
466     GameApp().run()