Fix corner case crash
[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.graphics import Color, Rectangle
9 from kivy.utils import platform
10 from kivy.clock import Clock
11 from kivy.config import Config
12
13 from erdslangetjie.level import LevelList
14 from erdslangetjie.data import load_image
15 from erdslangetjie.player import ThePlayer, Nemesis
16
17
18 if platform() != 'android':
19     Config.set('graphics', 'width', '1026')
20     Config.set('graphics', 'height', '760')
21
22
23 class GameWindow(RelativeLayout):
24
25     def __init__(self, level_list, app):
26         self.level_list = level_list
27         self.level_obj = self.level_list.get_current_level()
28         self.level_obj.load_tiles()
29         self.tiles = {}
30         self.view = app.root
31         self.app = app
32
33         cols, rows = self.level_obj.get_size()
34
35         super(GameWindow, self).__init__(
36                 size=(cols * TILE_SIZE, rows * TILE_SIZE),
37                 size_hint=(None, None))
38
39         self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
40         self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
41
42         self.mouse_move = False
43
44         self.player = ThePlayer()
45         self.nemesis = Nemesis()
46         if not self.level_obj.enter_pos:
47             raise RuntimeError('No entry point')
48         self.player_tile = None
49         self.nemesis_tile = None
50         self.timer_set = False
51
52         self.player.pos = self.level_obj.enter_pos
53         if platform() != 'android':
54             # Very hack'ish
55             # We need to delay this import until after the window creation by
56             # the app, else our size config doesn't work
57             from kivy.core.window import Window
58             self.keyboard = Window.request_keyboard(self._closed, self)
59             self.keyboard.bind(on_key_down=self._on_key_down)
60
61     def build(self):
62         self.clear_widgets()
63         self.tiles = {}
64         tiles = self.level_obj.get_tiles()
65         bx, by = 0, 0
66         for tile_line in tiles:
67             bx = 0
68             for tile in tile_line:
69                 node = Widget(size=(TILE_SIZE, TILE_SIZE),
70                         pos=(bx, by),
71                         size_hint=(None, None))
72                 self.add_widget(node)
73                 with node.canvas:
74                     Color(1, 1, 1)
75                     Rectangle(pos=node.pos, size=node.size,
76                             texture=tile.texture)
77                 self.tiles[(bx, by)] = node
78                 bx += TILE_SIZE
79             by += TILE_SIZE
80
81     def draw_player(self):
82         if self.player_tile:
83             self.remove_widget(self.player_tile)
84         sprite_pos = (self.player.pos[0] * TILE_SIZE,
85                 self.player.pos[1] * TILE_SIZE)
86         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
87                 pos=sprite_pos)
88         with self.player_tile.canvas:
89             Color(1, 1, 1)
90             Rectangle(pos=sprite_pos, size=self.player_tile.size,
91                     texture=self.player.get_texture())
92         self.add_widget(self.player_tile)
93         for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
94                 (-TILE_SIZE + 1, TILE_SIZE - 1),
95                 (TILE_SIZE - 1, -TILE_SIZE + 1),
96                 (-TILE_SIZE + 1, -TILE_SIZE + 1),
97                 (0, 2 * TILE_SIZE - 2),
98                 (-2 * TILE_SIZE + 2, 0),
99                 (2 * TILE_SIZE - 2, 0),
100                 (0, -2 * TILE_SIZE + 2),
101                 (0, 0)]:
102             # Aim is to ensure a 'neighbourhood' around the player
103             # is visible if possible
104             check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
105                     sprite_pos[1] + offset[1] + TILE_SIZE / 2)
106             true_point = self.to_parent(*check_point)
107             if check_point[0] < 0:
108                 continue
109             if check_point[1] < 0:
110                 continue
111             if check_point[0] >= self.size[0]:
112                 continue
113             if check_point[1] >= self.size[1]:
114                 continue
115             while not self.included(true_point, 0):
116                 # Scroll ourselves
117                 if true_point[0] >= self.view.size[0]:
118                     self.view.scroll_x += self.x_scroll_margin
119                     true_point = self.to_parent(*check_point)
120                     #print '-x', self.view.scroll_x, self.view.scroll_y
121                 elif true_point[0] < 0:
122                     self.view.scroll_x -= self.x_scroll_margin
123                     true_point = self.to_parent(*check_point)
124                     #print '+x', self.view.scroll_x, self.view.scroll_y
125                 elif true_point[1] >= self.view.size[1]:
126                     self.view.scroll_y += self.y_scroll_margin
127                     true_point = self.to_parent(*check_point)
128                     #print '+y', self.view.scroll_x, self.view.scroll_y
129                 elif true_point[1] < 0:
130                     self.view.scroll_y -= self.y_scroll_margin
131                     true_point = self.to_parent(*check_point)
132                     #print '-y', self.view.scroll_x, self.view.scroll_y
133                 #print true_point, self.view.size
134
135     def included(self, point, margin):
136         if point[0] < margin:
137             return False
138         if point[0] >= self.view.size[0] - margin:
139             return False
140         if point[1] < margin:
141             return False
142         if point[1] >= self.view.size[1] - margin:
143             return False
144         return True
145
146     def draw_nemesis(self):
147         if not self.nemesis.on_board():
148             return
149         if self.nemesis_tile:
150             self.remove_widget(self.nemesis_tile)
151         sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
152                 self.nemesis.pos[1] * TILE_SIZE)
153         self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
154                 pos=sprite_pos)
155         with self.nemesis_tile.canvas:
156             Color(1, 1, 1)
157             Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
158                     texture=self.nemesis.get_texture())
159         self.add_widget(self.nemesis_tile)
160
161     def _closed(self):
162         self.keyboard.unbind(on_key_down=self._on_key_down)
163
164     def _on_key_down(self, keyboard, keycode, text, modifiers):
165         direction = None
166         letter = keycode[1].lower()
167         if letter in UP:
168             direction = (0, 1)
169         elif letter in DOWN:
170             direction = (0, -1)
171         elif letter in LEFT:
172             direction = (-1, 0)
173         elif letter in RIGHT:
174             direction = (1, 0)
175         if direction:
176             self.do_move(direction)
177
178     def do_move(self, direction):
179         if not self.level_obj:
180             return
181         self.player.move(direction, self.level_obj)
182         self.draw_player()
183         self.check_state()
184         if not self.timer_set:
185             self.reset_timer()
186
187     def timed_move(self, event):
188         if not self.level_obj:
189             return
190         self.nemesis.move(self.level_obj, self.check_caught)
191         self.draw_nemesis()
192         self.check_state()
193         self.reset_timer()
194
195     def reset_timer(self):
196         self.timer_set = True
197         Clock.unschedule(self.timed_move)
198         Clock.schedule_once(self.timed_move, 0.5)
199
200     def check_caught(self):
201         return self.nemesis.pos == self.player.pos
202
203     def reset_level(self):
204         Clock.unschedule(self.timed_move)
205         self.timer_set = False
206         if self.nemesis_tile:
207             self.remove_widget(self.nemesis_tile)
208         self.nemesis.reset_pos()
209         if self.level_obj:
210             self.level_obj.load_tiles()
211             self.player.pos = self.level_obj.enter_pos
212             self.remove_widget(self.player_tile)
213             self.view.scroll_x = 0
214             self.view.scroll_y = 0
215             self.build()
216             self.draw_nemesis()
217             self.draw_player()
218             return True
219         return False
220
221     def check_state(self):
222         if self.level_obj.at_exit(self.player.pos):
223             # Jump to next level
224             self.level_obj = self.level_list.advance_to_next_level()
225             if not self.reset_level():
226                 self.app.game_over(True)
227         elif self.check_caught():
228             # Caught
229             self.app.game_over(False)
230
231     def _calc_mouse_pos(self, pos):
232         pos = self.to_local(*pos)
233         return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
234
235     def on_touch_down(self, touch):
236         pos = self._calc_mouse_pos(touch.pos)
237         if pos == self.player.pos:
238             self.mouse_move = True
239             self.mouse_start = pos
240
241     def on_touch_up(self, touch):
242         self.mouse_move = False
243
244     def on_touch_move(self, touch):
245         if self.mouse_move:
246             pos = self._calc_mouse_pos(touch.pos)
247             if (pos[0] - self.mouse_start[0] != 0) or (
248                     pos[1] - self.mouse_start[1] != 0):
249                 direction = (pos[0] - self.mouse_start[0],
250                         pos[1] - self.mouse_start[1])
251                 self.do_move(direction)
252                 self.mouse_start = pos
253
254
255 class Screen(Widget):
256
257     BACKGROUND = None
258     START = 'Start'
259
260     def __init__(self, app):
261         super(Screen, self).__init__()
262         self.image = load_image(self.BACKGROUND)
263         self.app = app
264         with self.canvas:
265             Rectangle(pos=(0, 0), size=(1026, 760),
266                     texture=self.image.texture)
267
268         self.stop_button = Label(
269                 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
270                 font_size=30,
271                 markup=True,
272                 size=(200, 40),
273                 pos=((1026 - 200) / 2 - 100, 100))
274         self.stop_button.bind(on_ref_press=self.app.stop_app)
275         self.start_button = Label(
276                 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
277                 font_size=30,
278                 markup=True, size=(200, 40),
279                 pos=((1026 - 200) / 2 + 100, 100))
280         self.start_button.bind(on_ref_press=self.app.start_game)
281         self.add_widget(self.stop_button)
282         self.add_widget(self.start_button)
283
284
285 class IntroScreen(Screen):
286
287     BACKGROUND = 'screens/intro_screen.png'
288     START = 'Start the Game'
289
290
291 class WonScreen(Screen):
292
293     BACKGROUND = 'screens/won.png'
294     START = 'Play again?'
295
296
297 class LostScreen(Screen):
298
299     BACKGROUND = 'screens/lost.png'
300     START = 'Retry?'
301
302
303 class GameApp(App):
304
305     title = "Peter's thread snake"
306
307     def __init__(self):
308         self.levels = LevelList()
309         super(GameApp, self).__init__()
310
311     def build(self):
312         root = ScrollView(size_hint=(None, None))
313         return root
314
315     def on_start(self):
316         from kivy.base import EventLoop
317         window = EventLoop.window
318         if platform() == 'android':
319             window.fullscreen = True
320         self.root.size = window.size
321         self.make_intro()
322
323     def make_intro(self):
324         self.root.clear_widgets()
325         screen = IntroScreen(self)
326         self.root.add_widget(screen)
327
328     def stop_app(self, label, ref):
329         self.stop()
330
331     def start_game(self, label, ref):
332         """Start the game"""
333         game = GameWindow(self.levels, self)
334         game.build()
335         self.root.clear_widgets()
336         self.root.add_widget(game)
337         # Ensure the player is visible
338         self.root.scroll_x = 0
339         self.root.scroll_y = 0
340         game.draw_player()
341         game.draw_nemesis()
342
343     def game_over(self, won):
344         if won:
345             screen = WonScreen(self)
346             self.levels.reset()
347         else:
348             screen = LostScreen(self)
349         self.root.clear_widgets()
350         self.root.add_widget(screen)
351
352
353 def main():
354     """ Erdslangetjie, a maze game of eluding nemesis
355     """
356     GameApp().run()