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, 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()
33 cols, rows = self.level_obj.get_size()
35 super(GameWindow, self).__init__(
36 size=(cols * TILE_SIZE, rows * TILE_SIZE),
37 size_hint=(None, None))
39 self.mouse_move = False
41 self.caught = load_sound('sounds/caught.ogg')
43 self.player = ThePlayer()
44 self.nemesis = Nemesis(self.app.config)
45 if not self.level_obj.enter_pos:
46 raise RuntimeError('No entry point')
47 self.player_tile = None
48 self.nemesis_tile = None
49 self.timer_set = False
52 self.player.pos = self.level_obj.enter_pos
54 self._key_bound = False
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)
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)
79 def draw_tile(self, pos, tile):
81 self.remove_widget(self.tiles[pos])
82 node = Widget(size=(TILE_SIZE, TILE_SIZE),
83 pos=pos, size_hint=(None, None))
87 Rectangle(pos=node.pos, size=node.size,
89 self.tiles[pos] = node
91 def fix_scroll_margins(self):
92 # We need to call this after app.root is set
93 self.view = self.app.root
94 self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
95 self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
97 def draw_player(self):
99 self.remove_widget(self.player_tile)
100 sprite_pos = (self.player.pos[0] * TILE_SIZE,
101 self.player.pos[1] * TILE_SIZE)
102 self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
104 with self.player_tile.canvas:
106 Rectangle(pos=sprite_pos, size=self.player_tile.size,
107 texture=self.player.get_texture())
108 self.add_widget(self.player_tile)
109 for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
110 (-TILE_SIZE + 1, TILE_SIZE - 1),
111 (TILE_SIZE - 1, -TILE_SIZE + 1),
112 (-TILE_SIZE + 1, -TILE_SIZE + 1),
113 (0, 2 * TILE_SIZE - 2),
114 (-2 * TILE_SIZE + 2, 0),
115 (2 * TILE_SIZE - 2, 0),
116 (0, -2 * TILE_SIZE + 2),
118 # Aim is to ensure a 'neighbourhood' around the player
119 # is visible if possible
120 check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
121 sprite_pos[1] + offset[1] + TILE_SIZE / 2)
122 true_point = self.to_parent(*check_point)
123 if check_point[0] < 0:
125 if check_point[1] < 0:
127 if check_point[0] >= self.size[0]:
129 if check_point[1] >= self.size[1]:
131 while not self.included(true_point, 0):
133 if true_point[0] >= self.view.size[0]:
134 self.view.scroll_x += self.x_scroll_margin
135 true_point = self.to_parent(*check_point)
136 elif true_point[0] < 0:
137 self.view.scroll_x -= self.x_scroll_margin
138 true_point = self.to_parent(*check_point)
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 elif true_point[1] < 0:
143 self.view.scroll_y -= self.y_scroll_margin
144 true_point = self.to_parent(*check_point)
146 def included(self, point, margin):
147 if point[0] < margin:
149 if point[0] >= self.view.size[0] - margin:
151 if point[1] < margin:
153 if point[1] >= self.view.size[1] - margin:
157 def draw_nemesis(self):
158 if not self.nemesis.on_board():
160 if self.nemesis_tile:
161 self.remove_widget(self.nemesis_tile)
162 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
163 self.nemesis.pos[1] * TILE_SIZE)
164 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
166 with self.nemesis_tile.canvas:
168 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
169 texture=self.nemesis.get_texture())
170 self.add_widget(self.nemesis_tile)
174 self._key_bound = False
175 self.keyboard.unbind(on_key_down=self._on_key_down)
177 def _on_key_down(self, keyboard, keycode, text, modifiers):
179 letter = keycode[1].lower()
186 elif letter in RIGHT:
189 self.do_move(direction)
191 def do_move(self, direction):
192 if not self.level_obj:
194 # Do nothing on null moves
195 if not self.player.move(direction, self.level_obj):
198 self.do_nemesis_move()
200 def do_nemesis_move(self):
201 self.nemesis.move(self.level_obj, self.player.pos)
203 if self.move_counter > 4:
204 self.move_counter = 0
206 self.nemesis.move(self.level_obj, self.player.pos)
209 self.move_counter += 1
214 def timed_move(self, event):
215 if not self.level_obj:
217 self.do_nemesis_move()
219 def reset_timer(self):
220 self.timer_set = True
221 Clock.unschedule(self.timed_move)
222 Clock.schedule_once(self.timed_move, 3)
224 def check_caught(self):
225 return self.nemesis.pos == self.player.pos
228 Clock.unschedule(self.timed_move)
229 if self.nemesis_tile:
230 self.remove_widget(self.nemesis_tile)
231 self.nemesis.reset_pos()
233 def reset_level(self):
234 Clock.unschedule(self.timed_move)
235 self.timer_set = False
236 self.move_counter = 0
237 if self.nemesis_tile:
238 self.remove_widget(self.nemesis_tile)
239 self.nemesis.reset_pos()
241 def load_level(self):
243 self.level_obj.load_tiles()
244 self.player.pos = self.level_obj.enter_pos
246 self.remove_widget(self.player_tile)
247 self.view.scroll_x = 0
248 self.view.scroll_y = 0
256 self.level_obj = self.level_list.get_current_level()
258 def check_state(self):
259 if not self.level_obj:
261 if self.level_obj.at_exit(self.player.pos):
264 self.level_obj = self.level_list.advance_to_next_level()
265 if not self.load_level():
267 self.app.game_over(True)
269 elif self.check_caught():
271 if self.app.config.getdefault('bane', 'sound', '0') != '0':
275 self.app.game_over(False)
277 elif self.level_obj.is_button(self.player.pos):
278 self.level_obj.trigger_button(self.player.pos)
279 elif self.level_obj.is_button(self.nemesis.pos):
280 self.level_obj.trigger_button(self.nemesis.pos)
281 for map_pos, new_tile in self.level_obj.get_changed_tiles():
282 pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
283 self.draw_tile(pos, new_tile)
285 def _calc_mouse_pos(self, pos):
286 pos = self.to_local(*pos)
287 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
289 def on_touch_down(self, touch):
290 pos = self._calc_mouse_pos(touch.pos)
291 if pos == self.player.pos:
292 self.mouse_move = True
293 self.mouse_start = pos
295 def on_touch_up(self, touch):
296 self.mouse_move = False
298 def on_touch_move(self, touch):
300 pos = self._calc_mouse_pos(touch.pos)
301 if (pos[0] - self.mouse_start[0] != 0) or (
302 pos[1] - self.mouse_start[1] != 0):
303 direction = (pos[0] - self.mouse_start[0],
304 pos[1] - self.mouse_start[1])
305 self.do_move(direction)
306 self.mouse_start = pos
309 class Screen(Widget):
314 def __init__(self, app):
315 super(Screen, self).__init__()
316 self.image = load_image(self.BACKGROUND)
319 Rectangle(pos=(0, 0), size=(1026, 760),
320 texture=self.image.texture)
322 self.stop_button = Label(
323 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
327 pos=((1026 - 200) / 2 - 100, 100))
328 self.stop_button.bind(on_ref_press=self.app.stop_app)
329 self.start_button = Label(
330 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
332 markup=True, size=(200, 40),
333 pos=((1026 - 200) / 2 + 100, 100))
334 self.start_button.bind(on_ref_press=self.app.start_game)
335 self.add_widget(self.stop_button)
336 self.add_widget(self.start_button)
339 class IntroScreen(Screen):
341 BACKGROUND = 'screens/intro_screen.png'
342 START = 'Start the Game'
345 class WonScreen(Screen):
347 BACKGROUND = 'screens/won.png'
348 START = 'Play again?'
351 class LostScreen(Screen):
353 BACKGROUND = 'screens/lost.png'
359 title = "Bane's Befuddlement"
362 super(GameApp, self).__init__()
363 self.levels = LevelList()
366 def build_config(self, config):
367 config.setdefaults('bane', {
368 'start_level': 'levels/level1.txt',
372 def build_settings(self, settings):
375 "title": "Bane's Befuddlement"
379 "title": "Start Level",
380 "desc": "Level to start at",
382 "key": "start_level",
387 "desc": "Enable sound",
391 ]""" % '", "'.join(self.levels.get_level_names())
392 settings.add_json_panel("Bane's Befuddlement",
393 self.config, data=config_json)
396 root = ScrollView(size_hint=(None, None))
397 level_name = self.config.getdefault('bane', 'start_level', None)
399 self.levels.set_level_to(level_name)
400 self.game = GameWindow(self.levels, self)
404 from kivy.base import EventLoop
405 window = EventLoop.window
406 if platform() == 'android':
407 window.fullscreen = True
408 self.root.size = window.size
409 errors = self.levels.get_errors()
411 popup = Popup(title='Levels excluded',
412 content=Label(text='\n'.join(errors)),
417 def make_intro(self):
418 self.root.clear_widgets()
419 screen = IntroScreen(self)
420 self.root.add_widget(screen)
422 def stop_app(self, label, ref):
425 def start_game(self, label, ref):
427 self.root.clear_widgets()
428 self.root.add_widget(self.game)
429 self.game.fix_scroll_margins()
430 self.game.reset_level()
431 self.game.load_level()
432 # Ensure the player is visible
433 self.root.scroll_x = 0
434 self.root.scroll_y = 0
435 self.game.draw_player()
436 self.game.draw_nemesis()
438 def game_over(self, won):
440 screen = WonScreen(self)
442 self.game.do_reload()
444 screen = LostScreen(self)
445 self.game.stop_game()
446 self.root.clear_widgets()
447 self.root.add_widget(screen)
451 """ Erdslangetjie, a maze game of eluding nemesis