3 from erdslangetjie.constants import TILE_SIZE
5 from kivy.app import App
6 from kivy.uix.widget import Widget
7 from kivy.uix.relativelayout import RelativeLayout
8 from kivy.uix.scrollview import ScrollView
9 from kivy.uix.label import Label
10 from kivy.graphics import Color, Rectangle
11 from kivy.utils import platform
13 from erdslangetjie.level import LevelList
14 from erdslangetjie.data import load_image
15 from erdslangetjie.player import ThePlayer, Nemesis
18 class GameWindow(RelativeLayout):
20 def __init__(self, level_list, app):
21 self.level_list = level_list
22 self.level_obj = self.level_list.get_current_level()
23 self.level_obj.load_tiles()
28 cols, rows = self.level_obj.get_size()
30 super(GameWindow, self).__init__(
31 size=(cols * TILE_SIZE, rows * TILE_SIZE),
32 size_hint=(None, None))
34 self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
35 self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
37 self.mouse_move = False
39 self.player = ThePlayer()
40 self.nemesis = Nemesis()
41 if not self.level_obj.enter_pos:
42 raise RuntimeError('No entry point')
43 self.player_tile = None
44 self.nemesis_tile = None
46 self.player.pos = self.level_obj.enter_pos
47 if platform() != 'android':
49 # We need to delay this import until after the window creation by
50 # the app, else our size config doesn't work
51 from kivy.core.window import Window
52 self.keyboard = Window.request_keyboard(self._closed, self)
53 self.keyboard.bind(on_key_down=self._on_key_down)
58 tiles = self.level_obj.get_tiles()
60 for tile_line in tiles:
62 for tile in tile_line:
63 node = Widget(size=(TILE_SIZE, TILE_SIZE),
65 size_hint=(None, None))
69 Rectangle(pos=node.pos, size=node.size,
71 self.tiles[(bx, by)] = node
75 def draw_player(self):
77 self.remove_widget(self.player_tile)
78 sprite_pos = (self.player.pos[0] * TILE_SIZE,
79 self.player.pos[1] * TILE_SIZE)
80 self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
82 with self.player_tile.canvas:
84 Rectangle(pos=sprite_pos, size=self.player_tile.size,
85 texture=self.player.get_texture())
86 self.add_widget(self.player_tile)
87 for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
88 (-TILE_SIZE + 1, TILE_SIZE - 1),
89 (TILE_SIZE - 1, -TILE_SIZE + 1),
90 (-TILE_SIZE + 1, -TILE_SIZE + 1),
91 (0, 2 * TILE_SIZE - 2),
92 (-2 * TILE_SIZE + 2, 0),
93 (2 * TILE_SIZE - 2, 0),
94 (0, -2 * TILE_SIZE + 2),
96 # Aim is to ensure a 'neighbourhood' around the player
97 # is visible if possible
98 check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
99 sprite_pos[1] + offset[1] + TILE_SIZE / 2)
100 true_point = self.to_parent(*check_point)
101 if check_point[0] < 0:
103 if check_point[1] < 0:
105 if check_point[0] >= self.size[0]:
107 if check_point[1] >= self.size[1]:
109 while not self.included(true_point, 0):
111 if true_point[0] >= self.view.size[0]:
112 self.view.scroll_x += self.x_scroll_margin
113 true_point = self.to_parent(*check_point)
114 #print '-x', self.view.scroll_x, self.view.scroll_y
115 elif true_point[0] < 0:
116 self.view.scroll_x -= self.x_scroll_margin
117 true_point = self.to_parent(*check_point)
118 #print '+x', self.view.scroll_x, self.view.scroll_y
119 elif true_point[1] >= self.view.size[1]:
120 self.view.scroll_y += self.y_scroll_margin
121 true_point = self.to_parent(*check_point)
122 #print '+y', self.view.scroll_x, self.view.scroll_y
123 elif true_point[1] < 0:
124 self.view.scroll_y -= self.y_scroll_margin
125 true_point = self.to_parent(*check_point)
126 #print '-y', self.view.scroll_x, self.view.scroll_y
127 #print true_point, self.view.size
129 def included(self, point, margin):
130 if point[0] < margin:
132 if point[0] >= self.view.size[0] - margin:
134 if point[1] < margin:
136 if point[1] >= self.view.size[1] - margin:
140 def draw_nemesis(self):
141 if not self.nemesis.on_board():
143 if self.nemesis_tile:
144 self.remove_widget(self.nemesis_tile)
145 sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
146 self.nemesis.pos[1] * TILE_SIZE)
147 self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
149 with self.nemesis_tile.canvas:
151 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
152 texture=self.nemesis.get_texture())
153 self.add_widget(self.nemesis_tile)
156 self.keyboard.unbind(on_key_down=self._on_key_down)
158 def _on_key_down(self, keyboard, keycode, text, modifiers):
159 # FIXME - likely portablity issues
161 if keycode[0] == pygame.K_UP:
163 elif keycode[0] == pygame.K_DOWN:
165 elif keycode[0] == pygame.K_LEFT:
167 elif keycode[0] == pygame.K_RIGHT:
170 self.do_move(direction)
172 def do_move(self, direction):
173 if not self.level_obj:
175 self.nemesis.move(self.level_obj)
177 self.player.move(direction, self.level_obj)
182 def timed_move(self):
183 if not self.level_obj:
185 self.nemesis.move(self.level_obj)
190 def reset_timer(self):
193 def check_state(self):
194 if self.level_obj.at_exit(self.player.pos):
196 self.level_obj = self.level_list.advance_to_next_level()
197 self.remove_widget(self.nemesis_tile)
198 self.nemesis.reset_pos()
200 self.level_obj.load_tiles()
201 self.player.pos = self.level_obj.enter_pos
202 self.remove_widget(self.player_tile)
203 self.view.scroll_x = 0
204 self.view.scroll_y = 0
209 self.app.game_over(True)
210 elif self.nemesis.pos == self.player.pos:
212 self.app.game_over(False)
214 def _calc_mouse_pos(self, pos):
215 pos = self.to_local(*pos)
216 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
218 def on_touch_down(self, touch):
219 pos = self._calc_mouse_pos(touch.pos)
220 if pos == self.player.pos:
221 self.mouse_move = True
222 self.mouse_start = pos
224 def on_touch_up(self, touch):
225 self.mouse_move = False
227 def on_touch_move(self, touch):
229 pos = self._calc_mouse_pos(touch.pos)
230 if (pos[0] - self.mouse_start[0] != 0) or (
231 pos[1] - self.mouse_start[1] != 0):
232 direction = (pos[0] - self.mouse_start[0],
233 pos[1] - self.mouse_start[1])
234 self.do_move(direction)
235 self.mouse_start = pos
238 class Screen(Widget):
243 def __init__(self, app):
244 super(Screen, self).__init__()
245 self.image = load_image(self.BACKGROUND)
248 Rectangle(pos=(0, 0), size=(1026, 760),
249 texture=self.image.texture)
251 self.stop_button = Label(
252 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
256 pos=((1026 - 200) / 2 - 100, 100))
257 self.stop_button.bind(on_ref_press=self.app.stop_app)
258 self.start_button = Label(
259 text="[ref=start][color=00ff66]" + self.START + "[/color][/ref]",
261 markup = True, size=(200, 40),
262 pos=((1026 - 200) / 2 + 100, 100))
263 self.start_button.bind(on_ref_press=self.app.start_game)
264 self.add_widget(self.stop_button)
265 self.add_widget(self.start_button)
268 class IntroScreen(Screen):
270 BACKGROUND = 'screens/intro_screen.png'
271 START = 'Start the Game'
274 class WonScreen(Screen):
276 BACKGROUND = 'screens/won.png'
277 START = 'Play again?'
280 class LostScreen(Screen):
282 BACKGROUND = 'screens/lost.png'
288 title = "Peter's thread snake"
291 self.levels = LevelList()
292 super(GameApp, self).__init__()
295 root = ScrollView(size_hint=(None, None))
299 from kivy.base import EventLoop
300 window = EventLoop.window
301 if platform() == 'android':
302 window.fullscreen = True
303 self.root.size = window.size
306 def make_intro(self):
307 self.root.clear_widgets()
308 screen = IntroScreen(self)
309 self.root.add_widget(screen)
311 def stop_app(self, label, ref):
314 def start_game(self, label, ref):
316 game = GameWindow(self.levels, self)
318 self.root.clear_widgets()
319 self.root.add_widget(game)
320 # Ensure the player is visible
321 self.root.scroll_x = 0
322 self.root.scroll_y = 0
326 def game_over(self, won):
328 screen = WonScreen(self)
331 screen = LostScreen(self)
332 self.root.clear_widgets()
333 self.root.add_widget(screen)
337 """ Erdslangetjie, a maze game of eluding nemesis