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.graphics import Color, Rectangle
9 from kivy.utils import platform
10 from kivy.clock import Clock
11 from kivy.config import Config
13 from erdslangetjie.level import LevelList
14 from erdslangetjie.data import load_image
15 from erdslangetjie.player import ThePlayer, Nemesis
18 if platform() != 'android':
19 Config.set('graphics', 'width', '1026')
20 Config.set('graphics', 'height', '760')
23 class GameWindow(RelativeLayout):
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()
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.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
40 self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
42 self.mouse_move = False
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
52 self.player.pos = self.level_obj.enter_pos
53 if platform() != 'android':
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)
64 tiles = self.level_obj.get_tiles()
66 for tile_line in tiles:
68 for tile in tile_line:
69 node = Widget(size=(TILE_SIZE, TILE_SIZE),
71 size_hint=(None, None))
75 Rectangle(pos=node.pos, size=node.size,
77 self.tiles[(bx, by)] = node
81 def draw_player(self):
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),
88 with self.player_tile.canvas:
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),
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:
109 if check_point[1] < 0:
111 if check_point[0] >= self.size[0]:
113 if check_point[1] >= self.size[1]:
115 while not self.included(true_point, 0):
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
135 def included(self, point, margin):
136 if point[0] < margin:
138 if point[0] >= self.view.size[0] - margin:
140 if point[1] < margin:
142 if point[1] >= self.view.size[1] - margin:
146 def draw_nemesis(self):
147 if not self.nemesis.on_board():
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),
155 with self.nemesis_tile.canvas:
157 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
158 texture=self.nemesis.get_texture())
159 self.add_widget(self.nemesis_tile)
162 self.keyboard.unbind(on_key_down=self._on_key_down)
164 def _on_key_down(self, keyboard, keycode, text, modifiers):
166 letter = keycode[1].lower()
173 elif letter in RIGHT:
176 self.do_move(direction)
178 def do_move(self, direction):
179 if not self.level_obj:
181 self.player.move(direction, self.level_obj)
184 if not self.timer_set:
187 def timed_move(self, event):
188 if not self.level_obj:
190 self.nemesis.move(self.level_obj, self.check_caught)
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)
200 def check_caught(self):
201 return self.nemesis.pos == self.player.pos
203 def reset_level(self):
204 Clock.unschedule(self.timed_move)
205 self.timer_set = False
206 self.remove_widget(self.nemesis_tile)
207 self.nemesis.reset_pos()
209 self.level_obj.load_tiles()
210 self.player.pos = self.level_obj.enter_pos
211 self.remove_widget(self.player_tile)
212 self.view.scroll_x = 0
213 self.view.scroll_y = 0
220 def check_state(self):
221 if self.level_obj.at_exit(self.player.pos):
223 self.level_obj = self.level_list.advance_to_next_level()
224 if not self.reset_level():
225 self.app.game_over(True)
226 elif self.check_caught():
228 self.app.game_over(False)
230 def _calc_mouse_pos(self, pos):
231 pos = self.to_local(*pos)
232 return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
234 def on_touch_down(self, touch):
235 pos = self._calc_mouse_pos(touch.pos)
236 if pos == self.player.pos:
237 self.mouse_move = True
238 self.mouse_start = pos
240 def on_touch_up(self, touch):
241 self.mouse_move = False
243 def on_touch_move(self, touch):
245 pos = self._calc_mouse_pos(touch.pos)
246 if (pos[0] - self.mouse_start[0] != 0) or (
247 pos[1] - self.mouse_start[1] != 0):
248 direction = (pos[0] - self.mouse_start[0],
249 pos[1] - self.mouse_start[1])
250 self.do_move(direction)
251 self.mouse_start = pos
254 class Screen(Widget):
259 def __init__(self, app):
260 super(Screen, self).__init__()
261 self.image = load_image(self.BACKGROUND)
264 Rectangle(pos=(0, 0), size=(1026, 760),
265 texture=self.image.texture)
267 self.stop_button = Label(
268 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
272 pos=((1026 - 200) / 2 - 100, 100))
273 self.stop_button.bind(on_ref_press=self.app.stop_app)
274 self.start_button = Label(
275 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
277 markup=True, size=(200, 40),
278 pos=((1026 - 200) / 2 + 100, 100))
279 self.start_button.bind(on_ref_press=self.app.start_game)
280 self.add_widget(self.stop_button)
281 self.add_widget(self.start_button)
284 class IntroScreen(Screen):
286 BACKGROUND = 'screens/intro_screen.png'
287 START = 'Start the Game'
290 class WonScreen(Screen):
292 BACKGROUND = 'screens/won.png'
293 START = 'Play again?'
296 class LostScreen(Screen):
298 BACKGROUND = 'screens/lost.png'
304 title = "Peter's thread snake"
307 self.levels = LevelList()
308 super(GameApp, self).__init__()
311 root = ScrollView(size_hint=(None, None))
315 from kivy.base import EventLoop
316 window = EventLoop.window
317 if platform() == 'android':
318 window.fullscreen = True
319 self.root.size = window.size
322 def make_intro(self):
323 self.root.clear_widgets()
324 screen = IntroScreen(self)
325 self.root.add_widget(screen)
327 def stop_app(self, label, ref):
330 def start_game(self, label, ref):
332 game = GameWindow(self.levels, self)
334 self.root.clear_widgets()
335 self.root.add_widget(game)
336 # Ensure the player is visible
337 self.root.scroll_x = 0
338 self.root.scroll_y = 0
342 def game_over(self, won):
344 screen = WonScreen(self)
347 screen = LostScreen(self)
348 self.root.clear_widgets()
349 self.root.add_widget(screen)
353 """ Erdslangetjie, a maze game of eluding nemesis