Tweak drawing code. Ensure we try children for touch events before the scroll view...
[erdslangetjie.git] / erdslangetjie / localwidgets.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
13 from erdslangetjie.level import LevelList
14 from erdslangetjie.data import load_image, load_sound
15 from erdslangetjie.player import ThePlayer, Nemesis
16
17
18 class GameWindow(RelativeLayout):
19
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()
24         self.app = app
25
26         cols, rows = self.level_obj.get_size()
27
28         super(GameWindow, self).__init__(
29                 size=(cols * TILE_SIZE, rows * TILE_SIZE),
30                 size_hint=(None, None))
31
32         self.mouse_move = False
33
34         self.caught = load_sound('sounds/caught.ogg')
35
36         self.player = ThePlayer()
37         self.nemesis = Nemesis(self.app.config)
38         if not self.level_obj.enter_pos:
39             raise RuntimeError('No entry point')
40         self.player_tile = None
41         self.nemesis_tile = None
42         self.timer_set = False
43         self.move_counter = 0
44
45         self.player.pos = self.level_obj.enter_pos
46         self.keyboard = None
47         self._key_bound = False
48         self._background = None
49
50     def build(self):
51         if platform() != 'android' and not self.keyboard:
52             # Very hack'ish
53             # We need to delay this import until after the window creation by
54             # the app, else our size config doesn't work
55             from kivy.core.window import Window
56             self.keyboard = Window.request_keyboard(self._closed, self)
57         if self.keyboard and not self._key_bound:
58             # We remove this binding when we're the not top level widget,
59             # so re-add it here
60             self._key_bound = True
61             self.keyboard.bind(on_key_down=self._on_key_down)
62         self.clear_widgets()
63         self._background = Widget(size=self.size, pos=(0, 0))
64         tiles = self.level_obj.get_tiles()
65         bx, by = 0, 0
66         with self._background.canvas:
67             for tile_line in tiles:
68                 bx = 0
69                 for tile in tile_line:
70                     Rectangle(pos=(bx, by), size=(TILE_SIZE, TILE_SIZE),
71                             texture=tile.texture)
72                     bx += TILE_SIZE
73                 by += TILE_SIZE
74         self.add_widget(self._background)
75
76     def fix_scroll_margins(self):
77         # We need to call this after app.root is set
78         self.view = self.app.root
79         self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
80         self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
81
82     def draw_player(self):
83         if self.player_tile:
84             self.remove_widget(self.player_tile)
85         sprite_pos = (self.player.pos[0] * TILE_SIZE,
86                 self.player.pos[1] * TILE_SIZE)
87         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
88                 pos=sprite_pos)
89         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),
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                     # Avoid an infinite loop that can happen we
121                     # changing screens
122                     if self.view.scroll_x > 0.99:
123                         return
124                 elif true_point[0] < 0:
125                     self.view.scroll_x -= self.x_scroll_margin
126                     true_point = self.to_parent(*check_point)
127                     # See above
128                     if self.view.scroll_x < 0.01:
129                         return
130                 elif true_point[1] >= self.view.size[1]:
131                     self.view.scroll_y += self.y_scroll_margin
132                     true_point = self.to_parent(*check_point)
133                     # See above
134                     if self.view.scroll_y > 0.99:
135                         return
136                 elif true_point[1] < 0:
137                     self.view.scroll_y -= self.y_scroll_margin
138                     true_point = self.to_parent(*check_point)
139                     # See above
140                     if self.view.scroll_y < 0.01:
141                         return
142
143     def included(self, point, margin):
144         if point[0] < margin:
145             return False
146         if point[0] >= self.view.size[0] - margin:
147             return False
148         if point[1] < margin:
149             return False
150         if point[1] >= self.view.size[1] - margin:
151             return False
152         return True
153
154     def draw_nemesis(self):
155         if not self.nemesis.on_board():
156             return
157         if self.nemesis_tile:
158             self.remove_widget(self.nemesis_tile)
159         sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
160                 self.nemesis.pos[1] * TILE_SIZE)
161         self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
162                 pos=sprite_pos)
163         with self.nemesis_tile.canvas:
164             Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
165                     texture=self.nemesis.get_texture())
166         self.add_widget(self.nemesis_tile)
167
168     def _closed(self):
169         if self.keyboard:
170             self._key_bound = False
171             self.keyboard.unbind(on_key_down=self._on_key_down)
172
173     def _on_key_down(self, keyboard, keycode, text, modifiers):
174         direction = None
175         letter = keycode[1].lower()
176         if letter in UP:
177             direction = (0, 1)
178         elif letter in DOWN:
179             direction = (0, -1)
180         elif letter in LEFT:
181             direction = (-1, 0)
182         elif letter in RIGHT:
183             direction = (1, 0)
184         if direction:
185             self.do_move(direction)
186
187     def do_move(self, direction):
188         if not self.level_obj:
189             return
190         # Do nothing on null moves
191         if not self.player.move(direction, self.level_obj):
192             return
193         if self.check_state():
194             return
195         self.do_nemesis_move()
196
197     def do_nemesis_move(self):
198         self.nemesis.move(self.level_obj, self.player.pos)
199         if self.check_state():
200             return
201         if self.move_counter > 4:
202             self.move_counter = 0
203             self.draw_nemesis()
204             self.nemesis.move(self.level_obj, self.player.pos)
205             if self.check_state():
206                 return
207         else:
208             self.move_counter += 1
209         self.draw_nemesis()
210         self.draw_player()
211         self.reset_timer()
212
213     def timed_move(self, event):
214         if not self.level_obj:
215             return
216         self.do_nemesis_move()
217
218     def reset_timer(self):
219         self.timer_set = True
220         Clock.unschedule(self.timed_move)
221         Clock.schedule_once(self.timed_move, 3)
222
223     def check_caught(self):
224         return self.nemesis.pos == self.player.pos
225
226     def stop_game(self):
227         Clock.unschedule(self.timed_move)
228         if self.nemesis_tile:
229             self.remove_widget(self.nemesis_tile)
230         self.nemesis.reset_pos()
231
232     def reset_level(self):
233         Clock.unschedule(self.timed_move)
234         self.timer_set = False
235         self.move_counter = 0
236         if self.nemesis_tile:
237             self.remove_widget(self.nemesis_tile)
238         self.nemesis.reset_pos()
239
240     def load_level(self):
241         if self.level_obj:
242             self.level_obj.load_tiles()
243             self.player.pos = self.level_obj.enter_pos
244             if self.player_tile:
245                 self.remove_widget(self.player_tile)
246             self.view.scroll_x = 0
247             self.view.scroll_y = 0
248             self.build()
249             self.draw_nemesis()
250             self.draw_player()
251             return True
252         return False
253
254     def do_reload(self):
255         self.level_obj = self.level_list.get_current_level()
256
257     def check_state(self):
258         if not self.level_obj:
259             return True
260         if self.level_obj.at_exit(self.player.pos):
261             self.reset_level()
262             # Jump to next level
263             self.level_obj = self.level_list.advance_to_next_level()
264             if not self.load_level():
265                 self._closed()
266                 self.app.game_over(True)
267             return True
268         elif self.check_caught():
269             # Caught
270             if self.app.config.getdefault('bane', 'sound', '0') != '0':
271                 self.caught.play()
272             self.reset_level()
273             self._closed()
274             self.app.game_over(False)
275             return True
276         elif self.level_obj.is_button(self.player.pos):
277             self.level_obj.trigger_button(self.player.pos)
278         elif self.level_obj.is_button(self.nemesis.pos):
279             self.level_obj.trigger_button(self.nemesis.pos)
280         for map_pos, new_tile in self.level_obj.get_changed_tiles():
281             pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
282             with self._background.canvas:
283                 Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
284                         texture=new_tile.texture)
285         return False
286
287     def _calc_mouse_pos(self, pos):
288         pos = self.to_local(*pos)
289         return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
290
291     def _near_player(self, pos):
292         return (abs(pos[0] - self.player.pos[0]) < 2 and
293                 abs(pos[1] - self.player.pos[1]) < 2)
294
295     def on_touch_down(self, touch):
296         pos = self._calc_mouse_pos(touch.pos)
297         if self._near_player(pos):
298             self.mouse_move = True
299             self.mouse_start = pos
300             return True
301
302     def on_touch_up(self, touch):
303         self.mouse_move = False
304
305     def on_touch_move(self, touch):
306         if self.mouse_move:
307             pos = self._calc_mouse_pos(touch.pos)
308             if (pos[0] - self.mouse_start[0] != 0) or (
309                     pos[1] - self.mouse_start[1] != 0):
310                 direction = (pos[0] - self.mouse_start[0],
311                         pos[1] - self.mouse_start[1])
312                 self.do_move(direction)
313                 self.mouse_start = pos
314                 return True
315
316
317 class Screen(Widget):
318
319     BACKGROUND = None
320     START = 'Start'
321
322     def __init__(self, app):
323         super(Screen, self).__init__()
324         self.image = load_image(self.BACKGROUND)
325         self.app = app
326         with self.canvas:
327             Rectangle(pos=(0, 0), size=(1026, 760),
328                     texture=self.image.texture)
329
330         self.stop_button = Label(
331                 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
332                 font_size=30,
333                 markup=True,
334                 size=(200, 40),
335                 pos=((1026 - 200) / 2 - 100, 100))
336         self.stop_button.bind(on_ref_press=self.app.stop_app)
337         self.start_button = Label(
338                 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
339                 font_size=30,
340                 markup=True, size=(200, 40),
341                 pos=((1026 - 200) / 2 + 100, 100))
342         self.start_button.bind(on_ref_press=self.app.start_game)
343         self.add_widget(self.stop_button)
344         self.add_widget(self.start_button)
345
346
347 class IntroScreen(Screen):
348
349     BACKGROUND = 'screens/intro_screen.png'
350     START = 'Start the Game'
351
352
353 class WonScreen(Screen):
354
355     BACKGROUND = 'screens/won.png'
356     START = 'Play again?'
357
358
359 class LostScreen(Screen):
360
361     BACKGROUND = 'screens/lost.png'
362     START = 'Retry?'
363
364
365 class MyScrollView(ScrollView):
366
367     def on_touch_down(self, touch):
368         for child in self.children:
369             if child.on_touch_down(touch):
370                 return True
371         return super(MyScrollView, self).on_touch_up(touch)
372
373     def on_touch_up(self, touch):
374         for child in self.children:
375             if child.on_touch_up(touch):
376                 return True
377         return super(MyScrollView, self).on_touch_up(touch)
378
379
380 class GameApp(App):
381
382     title = "Bane's Befuddlement"
383
384     def __init__(self):
385         super(GameApp, self).__init__()
386         self.levels = LevelList()
387         self.game = None
388
389     def build_config(self, config):
390         config.setdefaults('bane', {
391             'start_level': 'levels/level1.txt',
392             'sound': 'True'
393             })
394
395     def build_settings(self, settings):
396         config_json = """[
397             { "type": "title",
398               "title": "Bane's Befuddlement"
399             },
400
401             { "type": "options",
402               "title": "Start Level",
403               "desc": "Level to start at",
404               "section": "bane",
405               "key": "start_level",
406               "options": ["%s"] },
407
408             { "type": "bool",
409               "title": "Sound",
410               "desc": "Enable sound",
411               "section": "bane",
412               "key": "sound"
413              }
414              ]""" % '", "'.join(self.levels.get_level_names())
415         settings.add_json_panel("Bane's Befuddlement",
416                 self.config, data=config_json)
417
418     def build(self):
419         root = MyScrollView(size_hint=(None, None))
420         level_name = self.config.getdefault('bane', 'start_level', None)
421         if level_name:
422             self.levels.set_level_to(level_name)
423         self.game = GameWindow(self.levels, self)
424         return root
425
426     def on_start(self):
427         from kivy.base import EventLoop
428         window = EventLoop.window
429         if platform() == 'android':
430             window.fullscreen = True
431         self.root.size = window.size
432         errors = self.levels.get_errors()
433         if errors:
434             popup = Popup(title='Levels excluded',
435                     content=Label(text='\n'.join(errors)),
436                     size_hint=(.5, .5))
437             popup.open()
438         self.make_intro()
439
440     def make_intro(self):
441         self.root.clear_widgets()
442         screen = IntroScreen(self)
443         self.root.add_widget(screen)
444
445     def stop_app(self, label, ref):
446         self.stop()
447
448     def start_game(self, label, ref):
449         """Start the game"""
450         self.root.clear_widgets()
451         self.root.add_widget(self.game)
452         self.game.fix_scroll_margins()
453         self.game.reset_level()
454         self.game.load_level()
455         # Ensure the player is visible
456         self.root.scroll_x = 0
457         self.root.scroll_y = 0
458         self.game.draw_player()
459         self.game.draw_nemesis()
460
461     def game_over(self, won):
462         if won:
463             screen = WonScreen(self)
464             self.levels.reset()
465             self.game.do_reload()
466         else:
467             screen = LostScreen(self)
468         self.game.stop_game()
469         self.root.clear_widgets()
470         self.root.add_widget(screen)