885ac51907ecfeb59f90f53c7f2c4a711946202e
[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         for tile_line in tiles:
67             bx = 0
68             for tile in tile_line:
69                 self.draw_tile((bx, by), tile)
70                 bx += TILE_SIZE
71             by += TILE_SIZE
72         self.add_widget(self._background)
73
74     def draw_tile(self, pos, tile):
75         with self._background.canvas:
76             Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
77                     texture=tile.texture)
78
79     def fix_scroll_margins(self):
80         # We need to call this after app.root is set
81         self.view = self.app.root
82         self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
83         self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
84
85     def draw_player(self):
86         if self.player_tile:
87             self.remove_widget(self.player_tile)
88         sprite_pos = (self.player.pos[0] * TILE_SIZE,
89                 self.player.pos[1] * TILE_SIZE)
90         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
91                 pos=sprite_pos)
92         with self.player_tile.canvas:
93             Rectangle(pos=sprite_pos, size=self.player_tile.size,
94                     texture=self.player.get_texture())
95         self.add_widget(self.player_tile)
96         for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
97                 (-TILE_SIZE + 1, TILE_SIZE - 1),
98                 (TILE_SIZE - 1, -TILE_SIZE + 1),
99                 (-TILE_SIZE + 1, -TILE_SIZE + 1),
100                 (0, 2 * TILE_SIZE - 2),
101                 (-2 * TILE_SIZE + 2, 0),
102                 (2 * TILE_SIZE - 2, 0),
103                 (0, -2 * TILE_SIZE + 2),
104                 (0, 0)]:
105             # Aim is to ensure a 'neighbourhood' around the player
106             # is visible if possible
107             check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
108                     sprite_pos[1] + offset[1] + TILE_SIZE / 2)
109             true_point = self.to_parent(*check_point)
110             if check_point[0] < 0:
111                 continue
112             if check_point[1] < 0:
113                 continue
114             if check_point[0] >= self.size[0]:
115                 continue
116             if check_point[1] >= self.size[1]:
117                 continue
118             while not self.included(true_point, 0):
119                 # Scroll ourselves
120                 if true_point[0] >= self.view.size[0]:
121                     self.view.scroll_x += self.x_scroll_margin
122                     true_point = self.to_parent(*check_point)
123                     # Avoid an infinite loop that can happen we
124                     # changing screens
125                     if self.view.scroll_x > 0.99:
126                         return
127                 elif true_point[0] < 0:
128                     self.view.scroll_x -= self.x_scroll_margin
129                     true_point = self.to_parent(*check_point)
130                     # See above
131                     if self.view.scroll_x < 0.01:
132                         return
133                 elif true_point[1] >= self.view.size[1]:
134                     self.view.scroll_y += self.y_scroll_margin
135                     true_point = self.to_parent(*check_point)
136                     # See above
137                     if self.view.scroll_y > 0.99:
138                         return
139                 elif true_point[1] < 0:
140                     self.view.scroll_y -= self.y_scroll_margin
141                     true_point = self.to_parent(*check_point)
142                     # See above
143                     if self.view.scroll_y < 0.01:
144                         return
145
146     def included(self, point, margin):
147         if point[0] < margin:
148             return False
149         if point[0] >= self.view.size[0] - margin:
150             return False
151         if point[1] < margin:
152             return False
153         if point[1] >= self.view.size[1] - margin:
154             return False
155         return True
156
157     def draw_nemesis(self):
158         if not self.nemesis.on_board():
159             return
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),
165                 pos=sprite_pos)
166         with self.nemesis_tile.canvas:
167             Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
168                     texture=self.nemesis.get_texture())
169         self.add_widget(self.nemesis_tile)
170
171     def _closed(self):
172         if self.keyboard:
173             self._key_bound = False
174             self.keyboard.unbind(on_key_down=self._on_key_down)
175
176     def _on_key_down(self, keyboard, keycode, text, modifiers):
177         direction = None
178         letter = keycode[1].lower()
179         if letter in UP:
180             direction = (0, 1)
181         elif letter in DOWN:
182             direction = (0, -1)
183         elif letter in LEFT:
184             direction = (-1, 0)
185         elif letter in RIGHT:
186             direction = (1, 0)
187         if direction:
188             self.do_move(direction)
189
190     def do_move(self, direction):
191         if not self.level_obj:
192             return
193         # Do nothing on null moves
194         if not self.player.move(direction, self.level_obj):
195             return
196         if self.check_state():
197             return
198         self.do_nemesis_move()
199
200     def do_nemesis_move(self):
201         self.nemesis.move(self.level_obj, self.player.pos)
202         if self.check_state():
203             return
204         if self.move_counter > 4:
205             self.move_counter = 0
206             self.draw_nemesis()
207             self.nemesis.move(self.level_obj, self.player.pos)
208             if self.check_state():
209                 return
210         else:
211             self.move_counter += 1
212         self.draw_nemesis()
213         self.draw_player()
214         self.reset_timer()
215
216     def timed_move(self, event):
217         if not self.level_obj:
218             return
219         self.do_nemesis_move()
220
221     def reset_timer(self):
222         self.timer_set = True
223         Clock.unschedule(self.timed_move)
224         Clock.schedule_once(self.timed_move, 3)
225
226     def check_caught(self):
227         return self.nemesis.pos == self.player.pos
228
229     def stop_game(self):
230         Clock.unschedule(self.timed_move)
231         if self.nemesis_tile:
232             self.remove_widget(self.nemesis_tile)
233         self.nemesis.reset_pos()
234
235     def reset_level(self):
236         Clock.unschedule(self.timed_move)
237         self.timer_set = False
238         self.move_counter = 0
239         if self.nemesis_tile:
240             self.remove_widget(self.nemesis_tile)
241         self.nemesis.reset_pos()
242
243     def load_level(self):
244         if self.level_obj:
245             self.level_obj.load_tiles()
246             self.player.pos = self.level_obj.enter_pos
247             if self.player_tile:
248                 self.remove_widget(self.player_tile)
249             self.view.scroll_x = 0
250             self.view.scroll_y = 0
251             self.build()
252             self.draw_nemesis()
253             self.draw_player()
254             return True
255         return False
256
257     def do_reload(self):
258         self.level_obj = self.level_list.get_current_level()
259
260     def check_state(self):
261         if not self.level_obj:
262             return True
263         if self.level_obj.at_exit(self.player.pos):
264             self.reset_level()
265             # Jump to next level
266             self.level_obj = self.level_list.advance_to_next_level()
267             if not self.load_level():
268                 self._closed()
269                 self.app.game_over(True)
270             return True
271         elif self.check_caught():
272             # Caught
273             if self.app.config.getdefault('bane', 'sound', '0') != '0':
274                 self.caught.play()
275             self.reset_level()
276             self._closed()
277             self.app.game_over(False)
278             return True
279         elif self.level_obj.is_button(self.player.pos):
280             self.level_obj.trigger_button(self.player.pos)
281         elif self.level_obj.is_button(self.nemesis.pos):
282             self.level_obj.trigger_button(self.nemesis.pos)
283         for map_pos, new_tile in self.level_obj.get_changed_tiles():
284             pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
285             self.draw_tile(pos, new_tile)
286         return False
287
288     def _calc_mouse_pos(self, pos):
289         pos = self.to_local(*pos)
290         return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
291
292     def _near_player(self, pos):
293         return (abs(pos[0] - self.player.pos[0]) < 2 and
294                 abs(pos[1] - self.player.pos[1]) < 2)
295
296     def on_touch_down(self, touch):
297         pos = self._calc_mouse_pos(touch.pos)
298         if self._near_player(pos):
299             self.mouse_move = True
300             self.mouse_start = pos
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
315
316 class Screen(Widget):
317
318     BACKGROUND = None
319     START = 'Start'
320
321     def __init__(self, app):
322         super(Screen, self).__init__()
323         self.image = load_image(self.BACKGROUND)
324         self.app = app
325         with self.canvas:
326             Rectangle(pos=(0, 0), size=(1026, 760),
327                     texture=self.image.texture)
328
329         self.stop_button = Label(
330                 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
331                 font_size=30,
332                 markup=True,
333                 size=(200, 40),
334                 pos=((1026 - 200) / 2 - 100, 100))
335         self.stop_button.bind(on_ref_press=self.app.stop_app)
336         self.start_button = Label(
337                 text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
338                 font_size=30,
339                 markup=True, size=(200, 40),
340                 pos=((1026 - 200) / 2 + 100, 100))
341         self.start_button.bind(on_ref_press=self.app.start_game)
342         self.add_widget(self.stop_button)
343         self.add_widget(self.start_button)
344
345
346 class IntroScreen(Screen):
347
348     BACKGROUND = 'screens/intro_screen.png'
349     START = 'Start the Game'
350
351
352 class WonScreen(Screen):
353
354     BACKGROUND = 'screens/won.png'
355     START = 'Play again?'
356
357
358 class LostScreen(Screen):
359
360     BACKGROUND = 'screens/lost.png'
361     START = 'Retry?'
362
363
364 class GameApp(App):
365
366     title = "Bane's Befuddlement"
367
368     def __init__(self):
369         super(GameApp, self).__init__()
370         self.levels = LevelList()
371         self.game = None
372
373     def build_config(self, config):
374         config.setdefaults('bane', {
375             'start_level': 'levels/level1.txt',
376             'sound': 'True'
377             })
378
379     def build_settings(self, settings):
380         config_json = """[
381             { "type": "title",
382               "title": "Bane's Befuddlement"
383             },
384
385             { "type": "options",
386               "title": "Start Level",
387               "desc": "Level to start at",
388               "section": "bane",
389               "key": "start_level",
390               "options": ["%s"] },
391
392             { "type": "bool",
393               "title": "Sound",
394               "desc": "Enable sound",
395               "section": "bane",
396               "key": "sound"
397              }
398              ]""" % '", "'.join(self.levels.get_level_names())
399         settings.add_json_panel("Bane's Befuddlement",
400                 self.config, data=config_json)
401
402     def build(self):
403         root = ScrollView(size_hint=(None, None))
404         level_name = self.config.getdefault('bane', 'start_level', None)
405         if level_name:
406             self.levels.set_level_to(level_name)
407         self.game = GameWindow(self.levels, self)
408         return root
409
410     def on_start(self):
411         from kivy.base import EventLoop
412         window = EventLoop.window
413         if platform() == 'android':
414             window.fullscreen = True
415         self.root.size = window.size
416         errors = self.levels.get_errors()
417         if errors:
418             popup = Popup(title='Levels excluded',
419                     content=Label(text='\n'.join(errors)),
420                     size_hint=(.5, .5))
421             popup.open()
422         self.make_intro()
423
424     def make_intro(self):
425         self.root.clear_widgets()
426         screen = IntroScreen(self)
427         self.root.add_widget(screen)
428
429     def stop_app(self, label, ref):
430         self.stop()
431
432     def start_game(self, label, ref):
433         """Start the game"""
434         self.root.clear_widgets()
435         self.root.add_widget(self.game)
436         self.game.fix_scroll_margins()
437         self.game.reset_level()
438         self.game.load_level()
439         # Ensure the player is visible
440         self.root.scroll_x = 0
441         self.root.scroll_y = 0
442         self.game.draw_player()
443         self.game.draw_nemesis()
444
445     def game_over(self, won):
446         if won:
447             screen = WonScreen(self)
448             self.levels.reset()
449             self.game.do_reload()
450         else:
451             screen = LostScreen(self)
452         self.game.stop_game()
453         self.root.clear_widgets()
454         self.root.add_widget(screen)