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 Rectangle
10 from kivy.utils import platform
11 from kivy.clock import Clock
13 from erdslangetjie.level import LevelList
14 from erdslangetjie.data import load_image, load_sound
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()
26 cols, rows = self.level_obj.get_size()
28 super(GameWindow, self).__init__(
29 size=(cols * TILE_SIZE, rows * TILE_SIZE),
30 size_hint=(None, None))
32 self.mouse_move = False
34 self.caught = load_sound('sounds/caught.ogg')
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
45 self.player.pos = self.level_obj.enter_pos
47 self._key_bound = False
48 self._background = None
51 if platform() != 'android' and not self.keyboard:
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,
60 self._key_bound = True
61 self.keyboard.bind(on_key_down=self._on_key_down)
63 self._background = Widget(size=self.size, pos=(0, 0))
64 tiles = self.level_obj.get_tiles()
66 for tile_line in tiles:
68 for tile in tile_line:
69 self.draw_tile((bx, by), tile)
72 self.add_widget(self._background)
74 def draw_tile(self, pos, tile):
75 with self._background.canvas:
76 Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
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]
85 def draw_player(self):
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),
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),
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:
112 if check_point[1] < 0:
114 if check_point[0] >= self.size[0]:
116 if check_point[1] >= self.size[1]:
118 while not self.included(true_point, 0):
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
125 if self.view.scroll_x > 0.99:
127 elif true_point[0] < 0:
128 self.view.scroll_x -= self.x_scroll_margin
129 true_point = self.to_parent(*check_point)
131 if self.view.scroll_x < 0.01:
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)
137 if self.view.scroll_y > 0.99:
139 elif true_point[1] < 0:
140 self.view.scroll_y -= self.y_scroll_margin
141 true_point = self.to_parent(*check_point)
143 if self.view.scroll_y < 0.01:
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:
167 Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
168 texture=self.nemesis.get_texture())
169 self.add_widget(self.nemesis_tile)
173 self._key_bound = False
174 self.keyboard.unbind(on_key_down=self._on_key_down)
176 def _on_key_down(self, keyboard, keycode, text, modifiers):
178 letter = keycode[1].lower()
185 elif letter in RIGHT:
188 self.do_move(direction)
190 def do_move(self, direction):
191 if not self.level_obj:
193 # Do nothing on null moves
194 if not self.player.move(direction, self.level_obj):
196 if self.check_state():
198 self.do_nemesis_move()
200 def do_nemesis_move(self):
201 self.nemesis.move(self.level_obj, self.player.pos)
202 if self.check_state():
204 if self.move_counter > 4:
205 self.move_counter = 0
207 self.nemesis.move(self.level_obj, self.player.pos)
208 if self.check_state():
211 self.move_counter += 1
216 def timed_move(self, event):
217 if not self.level_obj:
219 self.do_nemesis_move()
221 def reset_timer(self):
222 self.timer_set = True
223 Clock.unschedule(self.timed_move)
224 Clock.schedule_once(self.timed_move, 3)
226 def check_caught(self):
227 return self.nemesis.pos == self.player.pos
230 Clock.unschedule(self.timed_move)
231 if self.nemesis_tile:
232 self.remove_widget(self.nemesis_tile)
233 self.nemesis.reset_pos()
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()
243 def load_level(self):
245 self.level_obj.load_tiles()
246 self.player.pos = self.level_obj.enter_pos
248 self.remove_widget(self.player_tile)
249 self.view.scroll_x = 0
250 self.view.scroll_y = 0
258 self.level_obj = self.level_list.get_current_level()
260 def check_state(self):
261 if not self.level_obj:
263 if self.level_obj.at_exit(self.player.pos):
266 self.level_obj = self.level_list.advance_to_next_level()
267 if not self.load_level():
269 self.app.game_over(True)
271 elif self.check_caught():
273 if self.app.config.getdefault('bane', 'sound', '0') != '0':
277 self.app.game_over(False)
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)
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))
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)
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
302 def on_touch_up(self, touch):
303 self.mouse_move = False
305 def on_touch_move(self, touch):
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
316 class Screen(Widget):
321 def __init__(self, app):
322 super(Screen, self).__init__()
323 self.image = load_image(self.BACKGROUND)
326 Rectangle(pos=(0, 0), size=(1026, 760),
327 texture=self.image.texture)
329 self.stop_button = Label(
330 text='[ref=quit][color=ff0066]Quit[/color][/ref]',
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,
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)
346 class IntroScreen(Screen):
348 BACKGROUND = 'screens/intro_screen.png'
349 START = 'Start the Game'
352 class WonScreen(Screen):
354 BACKGROUND = 'screens/won.png'
355 START = 'Play again?'
358 class LostScreen(Screen):
360 BACKGROUND = 'screens/lost.png'
366 title = "Bane's Befuddlement"
369 super(GameApp, self).__init__()
370 self.levels = LevelList()
373 def build_config(self, config):
374 config.setdefaults('bane', {
375 'start_level': 'levels/level1.txt',
379 def build_settings(self, settings):
382 "title": "Bane's Befuddlement"
386 "title": "Start Level",
387 "desc": "Level to start at",
389 "key": "start_level",
394 "desc": "Enable sound",
398 ]""" % '", "'.join(self.levels.get_level_names())
399 settings.add_json_panel("Bane's Befuddlement",
400 self.config, data=config_json)
403 root = ScrollView(size_hint=(None, None))
404 level_name = self.config.getdefault('bane', 'start_level', None)
406 self.levels.set_level_to(level_name)
407 self.game = GameWindow(self.levels, 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()
418 popup = Popup(title='Levels excluded',
419 content=Label(text='\n'.join(errors)),
424 def make_intro(self):
425 self.root.clear_widgets()
426 screen = IntroScreen(self)
427 self.root.add_widget(screen)
429 def stop_app(self, label, ref):
432 def start_game(self, label, ref):
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()
445 def game_over(self, won):
447 screen = WonScreen(self)
449 self.game.do_reload()
451 screen = LostScreen(self)
452 self.game.stop_game()
453 self.root.clear_widgets()
454 self.root.add_widget(screen)