Nemesis appears on the map. Refactor code accordingly
[erdslangetjie.git] / erdslangetjie / __main__.py
index 50ee66dd4cebf7e591b6b61619efc82b4ad8e8c5..0948e7401cea4df7e647fcf710fc1755c6487a38 100644 (file)
@@ -1,5 +1,4 @@
 import sys
-import os
 import kivy
 import pygame
 
@@ -11,8 +10,7 @@ from kivy.uix.widget import Widget
 from kivy.uix.floatlayout import FloatLayout
 from kivy.graphics import Color, Rectangle
 
-from erdslangetjie.data import filepath, load
-from erdslangetjie.level import Level
+from erdslangetjie.level import LevelList
 from erdslangetjie.player import ThePlayer, Nemesis
 
 TILE_SIZE = 24
@@ -20,27 +18,19 @@ TILE_SIZE = 24
 
 class GameWindow(FloatLayout):
 
-    def __init__(self, level):
+    def __init__(self, level_list):
         super(GameWindow, self).__init__(size=(648, 480))
-        if os.path.exists(filepath(level)):
-            level_data = load(level)
-            self.level = level
-        elif os.path.exists(filepath('levels/' + level)):
-            level_data = load('levels/' + level)
-            self.level = 'levels/' + level
-        else:
-            print 'Unable to find %s - treating this as a new level' % level
-            sys.exit(1)
-        self.level_obj = Level()
-        self.level_obj.load(level_data)
-        level_data.close()
+        self.level_list = level_list
+        self.level_obj = self.level_list.get_current_level()
+        self.level_obj.load_tiles()
         self.tiles = {}
 
         self.player = ThePlayer()
-        self.level_obj.load_tiles()
+        self.nemesis = Nemesis()
         if not self.level_obj.enter_pos:
             raise RuntimeError('No entry point')
         self.player_tile = None
+        self.nemesis_tile = None
 
         self.player.pos = self.level_obj.enter_pos
         self.keyboard = Window.request_keyboard(self._closed, self)
@@ -65,20 +55,36 @@ class GameWindow(FloatLayout):
             by += TILE_SIZE
 
         self.draw_player()
+        self.draw_nemesis()
 
     def draw_player(self):
         if self.player_tile:
             self.remove_widget(self.player_tile)
-        player_pos = (self.player.pos[0] * TILE_SIZE,
+        sprite_pos = (self.player.pos[0] * TILE_SIZE,
                 self.player.pos[1] * TILE_SIZE)
         self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
-                pos=player_pos)
+                pos=sprite_pos)
         with self.player_tile.canvas:
             Color(1, 1, 1)
-            Rectangle(pos=player_pos, size=self.player_tile.size,
-                    texture=self.player.sprite.texture)
+            Rectangle(pos=sprite_pos, size=self.player_tile.size,
+                    texture=self.player.get_texture())
         self.add_widget(self.player_tile)
 
+    def draw_nemesis(self):
+        if not self.nemesis.on_board():
+            return
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
+        sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
+                self.nemesis.pos[1] * TILE_SIZE)
+        self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
+                pos=sprite_pos)
+        with self.nemesis_tile.canvas:
+            Color(1, 1, 1)
+            Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
+                    texture=self.nemesis.get_texture())
+        self.add_widget(self.nemesis_tile)
+
     def _closed(self):
         self.keyboard.unbind(on_key_down=self._on_key_down)
 
@@ -94,19 +100,39 @@ class GameWindow(FloatLayout):
         elif keycode[0] == pygame.K_RIGHT:
             direction = (1, 0)
         if direction:
-            if self.player.can_move(direction, self.level_obj):
-                self.player.move(direction)
-                self.draw_player()
+            self.nemesis.move(self.level_obj)
+            self.draw_nemesis()
+            self.player.move(direction, self.level_obj)
+            self.draw_player()
+        self.check_state()
+
+    def check_state(self):
+        if self.level_obj.at_exit(self.player.pos):
+            # Jump to next level
+            self.level_obj = self.level_list.advance_to_next_level()
+            self.nemesis.reset_pos()
+            if self.level_obj:
+                self.level_obj.load_tiles()
+                self.player.pos = self.level_obj.enter_pos
+                self.remove_widget(self.player_tile)
+                self.build()
+            else:
+                print 'You won!'
+                sys.exit(1)
+        elif self.nemesis.pos == self.player.pos:
+            # Caught
+            print 'You lost!'
+            sys.exit(1)
 
 
 class GameApp(App):
 
     def __init__(self):
-        self.level = 'level1.txt'
+        self.levels = LevelList()
         super(GameApp, self).__init__()
 
     def build(self):
-        game = GameWindow(self.level)
+        game = GameWindow(self.levels)
         game.build()
         return game