+import sys
+import kivy
+import pygame
+
+kivy.require('1.6.0')
+
+from kivy.app import App
+from kivy.core.window import Window
+from kivy.uix.widget import Widget
+from kivy.uix.floatlayout import FloatLayout
+from kivy.graphics import Color, Rectangle
+
+from erdslangetjie.level import LevelList
+from erdslangetjie.player import ThePlayer, Nemesis
+
+TILE_SIZE = 40
+
+
+class GameWindow(FloatLayout):
+
+ def __init__(self, level_list):
+ super(GameWindow, self).__init__(size=(1080, 800))
+ self.level_list = level_list
+ self.level_obj = self.level_list.get_current_level()
+ self.level_obj.load_tiles()
+ self.tiles = {}
+
+ self.mouse_move = False
+
+ self.player = ThePlayer()
+ 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)
+ self.keyboard.bind(on_key_down=self._on_key_down)
+
+ def build(self):
+ self.clear_widgets()
+ self.tiles = {}
+ tiles = self.level_obj.get_tiles()
+ bx, by = 0, 0
+ for tile_line in tiles:
+ bx = 0
+ for tile in tile_line:
+ node = Widget(size=(TILE_SIZE, TILE_SIZE), pos=(bx, by))
+ with node.canvas:
+ Color(1, 1, 1)
+ Rectangle(pos=node.pos, size=node.size,
+ texture=tile.texture)
+ self.add_widget(node)
+ self.tiles[(bx, by)] = node
+ bx += TILE_SIZE
+ by += TILE_SIZE
+
+ self.draw_player()
+ self.draw_nemesis()
+
+ def draw_player(self):
+ if self.player_tile:
+ self.remove_widget(self.player_tile)
+ sprite_pos = (self.player.pos[0] * TILE_SIZE,
+ self.player.pos[1] * TILE_SIZE)
+ self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
+ pos=sprite_pos)
+ with self.player_tile.canvas:
+ Color(1, 1, 1)
+ 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)
+
+ def _on_key_down(self, keyboard, keycode, text, modifiers):
+ # FIXME - likely portablity issues
+ direction = None
+ if keycode[0] == pygame.K_UP:
+ direction = (0, 1)
+ elif keycode[0] == pygame.K_DOWN:
+ direction = (0, -1)
+ elif keycode[0] == pygame.K_LEFT:
+ direction = (-1, 0)
+ elif keycode[0] == pygame.K_RIGHT:
+ direction = (1, 0)
+ if direction:
+ self.do_move(direction)
+
+ def do_move(self, direction):
+ 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)
+
+ def _calc_mouse_pos(self, pos):
+ return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
+
+ def on_touch_down(self, touch):
+ pos = self._calc_mouse_pos(touch.pos)
+ if pos == self.player.pos:
+ self.mouse_move = True
+ self.mouse_start = pos
+
+ def on_touch_up(self, touch):
+ self.mouse_move = False
+
+ def on_touch_move(self, touch):
+ if self.mouse_move:
+ pos = self._calc_mouse_pos(touch.pos)
+ if (pos[0] - self.mouse_start[0] != 0) or (
+ pos[1] - self.mouse_start[1] != 0):
+ direction = (pos[0] - self.mouse_start[0],
+ pos[1] - self.mouse_start[1])
+ self.do_move(direction)
+ self.mouse_start = pos
+
+
+class GameApp(App):
+
+ def __init__(self):
+ self.levels = LevelList()
+ super(GameApp, self).__init__()
+
+ def build(self):
+ game = GameWindow(self.levels)
+ game.build()
+ return game
+
def main():
""" Erdslangetjie, a maze game of eluding nemesis
"""
+ GameApp().run()