Bump tile size for better results on android
[erdslangetjie.git] / erdslangetjie / __main__.py
index dbb20cdcb69d062620e282449bc3fbba07922f91..45f907db55428f435f20fe21c35dac56391cee3e 100644 (file)
@@ -1,4 +1,170 @@
+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():
-    """ your app starts here
+    """ Erdslangetjie, a maze game of eluding nemesis
     """
+    GameApp().run()