import sys
-import os
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.uix.relativelayout import RelativeLayout
+from kivy.uix.scrollview import ScrollView
from kivy.graphics import Color, Rectangle
+from kivy.utils import platform
-from erdslangetjie.data import filepath, load
-from erdslangetjie.level import Level
+from erdslangetjie.level import LevelList
+from erdslangetjie.player import ThePlayer, Nemesis
+TILE_SIZE = 48
-class GameWindow(FloatLayout):
- def __init__(self, level):
- super(GameWindow, self).__init__(size=(960, 960))
- 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()
+class GameWindow(RelativeLayout):
+
+ def __init__(self, level_list, view):
+ self.level_list = level_list
+ self.level_obj = self.level_list.get_current_level()
+ self.level_obj.load_tiles()
+ self.tiles = {}
+ self.view = view
+
+ cols, rows = self.level_obj.get_size()
+
+ super(GameWindow, self).__init__(
+ size=(cols*TILE_SIZE, rows*TILE_SIZE),
+ size_hint=(None, None))
+
+ 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
+ if platform() != 'android':
+ # Very hack'ish
+ 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()
- tile_size = 24
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))
+ node = Widget(size=(TILE_SIZE, TILE_SIZE),
+ pos=(bx, by),
+ size_hint=(None, None))
+ self.add_widget(node)
with node.canvas:
Color(1, 1, 1)
Rectangle(pos=node.pos, size=node.size,
texture=tile.texture)
- self.add_widget(node)
- bx += tile_size
- by += tile_size
+ 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)
+ # Player position in viewpoint coordinates
+ check_point = (sprite_pos[0] + TILE_SIZE / 2,
+ sprite_pos[1] + TILE_SIZE / 2)
+ true_point = self.to_parent(*check_point)
+ if not self.included(true_point):
+ # Scroll ourselves
+ while true_point[0] >= self.view.size[0] - TILE_SIZE:
+ self.pos = (self.pos[0] - 1.5 * TILE_SIZE, self.pos[1])
+ true_point = self.to_parent(*check_point)
+ while true_point[0] < TILE_SIZE:
+ self.pos = (self.pos[0] + 1.5 * TILE_SIZE, self.pos[1])
+ true_point = self.to_parent(*check_point)
+ while true_point[1] >= self.view.size[1] - TILE_SIZE:
+ self.pos = (self.pos[0], self.pos[1] - 1.5 * TILE_SIZE)
+ true_point = self.to_parent(*check_point)
+ while true_point[1] < TILE_SIZE:
+ self.pos = (self.pos[0], self.pos[1] + 1.5 * TILE_SIZE)
+ true_point = self.to_parent(*check_point)
+
+ def included(self, point):
+ if point[0] < TILE_SIZE:
+ return False
+ if point[0] >= self.view.pos[0] - TILE_SIZE:
+ return False
+ if point[1] < TILE_SIZE:
+ return False
+ if point[1] >= self.view.pos[1] - TILE_SIZE:
+ return False
+
+ 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):
+ pos = self.to_local(*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.level = 'level1.txt'
+ self.levels = LevelList()
super(GameApp, self).__init__()
def build(self):
- game = GameWindow(self.level)
+ root = ScrollView(size=(960, 640), size_hint=(None, None))
+ game = GameWindow(self.levels, root)
game.build()
- return game
+ root.add_widget(game)
+ # Ensure the player is visible
+ game.draw_player()
+ return root
def main():