Redo keyboard navigation code to support WASD as well
[erdslangetjie.git] / erdslangetjie / __main__.py
index 816ec79f78fd908c45489519f3586c4fc1fc346a..71ef53b405cc46e9c6f5a8780109e6eaeac8abda 100644 (file)
@@ -1,50 +1,62 @@
-import sys
-import os
-import kivy
-import pygame
-
-kivy.require('1.6.0')
+from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
 
 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.uix.label import Label
 from kivy.graphics import Color, Rectangle
+from kivy.utils import platform
+from kivy.clock import Clock
+from kivy.config import Config
 
-from erdslangetjie.data import filepath, load
-from erdslangetjie.level import Level
+from erdslangetjie.level import LevelList
+from erdslangetjie.data import load_image
 from erdslangetjie.player import ThePlayer, Nemesis
 
-TILE_SIZE = 24
 
+if platform() != 'android':
+    Config.set('graphics', 'width', '1026')
+    Config.set('graphics', 'height', '760')
 
-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, app):
+        self.level_list = level_list
+        self.level_obj = self.level_list.get_current_level()
+        self.level_obj.load_tiles()
         self.tiles = {}
+        self.view = app.root
+        self.app = app
+
+        cols, rows = self.level_obj.get_size()
+
+        super(GameWindow, self).__init__(
+                size=(cols * TILE_SIZE, rows * TILE_SIZE),
+                size_hint=(None, None))
+
+        self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
+        self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
+
+        self.mouse_move = False
 
         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.timer_set = False
 
         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)
+        if platform() != 'android':
+            # Very hack'ish
+            # We need to delay this import until after the window creation by
+            # the app, else our size config doesn't work
+            from kivy.core.window import Window
+            self.keyboard = Window.request_keyboard(self._closed, self)
+            self.keyboard.bind(on_key_down=self._on_key_down)
 
     def build(self):
         self.clear_widgets()
@@ -54,61 +66,287 @@ class GameWindow(FloatLayout):
         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)
                 self.tiles[(bx, by)] = node
                 bx += TILE_SIZE
             by += TILE_SIZE
 
-        self.draw_player()
-
     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)
+        for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
+                (-TILE_SIZE + 1, TILE_SIZE - 1),
+                (TILE_SIZE - 1, -TILE_SIZE + 1),
+                (-TILE_SIZE + 1, -TILE_SIZE + 1),
+                (0, 2 * TILE_SIZE - 2),
+                (-2 * TILE_SIZE + 2, 0),
+                (2 * TILE_SIZE - 2, 0),
+                (0, -2 * TILE_SIZE + 2),
+                (0, 0)]:
+            # Aim is to ensure a 'neighbourhood' around the player
+            # is visible if possible
+            check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
+                    sprite_pos[1] + offset[1] + TILE_SIZE / 2)
+            true_point = self.to_parent(*check_point)
+            if check_point[0] < 0:
+                continue
+            if check_point[1] < 0:
+                continue
+            if check_point[0] >= self.size[0]:
+                continue
+            if check_point[1] >= self.size[1]:
+                continue
+            while not self.included(true_point, 0):
+                # Scroll ourselves
+                if true_point[0] >= self.view.size[0]:
+                    self.view.scroll_x += self.x_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    #print '-x', self.view.scroll_x, self.view.scroll_y
+                elif true_point[0] < 0:
+                    self.view.scroll_x -= self.x_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    #print '+x', self.view.scroll_x, self.view.scroll_y
+                elif true_point[1] >= self.view.size[1]:
+                    self.view.scroll_y += self.y_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    #print '+y', self.view.scroll_x, self.view.scroll_y
+                elif true_point[1] < 0:
+                    self.view.scroll_y -= self.y_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    #print '-y', self.view.scroll_x, self.view.scroll_y
+                #print true_point, self.view.size
+
+    def included(self, point, margin):
+        if point[0] < margin:
+            return False
+        if point[0] >= self.view.size[0] - margin:
+            return False
+        if point[1] < margin:
+            return False
+        if point[1] >= self.view.size[1] - margin:
+            return False
+        return True
+
+    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:
+        letter = keycode[1].lower()
+        if letter in UP:
             direction = (0, 1)
-        elif keycode[0] == pygame.K_DOWN:
+        elif letter in DOWN:
             direction = (0, -1)
-        elif keycode[0] == pygame.K_LEFT:
+        elif letter in LEFT:
             direction = (-1, 0)
-        elif keycode[0] == pygame.K_RIGHT:
+        elif letter in RIGHT:
             direction = (1, 0)
         if direction:
-            if self.player.can_move(direction, self.level_obj):
-                self.player.move(direction)
-                self.draw_player()
+            self.do_move(direction)
+
+    def do_move(self, direction):
+        if not self.level_obj:
+            return
+        self.player.move(direction, self.level_obj)
+        self.draw_player()
+        self.check_state()
+        if not self.timer_set:
+            self.reset_timer()
+
+    def timed_move(self, event):
+        if not self.level_obj:
+            return
+        self.nemesis.move(self.level_obj, self.check_caught)
+        self.draw_nemesis()
+        self.check_state()
+        self.reset_timer()
+
+    def reset_timer(self):
+        self.timer_set = True
+        Clock.unschedule(self.timed_move)
+        Clock.schedule_once(self.timed_move, 0.5)
+
+    def check_caught(self):
+        return self.nemesis.pos == self.player.pos
+
+    def reset_level(self):
+        Clock.unschedule(self.timed_move)
+        self.timer_set = False
+        self.remove_widget(self.nemesis_tile)
+        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.view.scroll_x = 0
+            self.view.scroll_y = 0
+            self.build()
+            self.draw_nemesis()
+            self.draw_player()
+            return True
+        return False
+
+    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()
+            if not self.reset_level():
+                self.app.game_over(True)
+        elif self.check_caught():
+            # Caught
+            self.app.game_over(False)
+
+    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 Screen(Widget):
+
+    BACKGROUND = None
+    START = 'Start'
+
+    def __init__(self, app):
+        super(Screen, self).__init__()
+        self.image = load_image(self.BACKGROUND)
+        self.app = app
+        with self.canvas:
+            Rectangle(pos=(0, 0), size=(1026, 760),
+                    texture=self.image.texture)
+
+        self.stop_button = Label(
+                text='[ref=quit][color=ff0066]Quit[/color][/ref]',
+                font_size=30,
+                markup=True,
+                size=(200, 40),
+                pos=((1026 - 200) / 2 - 100, 100))
+        self.stop_button.bind(on_ref_press=self.app.stop_app)
+        self.start_button = Label(
+                text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
+                font_size=30,
+                markup=True, size=(200, 40),
+                pos=((1026 - 200) / 2 + 100, 100))
+        self.start_button.bind(on_ref_press=self.app.start_game)
+        self.add_widget(self.stop_button)
+        self.add_widget(self.start_button)
+
+
+class IntroScreen(Screen):
+
+    BACKGROUND = 'screens/intro_screen.png'
+    START = 'Start the Game'
+
+
+class WonScreen(Screen):
+
+    BACKGROUND = 'screens/won.png'
+    START = 'Play again?'
+
+
+class LostScreen(Screen):
+
+    BACKGROUND = 'screens/lost.png'
+    START = 'Retry?'
 
 
 class GameApp(App):
 
+    title = "Peter's thread snake"
+
     def __init__(self):
-        self.level = 'level1.txt'
+        self.levels = LevelList()
         super(GameApp, self).__init__()
 
     def build(self):
-        game = GameWindow(self.level)
+        root = ScrollView(size_hint=(None, None))
+        return root
+
+    def on_start(self):
+        from kivy.base import EventLoop
+        window = EventLoop.window
+        if platform() == 'android':
+            window.fullscreen = True
+        self.root.size = window.size
+        self.make_intro()
+
+    def make_intro(self):
+        self.root.clear_widgets()
+        screen = IntroScreen(self)
+        self.root.add_widget(screen)
+
+    def stop_app(self, label, ref):
+        self.stop()
+
+    def start_game(self, label, ref):
+        """Start the game"""
+        game = GameWindow(self.levels, self)
         game.build()
-        return game
+        self.root.clear_widgets()
+        self.root.add_widget(game)
+        # Ensure the player is visible
+        self.root.scroll_x = 0
+        self.root.scroll_y = 0
+        game.draw_player()
+        game.draw_nemesis()
+
+    def game_over(self, won):
+        if won:
+            screen = WonScreen(self)
+            self.levels.reset()
+        else:
+            screen = LostScreen(self)
+        self.root.clear_widgets()
+        self.root.add_widget(screen)
 
 
 def main():