Redo keyboard navigation code to support WASD as well
[erdslangetjie.git] / erdslangetjie / __main__.py
index cd17e87bc7279d555f9a03080ed957a602ce9381..71ef53b405cc46e9c6f5a8780109e6eaeac8abda 100644 (file)
@@ -1,31 +1,34 @@
-import sys
-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.logger import Logger, LoggerHistory
 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.level import LevelList
+from erdslangetjie.data import load_image
 from erdslangetjie.player import ThePlayer, Nemesis
-from erdslangetjie.constants import TILE_SIZE, QUIET
+
+
+if platform() != 'android':
+    Config.set('graphics', 'width', '1026')
+    Config.set('graphics', 'height', '760')
 
 
 class GameWindow(RelativeLayout):
 
-    def __init__(self, level_list, view):
+    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 = view
+        self.view = app.root
+        self.app = app
 
         cols, rows = self.level_obj.get_size()
 
@@ -44,10 +47,14 @@ class GameWindow(RelativeLayout):
             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
         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)
 
@@ -155,48 +162,70 @@ class GameWindow(RelativeLayout):
         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:
             self.do_move(direction)
 
     def do_move(self, direction):
-        self.nemesis.move(self.level_obj)
-        self.draw_nemesis()
+        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()
-            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()
-            else:
-                print 'You won!'
-                sys.exit(1)
-        elif self.nemesis.pos == self.player.pos:
+            if not self.reset_level():
+                self.app.game_over(True)
+        elif self.check_caught():
             # Caught
-            print 'You lost!'
-            sys.exit(1)
+            self.app.game_over(False)
 
     def _calc_mouse_pos(self, pos):
         pos = self.to_local(*pos)
@@ -222,6 +251,54 @@ class GameWindow(RelativeLayout):
                 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"
@@ -240,8 +317,21 @@ class GameApp(App):
         if platform() == 'android':
             window.fullscreen = True
         self.root.size = window.size
-        game = GameWindow(self.levels, self.root)
+        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()
+        self.root.clear_widgets()
         self.root.add_widget(game)
         # Ensure the player is visible
         self.root.scroll_x = 0
@@ -249,12 +339,17 @@ class GameApp(App):
         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():
     """ Erdslangetjie, a maze game of eluding nemesis
     """
-    if QUIET:
-        for hdlr in Logger.handlers[:]:
-            if not isinstance(hdlr, LoggerHistory):
-                Logger.removeHandler(hdlr)
     GameApp().run()