Redo keyboard navigation code to support WASD as well
[erdslangetjie.git] / erdslangetjie / __main__.py
index ce2864b484b9bfddcb6786c618be851edac7ed76..71ef53b405cc46e9c6f5a8780109e6eaeac8abda 100644 (file)
@@ -1,6 +1,4 @@
-import pygame
-
-from erdslangetjie.constants import TILE_SIZE
+from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN
 
 from kivy.app import App
 from kivy.uix.widget import Widget
@@ -9,12 +7,19 @@ 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
 
 
+if platform() != 'android':
+    Config.set('graphics', 'width', '1026')
+    Config.set('graphics', 'height', '760')
+
+
 class GameWindow(RelativeLayout):
 
     def __init__(self, level_list, app):
@@ -42,6 +47,7 @@ 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':
@@ -156,15 +162,15 @@ 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)
@@ -172,42 +178,52 @@ class GameWindow(RelativeLayout):
     def do_move(self, direction):
         if not self.level_obj:
             return
-        self.nemesis.move(self.level_obj)
-        self.draw_nemesis()
         self.player.move(direction, self.level_obj)
         self.draw_player()
         self.check_state()
-        self.reset_timer()
+        if not self.timer_set:
+            self.reset_timer()
 
-    def timed_move(self):
+    def timed_move(self, event):
         if not self.level_obj:
             return
-        self.nemesis.move(self.level_obj)
+        self.nemesis.move(self.level_obj, self.check_caught)
         self.draw_nemesis()
         self.check_state()
         self.reset_timer()
 
     def reset_timer(self):
-        pass
+        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:
+            if not self.reset_level():
                 self.app.game_over(True)
-        elif self.nemesis.pos == self.player.pos:
+        elif self.check_caught():
             # Caught
             self.app.game_over(False)
 
@@ -256,9 +272,9 @@ class Screen(Widget):
                 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]" + self.START + "[/color][/ref]",
+                text="[ref=start][color=00ff66]%s[/color][/ref]" % self.START,
                 font_size=30,
-                markup = True, size=(200, 40),
+                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)