Advance through the levels
[erdslangetjie.git] / erdslangetjie / __main__.py
index 0163bf0d6fcfa0a49241f367771bfe2150d2e8ed..7329b443567da11d149f4fe66c6893da3cf9bf86 100644 (file)
@@ -1,4 +1,115 @@
+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 = 24
+
+
+class GameWindow(FloatLayout):
+
+    def __init__(self, level_list):
+        super(GameWindow, self).__init__(size=(648, 480))
+        self.level_list = level_list
+        self.level_obj = self.level_list.get_current_level()
+        self.level_obj.load_tiles()
+        self.tiles = {}
+
+        self.player = ThePlayer()
+        if not self.level_obj.enter_pos:
+            raise RuntimeError('No entry point')
+        self.player_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()
+
+    def draw_player(self):
+        if self.player_tile:
+            self.remove_widget(self.player_tile)
+        player_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)
+        with self.player_tile.canvas:
+            Color(1, 1, 1)
+            Rectangle(pos=player_pos, size=self.player_tile.size,
+                    texture=self.player.sprite.texture)
+        self.add_widget(self.player_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:
+            if self.player.can_move(direction, self.level_obj):
+                self.player.move(direction)
+                self.draw_player()
+                if self.level_obj.at_exit(self.player.pos):
+                    self.level_obj = self.level_list.advance_to_next_level()
+                    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)
+
+
+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():
     """ Erdslangetjie, a maze game of eluding nemesis
     """
+    GameApp().run()