Cleanup more state - hopefully fix some stale game running bugs
[erdslangetjie.git] / erdslangetjie / __main__.py
index db6669e83ff966a75ef6bcb18cdbdd7e01404831..935d212b98ccb6b246859c91b24efee773d63122 100644 (file)
@@ -1,21 +1,26 @@
-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
 from kivy.uix.relativelayout import RelativeLayout
 from kivy.uix.scrollview import ScrollView
 from kivy.uix.label import Label
 
 from kivy.app import App
 from kivy.uix.widget import Widget
 from kivy.uix.relativelayout import RelativeLayout
 from kivy.uix.scrollview import ScrollView
 from kivy.uix.label import Label
+from kivy.uix.popup import Popup
 from kivy.graphics import Color, Rectangle
 from kivy.utils import platform
 from kivy.clock import Clock
 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.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):
 class GameWindow(RelativeLayout):
 
     def __init__(self, level_list, app):
@@ -44,6 +49,7 @@ class GameWindow(RelativeLayout):
         self.player_tile = None
         self.nemesis_tile = None
         self.timer_set = False
         self.player_tile = None
         self.nemesis_tile = None
         self.timer_set = False
+        self.move_counter = 0
 
         self.player.pos = self.level_obj.enter_pos
         if platform() != 'android':
 
         self.player.pos = self.level_obj.enter_pos
         if platform() != 'android':
@@ -62,18 +68,22 @@ class GameWindow(RelativeLayout):
         for tile_line in tiles:
             bx = 0
             for tile in tile_line:
         for tile_line in tiles:
             bx = 0
             for tile in tile_line:
-                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.tiles[(bx, by)] = node
+                self.draw_tile((bx, by), tile)
                 bx += TILE_SIZE
             by += TILE_SIZE
 
                 bx += TILE_SIZE
             by += TILE_SIZE
 
+    def draw_tile(self, pos, tile):
+        if pos in self.tiles:
+            self.remove_widget(self.tiles[pos])
+        node = Widget(size=(TILE_SIZE, TILE_SIZE),
+                pos=pos, 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.tiles[pos] = node
+
     def draw_player(self):
         if self.player_tile:
             self.remove_widget(self.player_tile)
     def draw_player(self):
         if self.player_tile:
             self.remove_widget(self.player_tile)
@@ -113,20 +123,15 @@ class GameWindow(RelativeLayout):
                 if true_point[0] >= self.view.size[0]:
                     self.view.scroll_x += self.x_scroll_margin
                     true_point = self.to_parent(*check_point)
                 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)
                 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)
                 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)
                 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:
 
     def included(self, point, margin):
         if point[0] < margin:
@@ -158,15 +163,15 @@ class GameWindow(RelativeLayout):
         self.keyboard.unbind(on_key_down=self._on_key_down)
 
     def _on_key_down(self, keyboard, keycode, text, modifiers):
         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
         direction = None
-        if keycode[0] == pygame.K_UP:
+        letter = keycode[1].lower()
+        if letter in UP:
             direction = (0, 1)
             direction = (0, 1)
-        elif keycode[0] == pygame.K_DOWN:
+        elif letter in DOWN:
             direction = (0, -1)
             direction = (0, -1)
-        elif keycode[0] == pygame.K_LEFT:
+        elif letter in LEFT:
             direction = (-1, 0)
             direction = (-1, 0)
-        elif keycode[0] == pygame.K_RIGHT:
+        elif letter in RIGHT:
             direction = (1, 0)
         if direction:
             self.do_move(direction)
             direction = (1, 0)
         if direction:
             self.do_move(direction)
@@ -174,24 +179,35 @@ class GameWindow(RelativeLayout):
     def do_move(self, direction):
         if not self.level_obj:
             return
     def do_move(self, direction):
         if not self.level_obj:
             return
-        self.player.move(direction, self.level_obj)
-        self.draw_player()
+        # Do nothing on null moves
+        if not self.player.move(direction, self.level_obj):
+            return
         self.check_state()
         self.check_state()
-        if not self.timer_set:
-            self.reset_timer()
+        self.do_nemesis_move()
+
+    def do_nemesis_move(self):
+        self.nemesis.move(self.level_obj, self.player.pos)
+        self.check_state()
+        if self.move_counter > 4:
+            self.move_counter = 0
+            self.draw_nemesis()
+            self.nemesis.move(self.level_obj, self.player.pos)
+            self.check_state()
+        else:
+            self.move_counter += 1
+        self.draw_nemesis()
+        self.draw_player()
+        self.reset_timer()
 
     def timed_move(self, event):
         if not self.level_obj:
             return
 
     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()
+        self.do_nemesis_move()
 
     def reset_timer(self):
         self.timer_set = True
         Clock.unschedule(self.timed_move)
 
     def reset_timer(self):
         self.timer_set = True
         Clock.unschedule(self.timed_move)
-        Clock.schedule_once(self.timed_move, 0.5)
+        Clock.schedule_once(self.timed_move, 3)
 
     def check_caught(self):
         return self.nemesis.pos == self.player.pos
 
     def check_caught(self):
         return self.nemesis.pos == self.player.pos
@@ -199,8 +215,12 @@ class GameWindow(RelativeLayout):
     def reset_level(self):
         Clock.unschedule(self.timed_move)
         self.timer_set = False
     def reset_level(self):
         Clock.unschedule(self.timed_move)
         self.timer_set = False
-        self.remove_widget(self.nemesis_tile)
+        self.move_counter = 0
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
         self.nemesis.reset_pos()
         self.nemesis.reset_pos()
+
+    def load_level(self):
         if self.level_obj:
             self.level_obj.load_tiles()
             self.player.pos = self.level_obj.enter_pos
         if self.level_obj:
             self.level_obj.load_tiles()
             self.player.pos = self.level_obj.enter_pos
@@ -214,14 +234,33 @@ class GameWindow(RelativeLayout):
         return False
 
     def check_state(self):
         return False
 
     def check_state(self):
+        if not self.level_obj:
+            return
         if self.level_obj.at_exit(self.player.pos):
         if self.level_obj.at_exit(self.player.pos):
+            self.reset_level()
             # Jump to next level
             self.level_obj = self.level_list.advance_to_next_level()
             # Jump to next level
             self.level_obj = self.level_list.advance_to_next_level()
-            if not self.reset_level():
-                self.app.game_over(True)
+            if not self.load_level():
+                app = self.app
+                self.app = None
+                self._closed()
+                app.game_over(True)
+            return
         elif self.check_caught():
             # Caught
         elif self.check_caught():
             # Caught
-            self.app.game_over(False)
+            self.reset_level()
+            app = self.app
+            self.app = None
+            self._closed()
+            app.game_over(False)
+            return
+        elif self.level_obj.is_button(self.player.pos):
+            self.level_obj.trigger_button(self.player.pos)
+        elif self.level_obj.is_button(self.nemesis.pos):
+            self.level_obj.trigger_button(self.nemesis.pos)
+        for map_pos, new_tile in self.level_obj.get_changed_tiles():
+            pos = (map_pos[0] * TILE_SIZE, map_pos[1] * TILE_SIZE)
+            self.draw_tile(pos, new_tile)
 
     def _calc_mouse_pos(self, pos):
         pos = self.to_local(*pos)
 
     def _calc_mouse_pos(self, pos):
         pos = self.to_local(*pos)
@@ -300,8 +339,9 @@ class GameApp(App):
     title = "Peter's thread snake"
 
     def __init__(self):
     title = "Peter's thread snake"
 
     def __init__(self):
-        self.levels = LevelList()
         super(GameApp, self).__init__()
         super(GameApp, self).__init__()
+        self.levels = LevelList()
+        self.game = None
 
     def build(self):
         root = ScrollView(size_hint=(None, None))
 
     def build(self):
         root = ScrollView(size_hint=(None, None))
@@ -313,6 +353,12 @@ class GameApp(App):
         if platform() == 'android':
             window.fullscreen = True
         self.root.size = window.size
         if platform() == 'android':
             window.fullscreen = True
         self.root.size = window.size
+        errors = self.levels.get_errors()
+        if errors:
+            popup = Popup(title='Levels excluded',
+                    content=Label(text='\n'.join(errors)),
+                    size_hint=(.5, .5))
+            popup.open()
         self.make_intro()
 
     def make_intro(self):
         self.make_intro()
 
     def make_intro(self):
@@ -325,15 +371,15 @@ class GameApp(App):
 
     def start_game(self, label, ref):
         """Start the game"""
 
     def start_game(self, label, ref):
         """Start the game"""
-        game = GameWindow(self.levels, self)
-        game.build()
+        self.game = GameWindow(self.levels, self)
+        self.game.build()
         self.root.clear_widgets()
         self.root.clear_widgets()
-        self.root.add_widget(game)
+        self.root.add_widget(self.game)
         # Ensure the player is visible
         self.root.scroll_x = 0
         self.root.scroll_y = 0
         # Ensure the player is visible
         self.root.scroll_x = 0
         self.root.scroll_y = 0
-        game.draw_player()
-        game.draw_nemesis()
+        self.game.draw_player()
+        self.game.draw_nemesis()
 
     def game_over(self, won):
         if won:
 
     def game_over(self, won):
         if won:
@@ -341,6 +387,8 @@ class GameApp(App):
             self.levels.reset()
         else:
             screen = LostScreen(self)
             self.levels.reset()
         else:
             screen = LostScreen(self)
+        del self.game
+        self.game = None
         self.root.clear_widgets()
         self.root.add_widget(screen)
 
         self.root.clear_widgets()
         self.root.add_widget(screen)