-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.uix.popup import Popup
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):
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':
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
+ 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)
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):
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()
+ self.do_nemesis_move()
- def timed_move(self):
- if not self.level_obj:
- return
+ def do_nemesis_move(self):
self.nemesis.move(self.level_obj)
- self.draw_nemesis()
self.check_state()
self.reset_timer()
+ self.draw_nemesis()
+ self.draw_player()
+
+ def timed_move(self, event):
+ if not self.level_obj:
+ return
+ self.do_nemesis_move()
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
+ if self.nemesis_tile:
+ 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 not self.level_obj:
+ return
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:
+ return
+ elif self.check_caught():
# Caught
self.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)
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)
title = "Peter's thread snake"
def __init__(self):
- self.levels = LevelList()
super(GameApp, self).__init__()
+ self.levels = LevelList()
def build(self):
root = ScrollView(size_hint=(None, None))
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):