-import kivy
import pygame
-kivy.require('1.6.0')
+from erdslangetjie.constants import TILE_SIZE
from kivy.app import App
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.button import Button
+from kivy.uix.label import Label
from kivy.graphics import Color, Rectangle
from kivy.utils import platform
+from kivy.clock import Clock
from erdslangetjie.level import LevelList
from erdslangetjie.data import load_image
from erdslangetjie.player import ThePlayer, Nemesis
-from erdslangetjie.constants import TILE_SIZE, QUIET
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':
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()
- self.reset_timer()
+ if not self.timer_set:
+ self.reset_timer()
- def timed_move(self):
- self.nemesis.move(self.level_obj)
+ 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):
- 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)
Rectangle(pos=(0, 0), size=(1026, 760),
texture=self.image.texture)
- self.stop_button = Button(
- text='Quit', size=(200, 40),
+ 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_press=self.app.stop_app)
- self.start_button = Button(
- text=self.START, size=(200, 40),
+ 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_press=self.app.start_game)
+ self.start_button.bind(on_ref_press=self.app.start_game)
self.add_widget(self.stop_button)
self.add_widget(self.start_button)
screen = IntroScreen(self)
self.root.add_widget(screen)
- def stop_app(self, button):
+ def stop_app(self, label, ref):
self.stop()
- def start_game(self, button):
+ def start_game(self, label, ref):
"""Start the game"""
game = GameWindow(self.levels, self)
game.build()
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()