Less buggy Kivy 1.7 hackery
[erdslangetjie.git] / erdslangetjie / __main__.py
index 3234d1b2dab8242b954c5517729ccbcc83762797..e8f4f9823c1d0aa1c9a0dce7780bd4fdaaaa2bd4 100644 (file)
-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.relativelayout import RelativeLayout
-from kivy.uix.scrollview import ScrollView
-from kivy.graphics import Color, Rectangle
 from kivy.utils import platform
+from kivy.config import Config
 
-from erdslangetjie.level import LevelList
-from erdslangetjie.player import ThePlayer, Nemesis
-
-TILE_SIZE = 40
-
-
-class GameWindow(RelativeLayout):
-
-    def __init__(self, level_list, view):
-        self.level_list = level_list
-        self.level_obj = self.level_list.get_current_level()
-        self.level_obj.load_tiles()
-        self.tiles = {}
-        self.view = view
-
-        rows, cols = self.level_obj.get_size()
-
-        super(GameWindow, self).__init__(
-                size=(cols*TILE_SIZE, rows*TILE_SIZE),
-                size_hint=(None, None))
-
-        self.mouse_move = False
-
-        self.player = ThePlayer()
-        self.nemesis = Nemesis()
-        if not self.level_obj.enter_pos:
-            raise RuntimeError('No entry point')
-        self.player_tile = None
-        self.nemesis_tile = None
-
-        self.player.pos = self.level_obj.enter_pos
-        if platform() != 'android':
-            # Very hack'ish
-            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),
-                        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
-                bx += TILE_SIZE
-            by += TILE_SIZE
-
-        self.draw_player()
-        self.draw_nemesis()
-
-    def draw_player(self):
-        if self.player_tile:
-            self.remove_widget(self.player_tile)
-        sprite_pos = (self.player.pos[0] * TILE_SIZE,
-                self.player.pos[1] * TILE_SIZE)
-        self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
-                pos=sprite_pos)
-        with self.player_tile.canvas:
-            Color(1, 1, 1)
-            Rectangle(pos=sprite_pos, size=self.player_tile.size,
-                    texture=self.player.get_texture())
-        self.add_widget(self.player_tile)
-        # Player position in viewpoint coordinates
-        check_point = (sprite_pos[0] + TILE_SIZE / 2,
-                sprite_pos[1] + TILE_SIZE / 2)
-        true_point = self.to_parent(*check_point)
-        if not self.included(true_point):
-            # Scroll ourselves
-            while true_point[0] >= self.view.size[0] - TILE_SIZE:
-                self.pos = (self.pos[0] - 1.5 * TILE_SIZE, self.pos[1])
-                true_point = self.to_parent(*check_point)
-            while true_point[0] < TILE_SIZE:
-                self.pos = (self.pos[0] + 1.5 * TILE_SIZE, self.pos[1])
-                true_point = self.to_parent(*check_point)
-            while true_point[1] >= self.view.size[1] - TILE_SIZE:
-                self.pos = (self.pos[0], self.pos[1] - 1.5 * TILE_SIZE)
-                true_point = self.to_parent(*check_point)
-            while true_point[1] < TILE_SIZE:
-                self.pos = (self.pos[0], self.pos[1] + 1.5 * TILE_SIZE)
-                true_point = self.to_parent(*check_point)
-
-    def included(self, point):
-        if point[0] < TILE_SIZE:
-            return False
-        if point[0] >= self.view.pos[0] - TILE_SIZE:
-            return False
-        if point[1] < TILE_SIZE:
-            return False
-        if point[1] >= self.view.pos[1] - TILE_SIZE:
-            return False
-
-    def draw_nemesis(self):
-        if not self.nemesis.on_board():
-            return
-        if self.nemesis_tile:
-            self.remove_widget(self.nemesis_tile)
-        sprite_pos = (self.nemesis.pos[0] * TILE_SIZE,
-                self.nemesis.pos[1] * TILE_SIZE)
-        self.nemesis_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
-                pos=sprite_pos)
-        with self.nemesis_tile.canvas:
-            Color(1, 1, 1)
-            Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
-                    texture=self.nemesis.get_texture())
-        self.add_widget(self.nemesis_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:
-            self.do_move(direction)
-
-    def do_move(self, direction):
-        self.nemesis.move(self.level_obj)
-        self.draw_nemesis()
-        self.player.move(direction, self.level_obj)
-        self.draw_player()
-        self.check_state()
-
-    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.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.build()
-            else:
-                print 'You won!'
-                sys.exit(1)
-        elif self.nemesis.pos == self.player.pos:
-            # Caught
-            print 'You lost!'
-            sys.exit(1)
-
-    def _calc_mouse_pos(self, pos):
-        pos = self.to_local(*pos)
-        return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
-
-    def on_touch_down(self, touch):
-        pos = self._calc_mouse_pos(touch.pos)
-        if pos == self.player.pos:
-            self.mouse_move = True
-            self.mouse_start = pos
-
-    def on_touch_up(self, touch):
-        self.mouse_move = False
-
-    def on_touch_move(self, touch):
-        if self.mouse_move:
-            pos = self._calc_mouse_pos(touch.pos)
-            if (pos[0] - self.mouse_start[0] != 0) or (
-                    pos[1] - self.mouse_start[1] != 0):
-                direction = (pos[0] - self.mouse_start[0],
-                        pos[1] - self.mouse_start[1])
-                self.do_move(direction)
-                self.mouse_start = pos
-
-
-class GameApp(App):
-
-    def __init__(self):
-        self.levels = LevelList()
-        super(GameApp, self).__init__()
-
-    def build(self):
-        root = ScrollView(size=(640, 480), size_hint=(None, None))
-        game = GameWindow(self.levels, root)
-        game.build()
-        root.add_widget(game)
-        # Ensure the player is visible
-        game.draw_player()
-        return root
+if platform() != 'android':
+    Config.set('graphics', 'width', '1026')
+    Config.set('graphics', 'height', '760')
 
 
 def main():
     """ Erdslangetjie, a maze game of eluding nemesis
     """
+    from erdslangetjie.localwidgets import GameApp
     GameApp().run()