Rework imports to get correct screen size with kivy 1.7
[erdslangetjie.git] / erdslangetjie / localwidgets.py
diff --git a/erdslangetjie/localwidgets.py b/erdslangetjie/localwidgets.py
new file mode 100644 (file)
index 0000000..885ac51
--- /dev/null
@@ -0,0 +1,454 @@
+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 Rectangle
+from kivy.utils import platform
+from kivy.clock import Clock
+
+from erdslangetjie.level import LevelList
+from erdslangetjie.data import load_image, load_sound
+from erdslangetjie.player import ThePlayer, Nemesis
+
+
+class GameWindow(RelativeLayout):
+
+    def __init__(self, level_list, app):
+        self.level_list = level_list
+        self.level_obj = self.level_list.get_current_level()
+        self.level_obj.load_tiles()
+        self.app = app
+
+        cols, rows = 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.caught = load_sound('sounds/caught.ogg')
+
+        self.player = ThePlayer()
+        self.nemesis = Nemesis(self.app.config)
+        if not self.level_obj.enter_pos:
+            raise RuntimeError('No entry point')
+        self.player_tile = None
+        self.nemesis_tile = None
+        self.timer_set = False
+        self.move_counter = 0
+
+        self.player.pos = self.level_obj.enter_pos
+        self.keyboard = None
+        self._key_bound = False
+        self._background = None
+
+    def build(self):
+        if platform() != 'android' and not self.keyboard:
+            # Very hack'ish
+            # We need to delay this import until after the window creation by
+            # the app, else our size config doesn't work
+            from kivy.core.window import Window
+            self.keyboard = Window.request_keyboard(self._closed, self)
+        if self.keyboard and not self._key_bound:
+            # We remove this binding when we're the not top level widget,
+            # so re-add it here
+            self._key_bound = True
+            self.keyboard.bind(on_key_down=self._on_key_down)
+        self.clear_widgets()
+        self._background = Widget(size=self.size, pos=(0, 0))
+        tiles = self.level_obj.get_tiles()
+        bx, by = 0, 0
+        for tile_line in tiles:
+            bx = 0
+            for tile in tile_line:
+                self.draw_tile((bx, by), tile)
+                bx += TILE_SIZE
+            by += TILE_SIZE
+        self.add_widget(self._background)
+
+    def draw_tile(self, pos, tile):
+        with self._background.canvas:
+            Rectangle(pos=pos, size=(TILE_SIZE, TILE_SIZE),
+                    texture=tile.texture)
+
+    def fix_scroll_margins(self):
+        # We need to call this after app.root is set
+        self.view = self.app.root
+        self.x_scroll_margin = float(TILE_SIZE) / self.view.size[0]
+        self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1]
+
+    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:
+            Rectangle(pos=sprite_pos, size=self.player_tile.size,
+                    texture=self.player.get_texture())
+        self.add_widget(self.player_tile)
+        for offset in [(TILE_SIZE - 1, TILE_SIZE - 1),
+                (-TILE_SIZE + 1, TILE_SIZE - 1),
+                (TILE_SIZE - 1, -TILE_SIZE + 1),
+                (-TILE_SIZE + 1, -TILE_SIZE + 1),
+                (0, 2 * TILE_SIZE - 2),
+                (-2 * TILE_SIZE + 2, 0),
+                (2 * TILE_SIZE - 2, 0),
+                (0, -2 * TILE_SIZE + 2),
+                (0, 0)]:
+            # Aim is to ensure a 'neighbourhood' around the player
+            # is visible if possible
+            check_point = (sprite_pos[0] + offset[0] + TILE_SIZE / 2,
+                    sprite_pos[1] + offset[1] + TILE_SIZE / 2)
+            true_point = self.to_parent(*check_point)
+            if check_point[0] < 0:
+                continue
+            if check_point[1] < 0:
+                continue
+            if check_point[0] >= self.size[0]:
+                continue
+            if check_point[1] >= self.size[1]:
+                continue
+            while not self.included(true_point, 0):
+                # Scroll ourselves
+                if true_point[0] >= self.view.size[0]:
+                    self.view.scroll_x += self.x_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    # Avoid an infinite loop that can happen we
+                    # changing screens
+                    if self.view.scroll_x > 0.99:
+                        return
+                elif true_point[0] < 0:
+                    self.view.scroll_x -= self.x_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    # See above
+                    if self.view.scroll_x < 0.01:
+                        return
+                elif true_point[1] >= self.view.size[1]:
+                    self.view.scroll_y += self.y_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    # See above
+                    if self.view.scroll_y > 0.99:
+                        return
+                elif true_point[1] < 0:
+                    self.view.scroll_y -= self.y_scroll_margin
+                    true_point = self.to_parent(*check_point)
+                    # See above
+                    if self.view.scroll_y < 0.01:
+                        return
+
+    def included(self, point, margin):
+        if point[0] < margin:
+            return False
+        if point[0] >= self.view.size[0] - margin:
+            return False
+        if point[1] < margin:
+            return False
+        if point[1] >= self.view.size[1] - margin:
+            return False
+        return True
+
+    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:
+            Rectangle(pos=sprite_pos, size=self.nemesis_tile.size,
+                    texture=self.nemesis.get_texture())
+        self.add_widget(self.nemesis_tile)
+
+    def _closed(self):
+        if self.keyboard:
+            self._key_bound = False
+            self.keyboard.unbind(on_key_down=self._on_key_down)
+
+    def _on_key_down(self, keyboard, keycode, text, modifiers):
+        direction = None
+        letter = keycode[1].lower()
+        if letter in UP:
+            direction = (0, 1)
+        elif letter in DOWN:
+            direction = (0, -1)
+        elif letter in LEFT:
+            direction = (-1, 0)
+        elif letter in RIGHT:
+            direction = (1, 0)
+        if direction:
+            self.do_move(direction)
+
+    def do_move(self, direction):
+        if not self.level_obj:
+            return
+        # Do nothing on null moves
+        if not self.player.move(direction, self.level_obj):
+            return
+        if self.check_state():
+            return
+        self.do_nemesis_move()
+
+    def do_nemesis_move(self):
+        self.nemesis.move(self.level_obj, self.player.pos)
+        if self.check_state():
+            return
+        if self.move_counter > 4:
+            self.move_counter = 0
+            self.draw_nemesis()
+            self.nemesis.move(self.level_obj, self.player.pos)
+            if self.check_state():
+                return
+        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
+        self.do_nemesis_move()
+
+    def reset_timer(self):
+        self.timer_set = True
+        Clock.unschedule(self.timed_move)
+        Clock.schedule_once(self.timed_move, 3)
+
+    def check_caught(self):
+        return self.nemesis.pos == self.player.pos
+
+    def stop_game(self):
+        Clock.unschedule(self.timed_move)
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
+        self.nemesis.reset_pos()
+
+    def reset_level(self):
+        Clock.unschedule(self.timed_move)
+        self.timer_set = False
+        self.move_counter = 0
+        if self.nemesis_tile:
+            self.remove_widget(self.nemesis_tile)
+        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.player_tile:
+                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 do_reload(self):
+        self.level_obj = self.level_list.get_current_level()
+
+    def check_state(self):
+        if not self.level_obj:
+            return True
+        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()
+            if not self.load_level():
+                self._closed()
+                self.app.game_over(True)
+            return True
+        elif self.check_caught():
+            # Caught
+            if self.app.config.getdefault('bane', 'sound', '0') != '0':
+                self.caught.play()
+            self.reset_level()
+            self._closed()
+            self.app.game_over(False)
+            return True
+        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)
+        return False
+
+    def _calc_mouse_pos(self, pos):
+        pos = self.to_local(*pos)
+        return (int(pos[0] / TILE_SIZE), int(pos[1] / TILE_SIZE))
+
+    def _near_player(self, pos):
+        return (abs(pos[0] - self.player.pos[0]) < 2 and
+                abs(pos[1] - self.player.pos[1]) < 2)
+
+    def on_touch_down(self, touch):
+        pos = self._calc_mouse_pos(touch.pos)
+        if self._near_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 Screen(Widget):
+
+    BACKGROUND = None
+    START = 'Start'
+
+    def __init__(self, app):
+        super(Screen, self).__init__()
+        self.image = load_image(self.BACKGROUND)
+        self.app = app
+        with self.canvas:
+            Rectangle(pos=(0, 0), size=(1026, 760),
+                    texture=self.image.texture)
+
+        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_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_ref_press=self.app.start_game)
+        self.add_widget(self.stop_button)
+        self.add_widget(self.start_button)
+
+
+class IntroScreen(Screen):
+
+    BACKGROUND = 'screens/intro_screen.png'
+    START = 'Start the Game'
+
+
+class WonScreen(Screen):
+
+    BACKGROUND = 'screens/won.png'
+    START = 'Play again?'
+
+
+class LostScreen(Screen):
+
+    BACKGROUND = 'screens/lost.png'
+    START = 'Retry?'
+
+
+class GameApp(App):
+
+    title = "Bane's Befuddlement"
+
+    def __init__(self):
+        super(GameApp, self).__init__()
+        self.levels = LevelList()
+        self.game = None
+
+    def build_config(self, config):
+        config.setdefaults('bane', {
+            'start_level': 'levels/level1.txt',
+            'sound': 'True'
+            })
+
+    def build_settings(self, settings):
+        config_json = """[
+            { "type": "title",
+              "title": "Bane's Befuddlement"
+            },
+
+            { "type": "options",
+              "title": "Start Level",
+              "desc": "Level to start at",
+              "section": "bane",
+              "key": "start_level",
+              "options": ["%s"] },
+
+            { "type": "bool",
+              "title": "Sound",
+              "desc": "Enable sound",
+              "section": "bane",
+              "key": "sound"
+             }
+             ]""" % '", "'.join(self.levels.get_level_names())
+        settings.add_json_panel("Bane's Befuddlement",
+                self.config, data=config_json)
+
+    def build(self):
+        root = ScrollView(size_hint=(None, None))
+        level_name = self.config.getdefault('bane', 'start_level', None)
+        if level_name:
+            self.levels.set_level_to(level_name)
+        self.game = GameWindow(self.levels, self)
+        return root
+
+    def on_start(self):
+        from kivy.base import EventLoop
+        window = EventLoop.window
+        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.root.clear_widgets()
+        screen = IntroScreen(self)
+        self.root.add_widget(screen)
+
+    def stop_app(self, label, ref):
+        self.stop()
+
+    def start_game(self, label, ref):
+        """Start the game"""
+        self.root.clear_widgets()
+        self.root.add_widget(self.game)
+        self.game.fix_scroll_margins()
+        self.game.reset_level()
+        self.game.load_level()
+        # Ensure the player is visible
+        self.root.scroll_x = 0
+        self.root.scroll_y = 0
+        self.game.draw_player()
+        self.game.draw_nemesis()
+
+    def game_over(self, won):
+        if won:
+            screen = WonScreen(self)
+            self.levels.reset()
+            self.game.do_reload()
+        else:
+            screen = LostScreen(self)
+        self.game.stop_game()
+        self.root.clear_widgets()
+        self.root.add_widget(screen)