X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=71ef53b405cc46e9c6f5a8780109e6eaeac8abda;hp=45f907db55428f435f20fe21c35dac56391cee3e;hb=5ef62be743537175b38e5044dbbdcd17ccaf6b1e;hpb=001a633b245877d018521fa2749ee621eec751c1 diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 45f907d..71ef53b 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,29 +1,43 @@ -import sys -import kivy -import pygame - -kivy.require('1.6.0') +from erdslangetjie.constants import TILE_SIZE, LEFT, RIGHT, UP, DOWN from kivy.app import App -from kivy.core.window import Window from kivy.uix.widget import Widget -from kivy.uix.floatlayout import FloatLayout +from kivy.uix.relativelayout import RelativeLayout +from kivy.uix.scrollview import ScrollView +from kivy.uix.label import Label 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 -TILE_SIZE = 40 + +if platform() != 'android': + Config.set('graphics', 'width', '1026') + Config.set('graphics', 'height', '760') -class GameWindow(FloatLayout): +class GameWindow(RelativeLayout): - def __init__(self, level_list): - super(GameWindow, self).__init__(size=(1080, 800)) + 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.tiles = {} + self.view = app.root + 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.x_scroll_margin = float(TILE_SIZE) / self.view.size[0] + self.y_scroll_margin = float(TILE_SIZE) / self.view.size[1] self.mouse_move = False @@ -33,10 +47,16 @@ class GameWindow(FloatLayout): 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 - self.keyboard = Window.request_keyboard(self._closed, self) - self.keyboard.bind(on_key_down=self._on_key_down) + if platform() != 'android': + # 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) + self.keyboard.bind(on_key_down=self._on_key_down) def build(self): self.clear_widgets() @@ -46,19 +66,18 @@ class GameWindow(FloatLayout): for tile_line in tiles: bx = 0 for tile in tile_line: - node = Widget(size=(TILE_SIZE, TILE_SIZE), pos=(bx, by)) + 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.add_widget(node) 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) @@ -71,6 +90,58 @@ class GameWindow(FloatLayout): 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) + #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) + #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) + #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) + #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: + 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(): @@ -91,45 +162,73 @@ class GameWindow(FloatLayout): 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): - 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() + if not self.timer_set: + self.reset_timer() + + 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): + 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.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: + if not self.reset_level(): + self.app.game_over(True) + elif self.check_caught(): # Caught - print 'You lost!' - sys.exit(1) + self.app.game_over(False) 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): @@ -152,16 +251,102 @@ class GameWindow(FloatLayout): 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 = "Peter's thread snake" + def __init__(self): self.levels = LevelList() super(GameApp, self).__init__() def build(self): - game = GameWindow(self.levels) + root = ScrollView(size_hint=(None, None)) + 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 + 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""" + game = GameWindow(self.levels, self) game.build() - return game + self.root.clear_widgets() + self.root.add_widget(game) + # Ensure the player is visible + self.root.scroll_x = 0 + self.root.scroll_y = 0 + game.draw_player() + game.draw_nemesis() + + def game_over(self, won): + if won: + screen = WonScreen(self) + self.levels.reset() + else: + screen = LostScreen(self) + self.root.clear_widgets() + self.root.add_widget(screen) def main():