X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=935d212b98ccb6b246859c91b24efee773d63122;hp=0948e7401cea4df7e647fcf710fc1755c6487a38;hb=74e3a0bc0a46bfbf48ae2ae3f5aa7f95a6f6a947;hpb=ae83360a244732dabac64083f6915fc301d583f7 diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index 0948e74..935d212 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,29 +1,46 @@ -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.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 -TILE_SIZE = 24 + +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=(648, 480)) + 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 self.player = ThePlayer() self.nemesis = Nemesis() @@ -31,10 +48,17 @@ class GameWindow(FloatLayout): 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 = 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() @@ -44,18 +68,21 @@ 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)) - 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 + self.draw_tile((bx, by), tile) bx += TILE_SIZE by += TILE_SIZE - self.draw_player() - self.draw_nemesis() + 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: @@ -69,6 +96,53 @@ 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) + elif true_point[0] < 0: + self.view.scroll_x -= self.x_scroll_margin + true_point = self.to_parent(*check_point) + elif true_point[1] >= self.view.size[1]: + self.view.scroll_y += self.y_scroll_margin + true_point = self.to_parent(*check_point) + elif true_point[1] < 0: + self.view.scroll_y -= self.y_scroll_margin + true_point = self.to_parent(*check_point) + + 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(): @@ -89,52 +163,234 @@ 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.nemesis.move(self.level_obj) + 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 + self.check_state() + self.do_nemesis_move() + + def do_nemesis_move(self): + self.nemesis.move(self.level_obj, self.player.pos) + self.check_state() + if self.move_counter > 4: + self.move_counter = 0 + self.draw_nemesis() + self.nemesis.move(self.level_obj, self.player.pos) + self.check_state() + 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 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 + self.remove_widget(self.player_tile) + self.view.scroll_x = 0 + self.view.scroll_y = 0 + self.build() self.draw_nemesis() - self.player.move(direction, self.level_obj) self.draw_player() - self.check_state() + return True + return False def check_state(self): + if not self.level_obj: + return 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() - 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.load_level(): + app = self.app + self.app = None + self._closed() + app.game_over(True) + return + elif self.check_caught(): # Caught - print 'You lost!' - sys.exit(1) + self.reset_level() + app = self.app + self.app = None + self._closed() + 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) + 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 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__() + self.levels = LevelList() + self.game = None def build(self): - game = GameWindow(self.levels) - game.build() - return game + 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 + 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.game = GameWindow(self.levels, self) + self.game.build() + self.root.clear_widgets() + self.root.add_widget(self.game) + # 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() + else: + screen = LostScreen(self) + del self.game + self.game = None + self.root.clear_widgets() + self.root.add_widget(screen) def main():