X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=935d212b98ccb6b246859c91b24efee773d63122;hp=cd17e87bc7279d555f9a03080ed957a602ce9381;hb=74e3a0bc0a46bfbf48ae2ae3f5aa7f95a6f6a947;hpb=ca76028e56dd032a2ad79aafd9da88b1a1566895 diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index cd17e87..935d212 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,31 +1,35 @@ -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.logger import Logger, LoggerHistory 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 -from erdslangetjie.constants import TILE_SIZE, QUIET + + +if platform() != 'android': + Config.set('graphics', 'width', '1026') + Config.set('graphics', 'height', '760') class GameWindow(RelativeLayout): - def __init__(self, level_list, view): + 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 = view + self.view = app.root + self.app = app cols, rows = self.level_obj.get_size() @@ -44,10 +48,15 @@ class GameWindow(RelativeLayout): 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 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) @@ -59,18 +68,22 @@ class GameWindow(RelativeLayout): 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 + self.draw_tile((bx, by), tile) bx += TILE_SIZE by += TILE_SIZE + 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: self.remove_widget(self.player_tile) @@ -110,20 +123,15 @@ class GameWindow(RelativeLayout): 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: @@ -155,48 +163,104 @@ class GameWindow(RelativeLayout): 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) + 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.player.move(direction, self.level_obj) self.draw_player() - self.check_state() + 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.draw_player() + 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.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: - 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) @@ -222,13 +286,62 @@ class GameWindow(RelativeLayout): 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): root = ScrollView(size_hint=(None, None)) @@ -240,21 +353,47 @@ class GameApp(App): if platform() == 'android': window.fullscreen = True self.root.size = window.size - game = GameWindow(self.levels, self.root) - game.build() - self.root.add_widget(game) + 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 - game.draw_player() - game.draw_nemesis() + 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(): """ Erdslangetjie, a maze game of eluding nemesis """ - if QUIET: - for hdlr in Logger.handlers[:]: - if not isinstance(hdlr, LoggerHistory): - Logger.removeHandler(hdlr) GameApp().run()