X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2F__main__.py;h=e8f4f9823c1d0aa1c9a0dce7780bd4fdaaaa2bd4;hp=cd17e87bc7279d555f9a03080ed957a602ce9381;hb=HEAD;hpb=ca76028e56dd032a2ad79aafd9da88b1a1566895 diff --git a/erdslangetjie/__main__.py b/erdslangetjie/__main__.py index cd17e87..e8f4f98 100644 --- a/erdslangetjie/__main__.py +++ b/erdslangetjie/__main__.py @@ -1,260 +1,13 @@ -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.logger import Logger, LoggerHistory -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 -from erdslangetjie.constants import TILE_SIZE, QUIET - - -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 - - 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() - 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 - - 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) - 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(): - 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.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: - # 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): - - title = "Peter's thread snake" - - def __init__(self): - self.levels = LevelList() - super(GameApp, self).__init__() - - def build(self): - 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 - game = GameWindow(self.levels, self.root) - game.build() - 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() +if platform() != 'android': + Config.set('graphics', 'width', '1026') + Config.set('graphics', 'height', '760') def main(): """ Erdslangetjie, a maze game of eluding nemesis """ - if QUIET: - for hdlr in Logger.handlers[:]: - if not isinstance(hdlr, LoggerHistory): - Logger.removeHandler(hdlr) + from erdslangetjie.localwidgets import GameApp GameApp().run()