X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2Flocalwidgets.py;fp=erdslangetjie%2Flocalwidgets.py;h=885ac51907ecfeb59f90f53c7f2c4a711946202e;hp=0000000000000000000000000000000000000000;hb=ce05ade731b513cd2dce61e3fa06690a22de208c;hpb=789c3e215f6a4a3f37d0fceac3a338bcd29fc647 diff --git a/erdslangetjie/localwidgets.py b/erdslangetjie/localwidgets.py new file mode 100644 index 0000000..885ac51 --- /dev/null +++ b/erdslangetjie/localwidgets.py @@ -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)