Simple keyboard based maze navigation
authorNeil <neil@dip.sun.ac.za>
Mon, 15 Apr 2013 12:40:27 +0000 (14:40 +0200)
committerNeil <neil@dip.sun.ac.za>
Mon, 15 Apr 2013 12:40:27 +0000 (14:40 +0200)
erdslangetjie/__main__.py

index 9802657cf1dc9bb22bb68c9fb59818c77d3d94a1..816ec79f78fd908c45489519f3586c4fc1fc346a 100644 (file)
@@ -1,10 +1,12 @@
 import sys
 import os
 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.uix.floatlayout import FloatLayout
 from kivy.graphics import Color, Rectangle
@@ -13,6 +15,8 @@ from erdslangetjie.data import filepath, load
 from erdslangetjie.level import Level
 from erdslangetjie.player import ThePlayer, Nemesis
 
+TILE_SIZE = 24
+
 
 class GameWindow(FloatLayout):
 
@@ -30,40 +34,69 @@ class GameWindow(FloatLayout):
         self.level_obj = Level()
         self.level_obj.load(level_data)
         level_data.close()
+        self.tiles = {}
 
         self.player = ThePlayer()
         self.level_obj.load_tiles()
         if not self.level_obj.enter_pos:
             raise RuntimeError('No entry point')
+        self.player_tile = None
 
         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)
 
     def build(self):
         self.clear_widgets()
+        self.tiles = {}
         tiles = self.level_obj.get_tiles()
-        tile_size = 24
         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))
+                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)
-                bx += tile_size
-            by += tile_size
-
-        player_pos = (self.player.pos[0] * tile_size,
-                self.player.pos[1] * tile_size)
-        player_tile = Widget(size=(tile_size, tile_size),
+                self.tiles[(bx, by)] = node
+                bx += TILE_SIZE
+            by += TILE_SIZE
+
+        self.draw_player()
+
+    def draw_player(self):
+        if self.player_tile:
+            self.remove_widget(self.player_tile)
+        player_pos = (self.player.pos[0] * TILE_SIZE,
+                self.player.pos[1] * TILE_SIZE)
+        self.player_tile = Widget(size=(TILE_SIZE, TILE_SIZE),
                 pos=player_pos)
-        with player_tile.canvas:
+        with self.player_tile.canvas:
             Color(1, 1, 1)
-            Rectangle(pos=player_pos, size=player_tile.size,
+            Rectangle(pos=player_pos, size=self.player_tile.size,
                     texture=self.player.sprite.texture)
-        self.add_widget(player_tile)
+        self.add_widget(self.player_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:
+            if self.player.can_move(direction, self.level_obj):
+                self.player.move(direction)
+                self.draw_player()
 
 
 class GameApp(App):