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main.py
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'''
Deflectouch
Copyright (C) 2012-2024 Cyril Stoller
For comments, suggestions or other messages, contact me at:
This file is part of Deflectouch.
Deflectouch is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Deflectouch is distributed in the hope that it will be fun,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Deflectouch. If not, see <http://www.gnu.org/licenses/>.
'''
import kivy
kivy.require('1.8.0')
from kivy.app import App
from kivy.properties import ObjectProperty, StringProperty, NumericProperty
from kivy.factory import Factory
from kivy.utils import boundary
from kivy.clock import Clock
from kivy.animation import Animation
from kivy.core.audio import SoundLoader
from kivy.uix.image import Image
from kivy.uix.widget import Widget
from kivy.uix.popup import Popup
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.button import Button
from kivy.uix.label import Label
from math import sin
from math import cos
from math import radians
from random import randint
from background import Background
from tank import Tank
from bullet import Bullet
from stockbar import Stockbar
'''
####################################
##
## GLOBAL SETTINGS
##
####################################
'''
VERSION = '1.1.2'
LEVEL_WIDTH = 16
LEVEL_HEIGHT = 16
'''
####################################
##
## Setting Dialog Class
##
####################################
'''
class SettingDialog(BoxLayout):
music_slider = ObjectProperty(None)
sound_slider = ObjectProperty(None)
speed_slider = ObjectProperty(None)
root = ObjectProperty(None)
def __init__(self, **kwargs):
super(SettingDialog, self).__init__(**kwargs)
self.music_slider.bind(value=self.update_music_volume)
self.sound_slider.bind(value=self.update_sound_volume)
self.speed_slider.bind(value=self.update_speed)
def update_music_volume(self, instance, value):
# write to app configs
self.root.app.config.set('General', 'Music', str(int(value)))
self.root.app.config.write()
self.root.app.music.volume = value / 100.0
def update_sound_volume(self, instance, value):
# write to app configs
self.root.app.config.set('General', 'Sound', str(int(value)))
self.root.app.config.write()
for item in self.root.app.sound:
self.root.app.sound[item].volume = value / 100.0
def update_speed(self, instance, value):
# write to app configs
self.root.app.config.set('GamePlay', 'BulletSpeed', str(int(value)))
self.root.app.config.write()
def display_help_screen(self):
self.root.setting_popup.dismiss()
self.root.display_help_screen()
def dismiss_parent(self):
self.root.setting_popup.dismiss()
'''
####################################
##
## Main Widget Class
##
####################################
'''
class DeflectouchWidget(Widget):
app = ObjectProperty(None)
version = StringProperty(VERSION)
level = NumericProperty(1)
lives = NumericProperty(3)
bullet = None
setting_popup = None
stockbar = None
deflector_list = []
obstacle_list = []
goal_list = []
max_stock = 0
level_build_index = 0
'''
####################################
##
## GUI Functions
##
####################################
'''
def fire_button_pressed(self):
if self.bullet:
# if there is already a bullet existing (which means it's flying around or exploding somewhere)
# don't fire.
return
self.app.sound['bullet_start'].play()
# create a bullet, calculate the start position and fire it.
tower_angle = radians(self.tank.tank_tower_scatter.rotation)
tower_position = self.tank.pos
bullet_position = (tower_position[0] + 48 + cos(tower_angle) * 130, tower_position[1] + 70 + sin(tower_angle) * 130)
self.bullet = Bullet(angle=tower_angle)
self.bullet.center = bullet_position
self.add_widget(self.bullet)
self.bullet.fire()
def reset_button_pressed(self):
self.app.sound['reset'].play()
self.reset_level()
def level_button_pressed(self):
self.app.sound['switch'].play()
# create a popup with all the levels
grid_layout = GridLayout(cols=8,rows=5,spacing=10, padding=10)
enable_next_row = True
row_not_complete = False
for row in range(5):
for collumn in range(8):
button = Button(text=str(row*8 + (collumn + 1)),bold=True,font_size=30)
if enable_next_row == True:
# if this row is already enabled:
button.bind(on_press=self.load_level)
if self.app.config.get('GamePlay', 'Levels')[row*8 + collumn] == '1':
# if level was already done, green button
button.background_color = (0, 1, 0, 1)
else:
# if level not yet done but enabled though, red button
button.background_color = (1, 0, 0, 0.5)
# and do NOT enable the next row then:
row_not_complete = True
else:
# if not yet enabled:
button.background_color = (0.1, 0.05, 0.05, 1)
grid_layout.add_widget(button)
if row_not_complete == True:
enable_next_row = False
popup = Popup(title='Level List (if you finished a row, the next row will get enabled!)',
content=grid_layout,
size_hint=(0.5, 0.5))
popup.open()
def settings_button_pressed(self):
self.app.sound['switch'].play()
# the first time the setting dialog is called, initialize its content.
if self.setting_popup is None:
self.setting_popup = Popup(attach_to=self,
title='DeflecTouch Settings',
size_hint=(0.3, 0.5))
self.setting_dialog = SettingDialog(root=self)
self.setting_popup.content = self.setting_dialog
self.setting_dialog.music_slider.value = boundary(self.app.config.getint('General', 'Music'), 0, 100)
self.setting_dialog.sound_slider.value = boundary(self.app.config.getint('General', 'Sound'), 0, 100)
self.setting_dialog.speed_slider.value = boundary(self.app.config.getint('GamePlay', 'BulletSpeed'), 1, 10)
self.setting_popup.open()
def display_help_screen(self):
# display the help screen on a Popup
image = Image(source='graphics/help_screen.png')
help_screen = Popup(title='Quick Guide through DEFLECTOUCH',
attach_to=self,
size_hint=(0.98, 0.98),
content=image)
image.bind(on_touch_down=help_screen.dismiss)
help_screen.open()
'''
####################################
##
## Game Play Functions
##
####################################
'''
def bullet_exploding(self):
self.app.sound['explosion'].play()
# create an animation on the old bullets position:
# bug: gif isn't transparent
#old_pos = self.bullet.center
#self.bullet.anim_delay = 0.1
#self.bullet.size = 96, 96
#self.bullet.center = old_pos
#self.bullet.source = 'graphics/explosion.gif'
#Clock.schedule_once(self.bullet_exploded, 1)
self.remove_widget(self.bullet)
self.bullet = None
# or should i write del self.bullet instead?
self.lives -= 1
if self.lives == 0:
self.reset_level()
def level_accomplished(self):
self.app.sound['accomplished'].play()
# store score in config: (i have to convert the string to a list to do specific char writing)
levels_before = list(self.app.config.get('GamePlay', 'Levels'))
levels_before[self.level - 1] = '1'
self.app.config.set('GamePlay', 'Levels', "".join(levels_before))
self.app.config.write()
# show up a little image with animation: size*2 and out_bounce and the wait 1 sec
image = Image(source='graphics/accomplished.png', size_hint=(None, None), size=(200, 200))
image.center=self.center
animation = Animation(size=(350, 416), duration=1, t='out_bounce')
animation &= Animation(center=self.center, duration=1, t='out_bounce')
animation += Animation(size=(350, 416), duration=1) # little hack to sleep for 1 sec
self.add_widget(image)
animation.start(image)
animation.bind(on_complete=self.accomplished_animation_complete)
def accomplished_animation_complete(self, animation, widget):
self.remove_widget(widget)
# open the level dialog?
#self.level_button_pressed()
# no. just open the next level.
if self.level != 40:
if self.level % 8 == 0:
# if it was the last level of one row, another row has been unlocked!
Popup(title='New levels unlocked!', content=Label(text='Next 8 levels unlocked!', font_size=18), size_hint=(0.3, 0.15)).open()
self.reset_level()
self.load_level(self.level + 1)
def reset_level(self):
# first kill the bullet
if self.bullet != None:
self.bullet.unbind(pos=self.bullet.callback_pos)
self.bullet.animation.unbind(on_complete=self.bullet.on_collision_with_edge)
self.bullet.animation.stop(self.bullet)
self.remove_widget(self.bullet)
self.bullet = None
# then delete all the deflectors.
self.background.delete_all_deflectors()
# now the user can begin once again with 3 lives:
self.lives = 3
def load_level(self, level):
BRICK_WIDTH = self.height / 17.73
LEVEL_OFFSET = [self.center_x - (LEVEL_WIDTH/2) * BRICK_WIDTH, self.height / 12.5]
# i have to check if the function is called by a level button in the level popup OR with an int as argument:
if not isinstance(level, int):
level = int(level.text)
# and if the function was called by a button, play a sound
self.app.sound['select'].play()
# try to load the level image
try:
level_image = kivy.core.image.Image.load(self.app.directory + '/levels/level%02d.png' % level, keep_data=True)
except Exception as e:
error_text = 'Unable to load Level %d!\n\nReason: %s' % (level, e)
Popup(title='Level loading error:', content=Label(text=error_text, font_size=18), size_hint=(0.3, 0.2)).open()
return
# First of all, delete the old level:
self.reset_level()
for obstacle in self.obstacle_list:
self.background.remove_widget(obstacle)
self.obstacle_list = []
for goal in self.goal_list:
self.background.remove_widget(goal)
self.goal_list = []
if self.stockbar != None:
self.remove_widget(self.stockbar)
self.max_stock = 0
# set level initial state
self.lives = 3
self.level = level
for y in range(LEVEL_HEIGHT):
for x in range(LEVEL_WIDTH):
color = level_image.read_pixel(x, y)
if len(color) > 3:
# if there was transparency stored in the image, cut it.
color.pop()
if color == [0, 0, 0]:
# create obstacle brick on black pixels
image = Image(source=('graphics/brick%d.png' % randint(1, 4)),
x = LEVEL_OFFSET[0] + x * BRICK_WIDTH,
y = LEVEL_OFFSET[1] + (LEVEL_HEIGHT-1-y) * BRICK_WIDTH,
size = (BRICK_WIDTH, BRICK_WIDTH),
allow_stretch = True)
self.obstacle_list.append(image)
# the actual widget adding is done in build_level()
#self.background.add_widget(image)
elif color == [0, 0, 1]:
# create a goal brick on blue pixels
image = Image(source=('graphics/goal%d.png' % randint(1, 4)),
x = LEVEL_OFFSET[0] + x * BRICK_WIDTH,
y = LEVEL_OFFSET[1] + (LEVEL_HEIGHT-1-y) * BRICK_WIDTH,
size = (BRICK_WIDTH, BRICK_WIDTH),
allow_stretch = True)
self.goal_list.append(image)
# the actual widget adding is done in build_level()
#self.background.add_widget(image)
# but in the lowermost row there is also stored the value for the maximum stock
for x in range(LEVEL_WIDTH):
color = level_image.read_pixel(x, LEVEL_HEIGHT)
if len(color) > 3:
# if there was transparency stored in the image, cut it.
color.pop()
# add max_stock for each red pixel
if color == [1, 0, 0]:
self.max_stock += 1
# now set up the stockbar widget:
self.max_stock = self.max_stock * self.width/1.4/LEVEL_WIDTH
self.stockbar = Stockbar(max_stock=self.max_stock,
x=self.center_x-self.max_stock/2,
center_y=self.height/16 + 20)
self.add_widget(self.stockbar)
# now start to build up the level:
self.level_build_index = 0
if len(self.obstacle_list) != 0:
Clock.schedule_interval(self.build_level, 0.01)
def build_level(self, instance):
#if self.level_build_index % int(0.02 / (0.5 / (len(self.obstacle_list) + len(self.goal_list)))) == 0:
# play a sound every now and then:
self.app.sound['beep'].play()
if self.level_build_index < len(self.obstacle_list):
self.background.add_widget(self.obstacle_list[self.level_build_index])
else:
if self.level_build_index - len(self.obstacle_list) != len(self.goal_list):
self.background.add_widget(self.goal_list[self.level_build_index - len(self.obstacle_list)])
else:
# we're done. Disable the schedule
return False
self.level_build_index += 1
Factory.register("Tank", Tank)
Factory.register("Background", Background)
Factory.register("Stockbar", Stockbar)
'''
####################################
##
## Main Application Class
##
####################################
'''
class Deflectouch(App):
title = 'Deflectouch'
sound = {}
music = None
def build(self):
self.icon = 'icon.png'
# print the application informations
print('\nDeflectouch v%s Copyright (C) 2012 2015 Cyril Stoller' % VERSION)
print('This program comes with ABSOLUTELY NO WARRANTY')
print('This is free software, and you are welcome to redistribute it')
print('under certain conditions; see the source code for details.\n')
from kivy.base import EventLoop
EventLoop.ensure_window()
self.window = EventLoop.window
# create the root widget and give it a reference of the application instance (so it can access the application settings)
self.deflectouchwidget = DeflectouchWidget(app=self)
self.root = self.deflectouchwidget
# start the background music:
self.music = SoundLoader.load('sound/deflectouch.ogg')
self.music.volume = self.config.getint('General', 'Music') / 100.0
self.music.bind(on_stop=self.sound_replay)
self.music.play()
# load all other sounds:
self.sound['switch'] = SoundLoader.load('sound/switch.ogg')
self.sound['select'] = SoundLoader.load('sound/select.ogg')
self.sound['reset'] = SoundLoader.load('sound/reset.ogg')
self.sound['beep'] = SoundLoader.load('sound/beep.ogg')
self.sound['bullet_start'] = SoundLoader.load('sound/bullet_start.ogg')
self.sound['explosion'] = SoundLoader.load('sound/explosion.ogg')
self.sound['accomplished'] = SoundLoader.load('sound/accomplished.ogg')
self.sound['no_deflector'] = SoundLoader.load('sound/no_deflector.ogg')
self.sound['deflector_new'] = SoundLoader.load('sound/deflector_new.ogg')
self.sound['deflector_down'] = SoundLoader.load('sound/deflector_down.ogg')
self.sound['deflector_up'] = SoundLoader.load('sound/deflector_up.ogg')
self.sound['deflector_delete'] = SoundLoader.load('sound/deflector_delete.ogg')
self.sound['deflection'] = SoundLoader.load('sound/deflection.ogg')
sound_volume = self.config.getint('General', 'Sound') / 100.0
for item in self.sound:
self.sound[item].volume = sound_volume
# continue on the last level which wasn't finished
level_opened = False
for counter, char in enumerate(self.config.get('GamePlay', 'Levels')):
# if I found a level not yet done, continue with that
if char == '0':
self.deflectouchwidget.load_level(counter + 1)
level_opened = True
break
# if all levels were completed, just open the last one.
if level_opened == False:
self.deflectouchwidget.load_level(40)
# if the user started the game the first time, display quick start guide
if self.config.get('General', 'FirstStartup') == 'Yes':
Clock.schedule_once(self.welcome_screen, 2)
self.config.set('General', 'FirstStartup', 'No')
self.config.write()
return self.root
def build_config(self, config):
config.adddefaultsection('General')
config.setdefault('General', 'Music', '100')
config.setdefault('General', 'Sound', '100')
config.setdefault('General', 'FirstStartup', 'Yes')
config.adddefaultsection('GamePlay')
config.setdefault('GamePlay', 'BulletSpeed', '10')
config.setdefault('GamePlay', 'Levels', '0000000000000000000000000000000000000000')
def welcome_screen(self, instance):
self.root.display_help_screen()
def sound_replay(self, instance):
if self.music.state != 'play':
self.music.play()
if __name__ in ('__main__', '__android__'):
Deflectouch().run()