/
run.py
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/
run.py
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from kivy.app import App
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty,\
ObjectProperty, BooleanProperty
from kivy.clock import Clock
from kivy.core.window import Window
from kivy.vector import Vector
from kivy.graphics import Color, Rectangle
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.image import AsyncImage, Image
from kivy.config import Config
from kivy.graphics.context_instructions import Rotate
from kivy.graphics.transformation import Matrix
from kivy.metrics import dp, sp
import random
import resources
from widgets.enemies import ShakeBlock, CrossBlock, CrossRoundBlock, Block
from widgets.ruby import Ruby
from widgets.score import Score
from widgets.start_screen import StartScreen, ScoreScreen
from utils.sizer import Sizer
class Background(Widget):
y = NumericProperty(0)
x = NumericProperty(0)
def __init__(self, **kwargs):
super(Background, self).__init__(**kwargs)
self.resource = kwargs['resource']
with self.canvas:
self.image = Rectangle(pos=kwargs['pos'],
size=(self.resource['width'],
self.resource['height']),
source=self.resource['sprite'])
def move(self, speed, total_slides):
if (self.image.pos[1] * -1) >= self.resource['height']:
self.image.pos = (self.image.pos[0],
self.image.pos[1] + self.resource['height'] * total_slides)
self.image.pos = (self.image.pos[0], self.image.pos[1] - speed)
class BackgroundHandler(object):
def __init__(self):
self.level4A = Background(resource=resources.background4,
pos=(0, 0))
self.level4B = Background(resource=resources.background4,
pos=(0, resources.background4['height']))
self.level3A = Background(resource=resources.background3,
pos=(0, 0))
self.level3B = Background(resource=resources.background3,
pos=(0, resources.background3['height']))
# self.level1C = Background(resource=resources.background1,
# pos=(0, resources.background1['height'] * 2))
self.level2A = Background(resource=resources.background2,
pos=(0, 0))
self.level2B = Background(resource=resources.background2,
pos=(0, resources.background2['height']))
self.level2C = Background(resource=resources.background2,
pos=(0, resources.background2['height'] * 2))
self.level1A = Background(resource=resources.background1,
pos=(0, 0))
self.level1B = Background(resource=resources.background1,
pos=(0, resources.background1['height']))
self.level1C = Background(resource=resources.background1,
pos=(0, resources.background1['height'] * 2))
def move(self):
self.level4A.move(speed=Sizer.get_screen_speed(), total_slides=2)
self.level4B.move(speed=Sizer.get_screen_speed(), total_slides=2)
self.level3A.move(speed=Sizer.get_screen_speed() -1, total_slides=2)
self.level3B.move(speed=Sizer.get_screen_speed() -1, total_slides=2)
self.level2A.move(speed=Sizer.get_screen_speed() -2, total_slides=3)
self.level2B.move(speed=Sizer.get_screen_speed() -2, total_slides=3)
self.level2C.move(speed=Sizer.get_screen_speed() -2, total_slides=3)
self.level1A.move(speed=Sizer.get_screen_speed() -4, total_slides=3)
self.level1B.move(speed=Sizer.get_screen_speed() -4, total_slides=3)
self.level1C.move(speed=Sizer.get_screen_speed() -4, total_slides=3)
def restart(self):
pass
class Enemies(object):
_enemies = []
enemies_classes = [
ShakeBlock,
CrossBlock,
CrossRoundBlock
]
@property
def enemies(self):
return self._enemies
@enemies.setter
def enemies(self, value):
if value not in self._enemies:
self._enemies.append(value)
def generate(self):
for enemie in self.enemies:
if enemie.active:
return
enemie_cls = random.choice(self.enemies_classes)
block = enemie_cls()
self.enemies = block
return block
def reset(self):
for enemie in self.enemies:
enemie.reset()
class Rocket(Widget):
default_y = dp(10)
y = NumericProperty(dp(10))
x = NumericProperty(Window.width/2 - Sizer.get_rocket_size()[0]/2)
force = BooleanProperty(False)
dead = False
def __init__(self, **kwargs):
super(Rocket, self).__init__(**kwargs)
self.x = Window.width/2 - Sizer.get_rocket_size()[0]/2
size = (resources.rocket['width'], resources.rocket['height'])
with self.canvas:
self.image = Image(source=resources.rocket['sprite2'],
pos=(self.x, self.y),
size=size)
def move(self):
if self.dead:
if self.image.pos[0] > resources.rocket['width'] * -1 and\
self.image.pos[1] > resources.rocket['height'] * -1:
self.image.pos = (self.image.pos[0] - dp(20),
self.image.pos[1] - dp(20))
self.image.size = (self.image.size[0] - dp(25),
self.image.size[1] - dp(10))
return
if self.force:
self.image.source = resources.rocket['sprite1']
self.image.reload()
# if self.image.pos[1] < (Window.height - self.default_y - 150):
# self.die()
self.image.pos = (self.image.pos[0], self.image.pos[1] + Sizer.get_rocket_speed())
self.pos = (self.image.pos[0], self.image.pos[1] + Sizer.get_rocket_speed())
else:
self.image.source = resources.rocket['sprite2']
self.image.reload()
self.image.pos = (self.image.pos[0], self.image.pos[1] - Sizer.get_rocket_speed())
self.pos = (self.image.pos[0], self.image.pos[1] - Sizer.get_rocket_speed())
if (
self.image.pos[1] < (self.image.size[1] / 2) * -1 or
self.image.pos[1] > Window.height + self.image.size[1]
):
self.die()
def die(self):
self.dead = True
def restart(self):
self.dead = False
self.default_y = dp(10)
self.y = dp(10)
self.x = Window.width/2 - Sizer.get_rocket_size()[0]/2
self.force = False
self.pos = (self.x, self.y)
self.image.pos = (self.x, self.y)
self.image.size = (resources.rocket['width'], resources.rocket['height'])
self.image.source = resources.rocket['sprite2']
self.image.reload()
Block.reset_speed()
class StartPlace(Widget):
y = NumericProperty(0)
x = NumericProperty(0)
def __init__(self, **kwargs):
super(StartPlace, self).__init__(**kwargs)
with self.canvas:
self.image = Rectangle(pos=(self.x, self.y),
source=resources.basement['sprite'],
size=(resources.basement['width'],
resources.basement['height']))
def move(self):
self.y -= Sizer.get_screen_speed() / 2
self.image.pos = (self.x, self.y)
def restart(self):
self.y = 0
self.x = 0
self.image.pos = (self.x, self.y)
class MooseInRocketGame(Widget):
rocket = ObjectProperty(None)
background_handler = ObjectProperty(None)
game_started = False
def __init__(self, **kwargs):
super(MooseInRocketGame, self).__init__(**kwargs)
self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
self._keyboard.bind(on_key_down=self._on_keyboard_down)
self._keyboard.bind(on_key_up=self._on_keyboard_up)
# self.rocket = Rocket()
self.enemies_factory = Enemies()
with self.canvas:
self.background_handler = BackgroundHandler()
self.start_place = StartPlace()
self.rocket = Rocket()
self.ruby = Ruby()
self.score = Score()
self.start_screen = StartScreen()
self.score_screen = ScoreScreen()
def _keyboard_closed(self):
self._keyboard.unbind(on_key_down=self._on_keyboard_down)
self._keyboard = None
def update(self, dt):
if not self.game_started:
return
with self.canvas:
self.enemies_factory.generate()
self.background_handler.move()
self.start_place.move()
self.rocket.move()
if self.ruby:
self.ruby.move()
if self.rocket.image.collide_widget(self.ruby):
self.score.up()
self.ruby.hide()
if not self.rocket.dead:
for enemie in self.enemies_factory.enemies:
enemie.move()
if self.rocket.image.collide_widget(enemie.collide):
self.rocket.die()
return
if self.rocket.dead:
for enemie in self.enemies_factory.enemies:
enemie.hide()
self.score_screen.show()
def restart(self):
if self.game_started:
self.start_place.restart()
self.rocket.restart()
self.enemies_factory.reset()
self.game_started = False
def on_touch_down(self, *args, **kwargs):
self._on_keyboard_down(1,2,3,4)
def on_touch_up(self, *args, **kwargs):
self._on_keyboard_up(1,2)
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
if self.start_screen.is_active():
self.start_screen.hide()
return
if self.score_screen.is_active():
self.restart()
self.score_screen.hide()
return
if not self.game_started:
self.game_started = True
self.rocket.force = True
def _on_keyboard_up(self, keyboard, keycode):
self.rocket.force = False
class MooseInRocketApp(App):
def build(self):
# width = 768
# height = 1024
#
# Window.size = (width, height)
#
# def resize(w, h):
# if w == width and h == height:
# return
# Window.size = (width, height)
#
# Window.on_resize = resize
game = MooseInRocketGame()
Clock.schedule_interval(game.update, 1.0 / 60.0)
return game
if __name__ == '__main__':
MooseInRocketApp().run()