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Creating a mobile game with Python
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aron-bordin committed Jan 24, 2015
1 parent 007b6e5 commit eac5a58
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2 changes: 1 addition & 1 deletion 3_Introduction_Kivy_Designer/intro/main.py
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Expand Up @@ -43,4 +43,4 @@ def build(self):
return RootWidget()

if __name__=='__main__':
MainApp().run()
MainApp().run()
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186 changes: 186 additions & 0 deletions 5_Perception/Perception/buildozer.spec
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[app]

# (str) Title of your application
title = Fast Perception

# (str) Package name
package.name = fastperception

# (str) Package domain (needed for android/ios packaging)
package.domain = com.aronbordin

# (str) Source code where the main.py live
source.dir = .

# (list) Source files to include (let empty to include all the files)
source.include_exts = py,png,jpg,kv,atlas,mp3

# (list) Source files to exclude (let empty to not exclude anything)
#source.exclude_exts = spec

# (list) List of directory to exclude (let empty to not exclude anything)
#source.exclude_dirs = tests, bin

# (list) List of exclusions using pattern matching
#source.exclude_patterns = license,images/*/*.jpg

# (str) Application versioning (method 1)
# version.regex = __version__ = ['"](.*)'['"]
# version.filename = %(source.dir)s/main.py

# (str) Application versioning (method 2)
version = 1.0.0

# (list) Application requirements
requirements = kivy, pyjnius

# (list) Garden requirements
#garden_requirements =

# (str) Presplash of the application
presplash.filename = %(source.dir)s/res/bytedebugger.png

# (str) Icon of the application
icon.filename = %(source.dir)s/res/icon.png

# (str) Supported orientation (one of landscape, portrait or all)
orientation = portrait

# (bool) Indicate if the application should be fullscreen or not
fullscreen = 1


#
# Android specific
#

# (list) Permissions
android.permissions = INTERNET,ACCESS_WIFI_STATE,READ_PHONE_STATE,ACCESS_NETWORK_STATE

# (int) Android API to use
android.api = 14

# (int) Minimum API required (8 = Android 2.2 devices)
android.minapi = 8

# (int) Android SDK version to use
android.sdk = 14

# (str) Android NDK version to use
android.ndk = 9c

# (bool) Use --private data storage (True) or --dir public storage (False)
#android.private_storage = True

# (str) Android NDK directory (if empty, it will be automatically downloaded.)
#android.ndk_path =

# (str) Android SDK directory (if empty, it will be automatically downloaded.)
#android.sdk_path =

# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
#android.p4a_dir =

# (list) python-for-android whitelist
#android.p4a_whitelist =

# (str) Android entry point, default is ok for Kivy-based app
#android.entrypoint = org.renpy.android.PythonActivity

# (list) List of Java .jar files to add to the libs so that pyjnius can access
# their classes. Don't add jars that you do not need, since extra jars can slow
# down the build process. Allows wildcards matching, for example:
# OUYA-ODK/libs/*.jar
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar
android.add_jars = %(source.dir)s/libs/*.jar

# (list) List of Java files to add to the android project (can be java or a
# directory containing the files)
#android.add_src =

# (str) python-for-android branch to use, if not master, useful to try
# not yet merged features.
#android.branch = master

# (str) OUYA Console category. Should be one of GAME or APP
# If you leave this blank, OUYA support will not be enabled
#android.ouya.category = GAME

# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png

# (str) XML file to include as an intent filters in <activity> tag
#android.manifest.intent_filters =

# (list) Android additionnal libraries to copy into libs/armeabi
#android.add_libs_armeabi = libs/android/*.so
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
#android.add_libs_x86 = libs/android-x86/*.so
#android.add_libs_mips = libs/android-mips/*.so

# (bool) Indicate whether the screen should stay on
# Don't forget to add the WAKE_LOCK permission if you set this to True
#android.wakelock = False

# (list) Android application meta-data to set (key=value format)
#android.meta_data =

# (list) Android library project to add (will be added in the
# project.properties automatically.)
#android.library_references =

#
# iOS specific
#

# (str) Name of the certificate to use for signing the debug version
# Get a list of available identities: buildozer ios list_identities
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"

# (str) Name of the certificate to use for signing the release version
#ios.codesign.release = %(ios.codesign.debug)s


[buildozer]

# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
log_level = 1


# -----------------------------------------------------------------------------
# List as sections
#
# You can define all the "list" as [section:key].
# Each line will be considered as a option to the list.
# Let's take [app] / source.exclude_patterns.
# Instead of doing:
#
# [app]
# source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
#
# This can be translated into:
#
# [app:source.exclude_patterns]
# license
# data/audio/*.wav
# data/images/original/*
#


# -----------------------------------------------------------------------------
# Profiles
#
# You can extend section / key with a profile
# For example, you want to deploy a demo version of your application without
# HD content. You could first change the title to add "(demo)" in the name
# and extend the excluded directories to remove the HD content.
#
# [app@demo]
# title = My Application (demo)
#
# [app:source.exclude_patterns@demo]
# images/hd/*
#
# Then, invoke the command line with the "demo" profile:
#
# buildozer --profile demo android debug
435 changes: 435 additions & 0 deletions 5_Perception/Perception/design/UI.svg
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86 changes: 86 additions & 0 deletions 5_Perception/Perception/main.kv
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<MenuScreen>:
Image:
id: background
source: "res/background.png"
allow_stretch: True #image in fullscreen
keep_ratio: False #image in fullscreen
Image:
id: title
source: "res/title.png"
pos_hint: {'top': 1.3}

Label:
id: label_best
text: 'Best score: 1'
font_size: '27sp'
pos_hint: {'x': 0, 'y':0.15}

ImageButton:
id: new_game
source: "res/new_game.png"
on_press: root.new_game()
size_hint: 0.6, 0.15
pos_hint: {'x': .2, 'y': .4}
allow_stretch: True #image full the button
keep_ratio: False #image full the button

ImageButton:
id: share
source: "res/share.png"
on_press: root.share()
size_hint: 0.6, 0.15
pos_hint: {'x': .2, 'y': .25}
allow_stretch: True #image full the button
keep_ratio: False #image full the button

ImageButton:
id: exit
source: "res/exit.png"
on_press: root.exit()
size_hint: 0.6, 0.15
pos_hint: {'x': .2, 'y': .1}
allow_stretch: True #image full the button
keep_ratio: False #image full the button

<GameScreen>:
Image:
source: "res/background.png"
allow_stretch: True #image in fullscreen
keep_ratio: False #image in fullscreen

Label:
id: label_level
font_size: '25sp'
pos_hint: {'x': 0, 'y':0.45}
Label:
id: label_last_block
text: ''
font_size: '20sp'
pos_hint: {'x': 0, 'y':0.35}
Label:
id: label_best
font_size: '20sp'
pos_hint: {'x': 0, 'y':-0.4}

ImageButton:
id: back_menu
pos_hint: {'x': .75, 'y': .9}
source: "res/menu.png"
size_hint: .23, .08
allow_stretch: True #image in fullscreen
keep_ratio: False #image in fullscreen
on_press: root.go_menu()

ImageButton:
id: restart
source: "res/restart.png"
size_hint: .23, .08
allow_stretch: True #image in fullscreen
keep_ratio: False #image in fullscreen
on_press: root.restart()
GridLayout:
id: game_grid
cols: 2
rows: 2
size_hint: 0.9, root.width*0.9/root.height
pos_hint: {'x': 0.05, 'y': (1 - root.width*0.9/root.height) / 2}
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