Beispiel #1
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	def live_day(self):
		for comm in ["salt", "cybrous"]:
			for i in range(10):
				if self.i[comm] <= 2: break
				
				cog_min = min(Populous.Population, key=lambda c: c.i[comm])
				amount = 1
				price_per_unit = 5
				
				terms = (amount, comm, price_per_unit * amount, "dollars")
				self.trade(cog_min, terms)
	
		Cog.live_day(self)
Beispiel #2
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 def __init__(self, min_cables, name='anonymous', level=0):
     """ Initialize the level, defining the dimensions of its cogs """
     self.max_cables = int(2**np.ceil(np.log2(min_cables)))
     self.max_cables_per_cog = 8
     self.max_bundles_per_cog = 4
     self.max_cogs = self.max_cables / self.max_bundles_per_cog
     self.max_bundles = self.max_cogs * self.max_bundles_per_cog
     self.name = name
     self.level = level
     ziptie_name = ''.join(('ziptie_', self.name))
     self.ziptie = ZipTie(self.max_cables,
                          self.max_cogs,
                          max_cables_per_bundle=self.max_cables_per_cog,
                          mean_exponent=-2,
                          name=ziptie_name)
     self.cogs = []
     # TODO: only create cogs as needed
     for cog_index in range(self.max_cogs):
         self.cogs.append(
             Cog(self.max_cables_per_cog,
                 self.max_bundles_per_cog,
                 max_chains_per_bundle=self.max_cables_per_cog,
                 name='cog' + str(cog_index),
                 level=self.level))
     self.cable_activities = np.zeros((self.max_cables, 1))
     self.hub_cable_goals = np.zeros((self.max_cables, 1))
     self.fill_fraction_threshold = .7
     self.ACTIVITY_DECAY_RATE = 1.  # real, 0 < x < 1
     # Constants for adaptively rescaling the cable activities
     self.max_vals = np.zeros((self.max_cables, 1))
     self.min_vals = np.zeros((self.max_cables, 1))
     self.RANGE_DECAY_RATE = 10**-5
Beispiel #3
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	def live_day(self):
		if self.employer != None:
			relevant_i = self.employer.i
		else:
			relevant_i = self.i
			
			
		if relevant_i["salt"] < relevant_i["cybrous"]:
			comm = "salt"
		else:
			comm = "cybrous"
			
		v = self.mine(comm)
			
		if self.employer != None:
			print(v, comm)
			self.trade(self.employer, (v, comm, 3, "dollars"))
			
		Cog.live_day(self)
Beispiel #4
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	def live_day(self):
		## buy from richest
		for comm in ["salt", "cybrous"]:
			cog_max = max(Populous.Population, key=lambda c: c.i[comm])
			amount = 6
			price_per_unit = 1
			
			terms = (price_per_unit * amount, "dollars", amount, comm)
			
			self.trade(cog_max, terms)
		
		## sell to poorest
		for comm in ["salt", "cybrous"]:
			cog_min = min(Populous.Population, key=lambda c: c.i[comm])
			amount = 2
			price_per_unit = 5
			
			terms = (amount, comm, price_per_unit * amount, "dollars")
			self.trade(cog_max, terms)
			
		Cog.live_day(self)
    def __init__(self):
        """
        Constructor:
        Creates our Game Controller.
        -    Creates the toontown map (Graph)
        -    Sets current location of the toon to Toontown Central
        -    Starts the cog in Bossbot Headquarters
        -    Picks three random (non playground) spots for bananas
        -    Picks another three different spots for black holes
        """
        self.map = Toontown_Map()
        self.toon = Toon(self.map.get_vertex('Toontown Central'))
        self.cog = Cog(self.map.get_vertex(
            'Bossbot Headquarters'))  # This is where the cog will start off

        self.banana_locations = set(self.map.get_random_nodes(3))
        # print(''.join([str(x) for x in self.banana_locations])) # Uncomment to see where bananas are put
        self.black_hole_locations = set(
            self.map.get_random_nodes(3, _exclude=self.banana_locations))
        # print(''.join([str(x) for x in self.black_hole_locations])) # Uncomment to see where black holes are put

        # Number of rounds till the cog moves.
        self.ROUNDS_TO_MOVE_COG = 5
Beispiel #6
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 def __init__(self, min_cables, name='anonymous', level=0):
     """ Initialize the level, defining the dimensions of its cogs """
     self.max_cables = int(2**np.ceil(np.log2(min_cables)))
     self.max_cables_per_cog = 16
     self.max_bundles_per_cog = 8
     self.max_cogs = self.max_cables / self.max_bundles_per_cog
     self.max_bundles = self.max_cogs * self.max_bundles_per_cog
     self.name = name
     self.level = level
     ziptie_name = ''.join(('ziptie_', self.name))
     self.ziptie = ZipTie(self.max_cables,
                          self.max_cogs,
                          max_cables_per_bundle=self.max_cables_per_cog,
                          name=ziptie_name,
                          in_gearbox=True)
     self.cogs = []
     # TODO: only create cogs as needed
     for cog_index in range(self.max_cogs):
         self.cogs.append(
             Cog(self.max_cables_per_cog,
                 self.max_bundles_per_cog,
                 max_chains_per_bundle=self.max_cables_per_cog,
                 name='cog' + str(cog_index),
                 level=self.level))
     self.cable_activities = np.zeros((self.max_cables, 1))
     self.bundle_activities = np.zeros((self.max_bundles, 1))
     self.raw_cable_activities = np.zeros((self.max_cables, 1))
     self.previous_cable_activities = np.zeros((self.max_cables, 1))
     self.hub_cable_goals = np.zeros((self.max_cables, 1))
     self.fill_fraction_threshold = 0.
     self.step_multiplier = int(2**self.level)
     self.step_counter = 1000000
     # The rate at which cable activities decay (float, 0 < x < 1)
     self.ACTIVITY_DECAY_RATE = 1.
     # Constants for adaptively rescaling the cable activities
     self.max_vals = np.zeros((self.max_cables, 1))
     self.min_vals = np.zeros((self.max_cables, 1))
     self.RANGE_DECAY_RATE = 10**-3
Beispiel #7
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	def __init__(self):
		Cog.__init__(self)
		self.name = "Church"
Beispiel #8
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	def __init__(self):
		Cog.__init__(self)
		self.name = "boss "+self.name 
		self.workers = []
Beispiel #9
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	def __init__(self):
		Cog.__init__(self)
		self.name = "mr "+self.name 
Beispiel #10
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	def __init__(self):
		Cog.__init__(self)
		self.name = "farmer "+self.name
		self.employer = None
class Game_Controller:
    def __init__(self):
        """
        Constructor:
        Creates our Game Controller.
        -    Creates the toontown map (Graph)
        -    Sets current location of the toon to Toontown Central
        -    Starts the cog in Bossbot Headquarters
        -    Picks three random (non playground) spots for bananas
        -    Picks another three different spots for black holes
        """
        self.map = Toontown_Map()
        self.toon = Toon(self.map.get_vertex('Toontown Central'))
        self.cog = Cog(self.map.get_vertex(
            'Bossbot Headquarters'))  # This is where the cog will start off

        self.banana_locations = set(self.map.get_random_nodes(3))
        # print(''.join([str(x) for x in self.banana_locations])) # Uncomment to see where bananas are put
        self.black_hole_locations = set(
            self.map.get_random_nodes(3, _exclude=self.banana_locations))
        # print(''.join([str(x) for x in self.black_hole_locations])) # Uncomment to see where black holes are put

        # Number of rounds till the cog moves.
        self.ROUNDS_TO_MOVE_COG = 5

    def round_generator(self):
        """
        A generator method. Each time this method is called a new
        round of the game is started. (I.e. allows player to make
        another move).
        """
        # Prime the counter till we move our cog.
        rounds_till_cog_moves = self.ROUNDS_TO_MOVE_COG

        while True:
            print('')
            print("You are in {}.".format(self.toon.get_location().get_name()))

            # Check if we are near a cog.
            near_cog = self.check_near_cog()
            # Check if we are near a banana.
            near_banana = self.check_near_banana()
            # Check if we are near a black hole.
            near_hole = self.check_near_black_hole()

            print("Where would you like to go?")
            print(self.info_tip())

            # Wait for a valid input
            while True:
                # The next three lines are for tab auto completion
                completer = MyCompleter(
                    [x.get_name() for x in self.toon.get_location().neighbors])
                readline.set_completer(completer.complete)
                readline.parse_and_bind('tab: complete')

                location = input("Enter Location (Ex: {}): ".format(
                    next(iter(self.toon.get_location().neighbors)).get_name()))
                # If location is not within the number of locations we have.
                next_location = self.map.get_vertex(location)
                if next_location: break
                print("This location is not valid.")
                print("Please try again.")

            if near_cog:
                next_location = self.cog_logic(
                    next_location)  # If we hit a cog we get a new location
            if near_banana:
                if self.banana_logic(
                        next_location):  # If we went sad from to many bananas
                    break
            if near_hole:
                if self.black_hole_logic(
                        next_location):  # If we hit a black whole
                    break

            self.toon.set_location(
                next_location)  # Move our location to the picked spot

            # ------------------------------------------------------------
            # Handle moving the cog every few rounds.
            # ------------------------------------------------------------
            if rounds_till_cog_moves is 0:  # If it is time to move the cog
                self.change_cog_location()
                rounds_till_cog_moves = self.ROUNDS_TO_MOVE_COG  # Reprime counter
            else:
                rounds_till_cog_moves -= 1

            yield  # Return to main method

    def check_near_cog(self):
        """
        Checks if the toon is one tunnel away from a cog.
        """
        if self.cog.location in self.toon.get_location().neighbors:
            print("WARNING: A cog is nearby.")
            return True
        return False

    def cog_logic(self, _next_location):
        """
        Handles the input and output logic if for dealing with a cog.
        """
        print('')
        print(
            "Would you like to throw a pie in the tunnel incase there is a cog?"
        )
        print("You have {} pies left.".format(self.toon.pies))
        while True:
            completer = MyCompleter([])
            readline.set_completer(completer.complete)
            readline.parse_and_bind('tab: complete')
            confirmation = input("Throw Pie? (y or n): ")
            # If location is not within the number of locations we have.
            if confirmation is 'y' or confirmation is 'n': break
            print("Not a valid input.")
            print("Please try again.")

        print('')
        if confirmation is 'y' and self.toon.throw_pie():
            if _next_location is self.cog.location:
                print("You hit the cog.")
                self.change_cog_location()
        elif confirmation is 'y':
            print("You were out of pies")
            if _next_location is self.cog.location:
                print("There was a cog there.")
                print("You got sent back to the last playground.")
                _next_location = self.toon.last_playground
        else:
            if _next_location is self.cog.location:
                print("There was a cog there.")
                print("You got sent back to the last playground.")
                _next_location = self.toon.last_playground
        return _next_location

    def check_near_banana(self):
        """
        Checks if the toon is one tunnel away from a banana.
        """
        if self.toon.get_location().neighbors.isdisjoint(
                self.banana_locations):
            return False
        else:
            print("WARNING: A banana is nearby.")
            return True

    def banana_logic(self, _next_location):
        """
        Handles the input and output logic if for dealing with a banana.
        """
        # If our next location is a banana location.
        if _next_location in self.banana_locations:
            print("You hit a banana!")
            print("Your laff has been reduced by 9.")
            left, total = self.toon.take_damage(9)  # Take damage
            print("Current laff {}/{}".format(left, total))
            if left is 0:  # If we have no laff left.
                print("You ran out of laff and went sad.")
                print("Better luck next time!")
                return True
        return False

    def check_near_black_hole(self):
        """
        Checks if the toon is one tunnel away from a balck hole.
        """
        if self.toon.get_location().neighbors.isdisjoint(
                self.black_hole_locations):
            return False
        else:
            print("WARNING: A black hole is nearby.")
            print("If you hit a black hole it will be game over.")
            return True

    def black_hole_logic(self, _next_location):
        """
        Handles the input and output logic if for dealing with a black hole.
        """
        if _next_location in self.black_hole_locations:
            print("You hit a black hole and logged off!")
            print("Better luck next time!")
            return True
        return False

    def change_cog_location(self):
        """
        Move the cog to a different non playground location.
        """
        new_location = self.map.get_random_nodes()[0]
        self.cog.change_location(new_location)
        # print("Moving cog to {}.".format(new_location)) # Comment out to watch when and where cog moves

    def info_tip(self):
        """
        Returns the info tip for the current location.
        Such as where the player can go or what they can do.
        """
        return "Options {}".format(self.toon.get_location().get_info_tip())
Beispiel #12
0
    def __init__(self):
        #Define variables and file path locations
        self.currentScreen = 0
        self.name = 'New Cog'
        self.currentDirectory = os.path.abspath(sys.path[0])
        self.pandaDirectory = Filename.fromOsSpecific(
            self.currentDirectory).getFullpath()

        #Define UI Background
        self.UIBackground = loader.loadModel(
            self.pandaDirectory + '/resources/gui/tt_m_gui_ups_panelBg.bam')
        self.UIBackground.reparentTo(aspect2d)
        self.UIBackground.setPos(-0.75, 0, 0)
        self.UIBackground.setScale(1, 1, 1.75)

        #Set the title text
        self.remingtonFont = loader.loadFont(
            self.pandaDirectory + '/resources/gui/vtRemingtonPortable.ttf')
        self.instructionText = OnscreenText(pos=(0, 0.35),
                                            wordwrap=10,
                                            font=self.remingtonFont,
                                            parent=self.UIBackground,
                                            mayChange=True)

        #Establish where the buttons are located
        self.buttonMaps = loader.loadModel(
            self.pandaDirectory + '/resources/gui/tt_m_gui_mat_mainGui.bam')

        #Define the head selector, its title text, and its scroll buttons
        self.headSelector = OnscreenImage(
            image=self.buttonMaps.find('**/tt_t_gui_mat_shuffleFrame'),
            parent=self.UIBackground,
            scale=(0.7, 1, 0.5),
            pos=(0, 0, 0.18))

        self.headSelectorText = OnscreenText(text='Head',
                                             parent=self.headSelector,
                                             pos=(0, -0.04),
                                             scale=(0.15, 0.15),
                                             fg=(255, 255, 255, 1),
                                             font=self.remingtonFont)

        self.headLeftButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.headSelector,
            pos=(-0.33, 0, 0),
            command=self.headLeftClick)

        self.headRightButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.headSelector,
            pos=(0.33, 0, 0),
            scale=(-1, 1, 1),
            command=self.headRightClick)
        self.headSelector.hide()

        #Define the body selector, its title text, and its scroll buttons
        self.bodySelector = OnscreenImage(
            image=self.buttonMaps.find('**/tt_t_gui_mat_shuffleFrame'),
            parent=self.UIBackground,
            scale=(-0.7, 1, 0.5),
            pos=(0, 0, 0))

        self.bodySelectorText = OnscreenText(text='Body',
                                             parent=self.bodySelector,
                                             pos=(0, -0.04),
                                             scale=(-0.15, 0.15),
                                             fg=(255, 255, 255, 1),
                                             font=self.remingtonFont)

        self.bodyLeftButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.bodySelector,
            pos=(0.33, 0, 0),
            scale=(-1, 1, 1),
            command=self.bodyLeftClick)

        self.bodyRightButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.bodySelector,
            pos=(-0.33, 0, 0),
            command=self.bodyRightClick)
        self.bodySelector.hide()

        #Define the department selector, its title text, and its scroll buttons
        self.deptSelector = OnscreenImage(
            image=self.buttonMaps.find('**/tt_t_gui_mat_shuffleFrame'),
            parent=self.UIBackground,
            scale=(0.7, 1, 0.5),
            pos=(0, 0, -0.18))

        self.deptSelectorText = OnscreenText(text='Dept.',
                                             parent=self.deptSelector,
                                             pos=(0, -0.04),
                                             scale=(0.15, 0.15),
                                             fg=(255, 255, 255, 1),
                                             font=self.remingtonFont)

        self.deptLeftButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.deptSelector,
            pos=(-0.33, 0, 0),
            command=self.deptLeftClick)

        self.deptRightButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.deptSelector,
            pos=(0.33, 0, 0),
            scale=(-1, 1, 1),
            command=self.deptRightClick)
        self.deptSelector.hide()

        #Define the name input
        self.nameEntryBackground = OnscreenImage(
            image=loader.loadModel(self.pandaDirectory +
                                   "/resources/gui/ChatPanel.bam"),
            parent=self.UIBackground,
            scale=(0.6, 1, 0.1),
            pos=(-0.3, 0, 0.2))

        self.nameEntry = DirectEntry(parent=self.nameEntryBackground,
                                     relief=None,
                                     text='',
                                     width=5.5,
                                     numLines=2,
                                     entryFont=self.remingtonFont,
                                     scale=(0.2, 1, 0.4),
                                     pos=(-0.05, 0, -0.35),
                                     command=self.enterName,
                                     focusOutCommand=self.entryUnfocused,
                                     focus=False)
        self.nameEntryBackground.hide()

        #Define the screen changing buttons
        self.nextButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_nextUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_nextDown')),
            relief=None,
            command=self.nextButtonClick,
            parent=self.UIBackground,
            scale=(0.4, 1, 0.25),
            pos=(0.3, 0, -0.35))

        self.backButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_nextUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_nextDown')),
            relief=None,
            command=self.backButtonClick,
            parent=self.UIBackground,
            scale=(-0.4, 1, 0.25),
            pos=(-0.3, 0, -0.35))
        self.backButton.hide()

        #Call the Cog class to establish the Actor
        self.cog = Cog()

        #Change the current UI screen
        self.screenDirector()
Beispiel #13
0
class ConstructACogGUI():
    def __init__(self):
        #Define variables and file path locations
        self.currentScreen = 0
        self.name = 'New Cog'
        self.currentDirectory = os.path.abspath(sys.path[0])
        self.pandaDirectory = Filename.fromOsSpecific(
            self.currentDirectory).getFullpath()

        #Define UI Background
        self.UIBackground = loader.loadModel(
            self.pandaDirectory + '/resources/gui/tt_m_gui_ups_panelBg.bam')
        self.UIBackground.reparentTo(aspect2d)
        self.UIBackground.setPos(-0.75, 0, 0)
        self.UIBackground.setScale(1, 1, 1.75)

        #Set the title text
        self.remingtonFont = loader.loadFont(
            self.pandaDirectory + '/resources/gui/vtRemingtonPortable.ttf')
        self.instructionText = OnscreenText(pos=(0, 0.35),
                                            wordwrap=10,
                                            font=self.remingtonFont,
                                            parent=self.UIBackground,
                                            mayChange=True)

        #Establish where the buttons are located
        self.buttonMaps = loader.loadModel(
            self.pandaDirectory + '/resources/gui/tt_m_gui_mat_mainGui.bam')

        #Define the head selector, its title text, and its scroll buttons
        self.headSelector = OnscreenImage(
            image=self.buttonMaps.find('**/tt_t_gui_mat_shuffleFrame'),
            parent=self.UIBackground,
            scale=(0.7, 1, 0.5),
            pos=(0, 0, 0.18))

        self.headSelectorText = OnscreenText(text='Head',
                                             parent=self.headSelector,
                                             pos=(0, -0.04),
                                             scale=(0.15, 0.15),
                                             fg=(255, 255, 255, 1),
                                             font=self.remingtonFont)

        self.headLeftButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.headSelector,
            pos=(-0.33, 0, 0),
            command=self.headLeftClick)

        self.headRightButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.headSelector,
            pos=(0.33, 0, 0),
            scale=(-1, 1, 1),
            command=self.headRightClick)
        self.headSelector.hide()

        #Define the body selector, its title text, and its scroll buttons
        self.bodySelector = OnscreenImage(
            image=self.buttonMaps.find('**/tt_t_gui_mat_shuffleFrame'),
            parent=self.UIBackground,
            scale=(-0.7, 1, 0.5),
            pos=(0, 0, 0))

        self.bodySelectorText = OnscreenText(text='Body',
                                             parent=self.bodySelector,
                                             pos=(0, -0.04),
                                             scale=(-0.15, 0.15),
                                             fg=(255, 255, 255, 1),
                                             font=self.remingtonFont)

        self.bodyLeftButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.bodySelector,
            pos=(0.33, 0, 0),
            scale=(-1, 1, 1),
            command=self.bodyLeftClick)

        self.bodyRightButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.bodySelector,
            pos=(-0.33, 0, 0),
            command=self.bodyRightClick)
        self.bodySelector.hide()

        #Define the department selector, its title text, and its scroll buttons
        self.deptSelector = OnscreenImage(
            image=self.buttonMaps.find('**/tt_t_gui_mat_shuffleFrame'),
            parent=self.UIBackground,
            scale=(0.7, 1, 0.5),
            pos=(0, 0, -0.18))

        self.deptSelectorText = OnscreenText(text='Dept.',
                                             parent=self.deptSelector,
                                             pos=(0, -0.04),
                                             scale=(0.15, 0.15),
                                             fg=(255, 255, 255, 1),
                                             font=self.remingtonFont)

        self.deptLeftButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.deptSelector,
            pos=(-0.33, 0, 0),
            command=self.deptLeftClick)

        self.deptRightButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_shuffleArrowDown')),
            relief=None,
            parent=self.deptSelector,
            pos=(0.33, 0, 0),
            scale=(-1, 1, 1),
            command=self.deptRightClick)
        self.deptSelector.hide()

        #Define the name input
        self.nameEntryBackground = OnscreenImage(
            image=loader.loadModel(self.pandaDirectory +
                                   "/resources/gui/ChatPanel.bam"),
            parent=self.UIBackground,
            scale=(0.6, 1, 0.1),
            pos=(-0.3, 0, 0.2))

        self.nameEntry = DirectEntry(parent=self.nameEntryBackground,
                                     relief=None,
                                     text='',
                                     width=5.5,
                                     numLines=2,
                                     entryFont=self.remingtonFont,
                                     scale=(0.2, 1, 0.4),
                                     pos=(-0.05, 0, -0.35),
                                     command=self.enterName,
                                     focusOutCommand=self.entryUnfocused,
                                     focus=False)
        self.nameEntryBackground.hide()

        #Define the screen changing buttons
        self.nextButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_nextUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_nextDown')),
            relief=None,
            command=self.nextButtonClick,
            parent=self.UIBackground,
            scale=(0.4, 1, 0.25),
            pos=(0.3, 0, -0.35))

        self.backButton = DirectButton(
            geom=(self.buttonMaps.find('**/tt_t_gui_mat_nextUp'),
                  self.buttonMaps.find('**/tt_t_gui_mat_nextDown')),
            relief=None,
            command=self.backButtonClick,
            parent=self.UIBackground,
            scale=(-0.4, 1, 0.25),
            pos=(-0.3, 0, -0.35))
        self.backButton.hide()

        #Call the Cog class to establish the Actor
        self.cog = Cog()

        #Change the current UI screen
        self.screenDirector()

    def headLeftClick(self):
        #switch to the previous head
        self.cog.previousHead()

    def headRightClick(self):
        #switch to the next head
        self.cog.nextHead()

    def bodyLeftClick(self):
        #switch to the previous body
        self.cog.previousBody()

    def bodyRightClick(self):
        #switch to the next body
        self.cog.nextBody()

    def deptLeftClick(self):
        #switch to the previous department
        self.cog.previousDept()

    def deptRightClick(self):
        #switch to the next department
        self.cog.nextDept()

    def enterName(self, text):
        #Assign the entry text to name, then switch to the next screen
        self.name = text
        self.currentScreen = 3

        #Change the current UI screen
        self.screenDirector()

    def setEntryFocus(self):
        #Determine if to focus or unfocus the DirectEntry depending if the screen is visible
        if self.currentScreen == 2:
            self.nameEntry['focus'] = True
        else:
            self.nameEntry['focus'] = False
            self.entryUnfocused()

        self.nameEntry.setFocus()

    def entryUnfocused(self):
        #Set whatever is currently in the box to the name variable
        self.name = self.nameEntry.get()

    def nextButtonClick(self):
        #Add 1 to the currentScreen, then switch to the new screen
        self.currentScreen += 1

        #Constrain current screen to always be less than 3
        if self.currentScreen > 3:
            self.currentScreen = 3
            return

        #Set the focus of the text entry box
        self.setEntryFocus()

        #Change the current UI screen
        self.screenDirector()

    def backButtonClick(self):
        #Subtract 1 from the currentScreen, then switch to the new screen
        self.currentScreen -= 1

        #Constrain current screen to always be greater than 0
        if self.currentScreen < 0:
            self.currentScreen = 0
            return

        #Set the focus of the text entry box
        self.setEntryFocus()

        #Change the current UI screen
        self.screenDirector()

    def screenDirector(self):
        #Determine which screen to shift to
        if self.currentScreen == 0:
            self.welcomeScreen()

        elif self.currentScreen == 1:
            self.cogDesignScreen()

        elif self.currentScreen == 2:
            self.namingScreen()

        elif self.currentScreen == 3:
            self.finishedScreen()

        else:
            raise Exception('UH OH! currentScreen is not between 0 and 3! \
							The value of currentScreen is {}'.format(self.currentScreen))

    def welcomeScreen(self):
        #Show/hide respective GUI elements
        self.instructionText.setText('Salutations, new Cog. \
									Click the button below to continue.')
        self.backButton.hide()
        self.headSelector.hide()
        self.bodySelector.hide()
        self.deptSelector.hide()

        #Determine whether the cog should exit the scene if its in view already
        if (self.cog.isInView):
            self.cog.exitScene()

    def cogDesignScreen(self):
        #Show/hide respective GUI elements
        self.instructionText.setText('Select a design.')
        self.backButton.show()
        self.headSelector.show()
        self.bodySelector.show()
        self.deptSelector.show()
        self.nameEntryBackground.hide()

        #Determine whether the cog should reenter the scene if its in view already
        if (not self.cog.isInView):
            self.cog.enterScene()

    def namingScreen(self):
        #Show/hide respective GUI elements
        self.instructionText.setText('Type in a name.')
        self.nextButton.show()
        self.headSelector.hide()
        self.bodySelector.hide()
        self.deptSelector.hide()
        self.nameEntryBackground.show()

        #See if the cog is playing the victory animation and change to keep the animation smooth
        if self.cog.getAnimPlaying() == 'victory':
            self.cog.playNeutral()

    def finishedScreen(self):
        #Show/hide respective GUI elements
        self.instructionText.setText('Welcome to COGS, Inc., ' + self.name +
                                     '.\
									If you wish to make changes, click the back button.')
        self.nextButton.hide()
        self.nameEntryBackground.hide()

        #Have the cog dance
        self.cog.playVictory()