Ejemplo n.º 1
0
    def start(self):
        """
        Start a new game.
        """

        self.saveConfiguration()

        # reset the start button image
        updateImage(self.startImage, 'Start', TOOL_SIZE)

        # get the grid information from the configuration box.
        activeConfiguration = self.configurationBox.get_active_iter()
        cols, rows, nMines = tuple(self.configurations[activeConfiguration])[2:]

        mines = [True] * nMines
        mines.extend([False] * (cols * rows - nMines))
        random.shuffle(mines)

        # reset the status bar
        self.exposedCount.set_text('0')
        self.exposedLabel.set_text('/ ' + str(cols * rows - nMines))
        self.hintCount.set_text('0')
        self.flagCount.set_text('0')
        self.flagLabel.set_text('/ ' + str(nMines))

        # destroy any pre-existing game
        if self.gameGrid != None: self.gameGrid.destroy()

        # 'force' re-size at the start of the game
        self.previousAllocation = None

        # make the new game
        self.gameGrid = GridWindow(parent=self,
                                   cols=cols, rows=rows, mines=mines)
        self.gridContainer.add_with_viewport(self.gameGrid)

        # configure the toolbar widgets sensitivity
        self.hintButton.set_sensitive(True)  # enable hints during a game
        self.pbcButton.set_sensitive(False)  # can't change pbc during a game
        self.configurationBox.set_button_sensitivity(Gtk.SensitivityType.OFF)

        # start the game
        self.gameGrid.start()
        self.gameGrid.giveHint()
        self.window.show_all()
Ejemplo n.º 2
0
class UXBgtk:
    """
    The main game UI.
    """


    def __init__(self):
        """
        Initialize the UI.
        """

        self.initializeGUI()
        self.restoreConfiguration()

        self.window.show_all()


    def initializeGUI(self):
        """
        Load the main GUI elements from the .glade file.
        """

        self.builder = Gtk.Builder()
        self.builder.add_from_file(UI_BUILD_FILE)
        self.builder.connect_signals(self)

        # these are the toolbar widgets...

        # game start
        self.startButton = self.builder.get_object('startButton')
        self.startImage = getImage('Start')
        updateImage(self.startImage, 'Start', TOOL_SIZE)
        self.startButton.add(self.startImage)

        # hint request
        self.hintButton = self.builder.get_object('hintButton')
        self.hintImage = getImage('Hint')
        updateImage(self.hintImage, 'Hint', TOOL_SIZE)
        self.hintButton.add(self.hintImage)
        self.hintButton.set_sensitive(False)

        # periodic boundary condition toggle
        self.pbcButton = self.builder.get_object('pbcButton')
        self.pbcImage = getImage('PBC_Off')
        updateImage(self.pbcImage, 'PBC_Off', TOOL_SIZE)
        self.pbcButton.add(self.pbcImage)
        self.pbcButton.set_sensitive(True)

        # the configurationBox and its model
        self.configurations = self.builder.get_object('configurations')
        self.configurationBox = self.builder.get_object('configurationBox')

        # an alternative quit button
        self.resetButton = self.builder.get_object('resetButton')
        self.resetImage = getImage('Reset')
        updateImage(self.resetImage, 'Reset', TOOL_SIZE)
        self.resetButton.add(self.resetImage)

        # these are the status bar widgets...

        # ...exposed count
        self.exposedIcon = self.setupStatusBarIcon('exposedIcon', 'Exposed')
        self.exposedCount = self.builder.get_object('exposedCount')
        self.exposedLabel = self.builder.get_object('exposedLabel')

        # ...hint count
        self.hintIcon = self.setupStatusBarIcon('hintIcon', 'Query')
        self.hintCount = self.builder.get_object('hintCount')

        # ...flag count
        self.flagIcon = self.setupStatusBarIcon('flagIcon', 'Flag')
        self.flagCount = self.builder.get_object('flagCount')
        self.flagLabel = self.builder.get_object('flagLabel')

        # the game grid (blank for now)
        self.gridContainer = self.builder.get_object('gridContainer')
        self.gameGrid = None
        self.previousAllocation = self.gridContainer.get_allocation()

        # get references to the toolbar and status bar for size data.
        self.toolbar = self.builder.get_object('toolBox')
        self.statusbar = self.builder.get_object('statusBox')

        # get a reference to the main window itself and display the window
        self.window = self.builder.get_object('window')


    def setupStatusBarIcon(self, iconName, imageName):
        """
        Add an icon image to a status bar button.
        """

        icon = self.builder.get_object(iconName)
        image = getImage(imageName)
        updateImage(image, imageName, STATUS_SIZE)
        icon.add(image)
        return icon


    def restoreConfiguration(self):
        """
        Get the UI and game parameters from the last time the game was played.
        """

        self.configuration = SafeConfigParser()
        configList = self.configuration.read([CONFIG_FILE], encoding='utf-8')
        if configList:

            # restore the last saved window size
            if self.configuration[UI_SECTION][WINDOW_SIZE]:
                geometry = \
                    self.configuration[UI_SECTION][WINDOW_SIZE].split(',')
                x, y = (int(coord) for coord in geometry)
                self.window.resize(x, y)

            # restore the game parameters...

            # ...periodic boundary toggle
            if self.configuration[GAME_PARAMS_SECTION][PBC]:
                self.pbcButton.set_active(
                    ast.literal_eval(
                        self.configuration[GAME_PARAMS_SECTION][PBC]))

            # ...grid size and number of mines
            if self.configuration[GAME_PARAMS_SECTION][CONFIGURATION]:
                self.configurationBox.set_active(
                    int(self.configuration[GAME_PARAMS_SECTION][CONFIGURATION]))

        else:  # first time, create a vanilla configuration
            self.configuration.add_section(UI_SECTION)
            self.configuration.add_section(GAME_PARAMS_SECTION)
            self.saveConfiguration()


    def saveConfiguration(self):
        """
        Save any changes to the configuration options.
        """

        self.configuration.set(UI_SECTION, WINDOW_SIZE,
                               ', '.join(str(coord)
                                         for coord in self.window.get_size()))

        self.configuration.set(GAME_PARAMS_SECTION, PBC,
                               str(self.pbcButton.get_active()))
        self.configuration.set(GAME_PARAMS_SECTION, CONFIGURATION,
                               str(self.configurationBox.get_active()))

        # FIXME: Issue13498 workaround behaviour of os.makedirs in Python3.2
        try:
            os.makedirs(os.path.dirname(CONFIG_FILE), exist_ok=True)
        except OSError as e:
            if e.errno != errno.EEXIST:
                raise

        with open(CONFIG_FILE, 'w', encoding='utf-8') as configurationFile:
            self.configuration.write(configurationFile)


    def start(self):
        """
        Start a new game.
        """

        self.saveConfiguration()

        # reset the start button image
        updateImage(self.startImage, 'Start', TOOL_SIZE)

        # get the grid information from the configuration box.
        activeConfiguration = self.configurationBox.get_active_iter()
        cols, rows, nMines = tuple(self.configurations[activeConfiguration])[2:]

        mines = [True] * nMines
        mines.extend([False] * (cols * rows - nMines))
        random.shuffle(mines)

        # reset the status bar
        self.exposedCount.set_text('0')
        self.exposedLabel.set_text('/ ' + str(cols * rows - nMines))
        self.hintCount.set_text('0')
        self.flagCount.set_text('0')
        self.flagLabel.set_text('/ ' + str(nMines))

        # destroy any pre-existing game
        if self.gameGrid != None: self.gameGrid.destroy()

        # 'force' re-size at the start of the game
        self.previousAllocation = None

        # make the new game
        self.gameGrid = GridWindow(parent=self,
                                   cols=cols, rows=rows, mines=mines)
        self.gridContainer.add_with_viewport(self.gameGrid)

        # configure the toolbar widgets sensitivity
        self.hintButton.set_sensitive(True)  # enable hints during a game
        self.pbcButton.set_sensitive(False)  # can't change pbc during a game
        self.configurationBox.set_button_sensitivity(Gtk.SensitivityType.OFF)

        # start the game
        self.gameGrid.start()
        self.gameGrid.giveHint()
        self.window.show_all()


    def on_window_destroy(self, widget):
        """
        Handler for closing window. A quick clean kill of the entire app.
        """

        Gtk.main_quit()


    def on_startButton_clicked(self, widget):
        """
        Handler for the start button.
        """

        self.start()


    def on_hintButton_clicked(self, widget):
        """
        Handler for the hint button.
        """

        self.gameGrid.giveHint()


    def on_pbcButton_toggled(self, widget):
        """
        Handler for the periodic boundary condition button.
        """

        if self.pbcButton.get_active():
            updateImage(self.pbcImage, 'PBC_On', TOOL_SIZE)
        else:
            updateImage(self.pbcImage, 'PBC_Off', TOOL_SIZE)


    def explodeGame(self):
        """
        Make an explosion effect on the screen as the grid is destroyed.
        """

        # obtain the size of the playing area
        size = (self.gridContainer.get_allocated_width(),
                self.gridContainer.get_allocated_height())

        # make the explosion flashImage
        flashImage = getImage('Explosion')
        updateImage(flashImage, 'Explosion', size)
        self.gridContainer.add_with_viewport(flashImage)

        # flash the explosion 5 times
        for i in range(5):

            # display the explosion
            updateImage(self.startImage, 'Click', TOOL_SIZE)
            flashImage.show()
            pause(100)  # wait 200ms without blocking the Gtk event loop

            # hide the explosion
            updateImage(self.startImage, 'Lose', TOOL_SIZE)
            flashImage.hide()
            pause(100)  # wait 200ms without blocking the Gtk event loop

        # ... then destroy the explosion image
        flashImage.destroy()


    def on_resetButton_clicked(self, widget):
        """
        Handler for the reset button. A theatrical way to kill the current
        game.
        """

        # get rid of the old game
        if self.gameGrid != None: self.gameGrid.destroy()

        self.explodeGame()

        # configure the toolbar widgets sensitivity
        self.hintButton.set_sensitive(False)
        self.pbcButton.set_sensitive(True)
        self.configurationBox.set_button_sensitivity(Gtk.SensitivityType.ON)


    def on_configurationBox_changed(self, widget):
        """
        Reset stuff that needs to be reset for creating the game grid.
        """

        pass  # no further action needed atm


    def on_window_check_resize(self, widget):
        """
        Handler for resizing the game grid images.
        """

        # do nothing if the game grid is not ready
        if not self.gameGrid: return

        # check to see if this is a real resize
        allocation = self.gridContainer.get_allocation()
        if (self.previousAllocation != None and
            allocation.width == self.previousAllocation.width and
            allocation.height == self.previousAllocation.height):
            return
        else:
            self.previousAllocation = allocation
            self.gameGrid.resize(allocation)
            self.saveConfiguration()