Ejemplo n.º 1
0
    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._mun_color = MunColor()
        self._dot_cache = {}

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = smallest_size / (DOT_SIZE*8)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.max_levels = len(LEVELS_TRUE)
        self.this_pattern = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()
Ejemplo n.º 2
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    def formatTerr(self, worldTerritories, territorySprites,
                   highlightedTerritories, gui, colorTerritories, textList,
                   map):
        for i, j in enumerate(worldTerritories):
            surface = pygame.image.load(j).convert()
            resize = c.windowLength / surface.get_width()

            surface = pygame.transform.scale(
                surface, (int(resize * surface.get_width()),
                          int(resize * surface.get_height())))

            territorySprite = Sprites(surface, j)
            initialSpriteLayer = Sprites(surface.copy(), j)

            gui.setSurfaceColor(initialSpriteLayer, (1, 1, 1), 150)
            territorySprites.append(territorySprite)
            highlightedTerritories.append(initialSpriteLayer)

        # Creates final layer of all connected sprites
        colorTerritories(territorySprites, gui)
        for i, j in enumerate(territorySprites):
            if i == 0:
                finalLayout = j.layout.copy()
            else:
                finalLayout.blit(j.layout, (0, 0))

        # Update visual troop numbers
        gui.troopDisplay(textList, territorySprites, map)
        return finalLayout
Ejemplo n.º 3
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    def _setup_workspace(self):
        ''' Add the bones. '''
        self._width = Gdk.Screen.width()
        self._height = int(Gdk.Screen.height() - (GRID_CELL_SIZE * 2))
        self._scale = self._height * 1.0 / BONE_HEIGHT
        self._bone_width = int(BONE_WIDTH * self._scale)
        self._bone_height = int(BONE_HEIGHT * self._scale)

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._bone_index = Sprite(
            self._sprites, 0, 0,
            _load_svg_from_file(
                os.path.join(self._bone_path, 'bones-index.svg'),
                self._bone_width, self._bone_height))
        self._max_bones = int(self._width / self._bone_width) - 1
        self._blank_image = _load_svg_from_file(
            os.path.join(self._bone_path, 'blank-bone.svg'), self._bone_width,
            self._bone_height)
        for bones in range(self._max_bones):
            self._bones.append(
                Sprite(self._sprites, bones * self._bone_width, 0,
                       self._blank_image))
        circle_image = _load_svg_from_file(
            os.path.join(self._bone_path, 'circle.svg'), int(self._scale * 45),
            int(self._scale * 45))
        self._circles[0] = Sprite(self._sprites, 0, -100, circle_image)
        self._circles[1] = Sprite(self._sprites, 0, -100, circle_image)
        oval_image = _load_svg_from_file(
            os.path.join(self._bone_path, 'oval.svg'), int(self._scale * 129),
            int(self._scale * 92))
        for bones in range(self._max_bones - 1):
            self._ovals.append(Sprite(self._sprites, 0, -100, oval_image))
Ejemplo n.º 4
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#D0D0D0')
        self._colors.append('#000000')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False
        self._edge = 4
        self._move_list = []

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()
Ejemplo n.º 5
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    def __init__(self, canvas, parent=None, path=None,
                 colors=['#A0FFA0', '#FF8080']):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path
        self.level = 1

        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])
        self._colors.append(colors[0])
        self._colors.append('#FF0000')

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        if self._width < self._height:
            self.portrait = True
            self.grid_height = TEN
            self.grid.width = SEVEN
        else:
            self.portrait = False
            self.grid_height = SEVEN
            self.grid_width = TEN
        self._scale = min(self._width / (self.grid_width * DOT_SIZE * 1.2),
                          self._height / (self.grid_height * DOT_SIZE * 1.2))

        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False

        # '-1' Workaround for showing 'second 0'
        self._game_time_seconds = -1
        self._game_time = "00:00"

        self._timeout_id = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(self.grid_height):
            for x in range(self.grid_width):
                xoffset = int((self._width - self.grid_width * self._dot_size -
                               (self.grid_width - 1) * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space),
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                self._dots[-1].set_label_attributes(40)

        self._all_clear()

        Gdk.Screen.get_default().connect('size-changed', self._configure_cb)
Ejemplo n.º 6
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = colors

        self._canvas = canvas
        parent.show_all()

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (14.0 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._turtle_offset = 0
        self._space = int(self._dot_size / 5.)
        self._orientation = 0
        self.level = 0
        self.custom_strategy = None
        self.strategies = [
            BEGINNER_STRATEGY, INTERMEDIATE_STRATEGY, EXPERT_STRATEGY,
            self.custom_strategy
        ]
        self.strategy = self.strategies[self.level]
        self._timeout_id = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(THIRTEEN):
            for x in range(THIRTEEN):
                xoffset = int((self._width - THIRTEEN * (self._dot_size + \
                                      self._space) - self._space) / 2.)
                if y % 2 == 1:
                    xoffset += int((self._dot_size + self._space) / 2.)
                if x == 0 or y == 0 or x == THIRTEEN - 1 or y == THIRTEEN - 1:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot('#B0B0B0')))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot(self._colors[FILL])))
                    self._dots[-1].type = False  # not set

        # Put a turtle at the center of the screen...
        self._turtle_images = []
        self._rotate_turtle(self._new_turtle())
        self._turtle = Sprite(self._sprites, 0, 0, self._turtle_images[0])
        self._move_turtle(self._dots[int(THIRTEEN * THIRTEEN / 2)].get_xy())

        # ...and initialize.
        self._all_clear()
Ejemplo n.º 7
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    def __init__(self, misc):
        pygame.sprite.Sprite.__init__(self)
        misc_list = Sprites("heart2.png")

        image = misc_list.get_image(0, 0, 1, 1)
        color_switch = image.get_at((0, 0))

        self.image = misc_list.get_image(misc[0], misc[1], misc[2], misc[3])
        self.image.set_colorkey(color_switch)

        self.rect = self.image.get_rect()
Ejemplo n.º 8
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    def __init__(self, misc):
        Entity.__init__(self)
        misc_list = Sprites("heart.png")

        image = misc_list.get_image(0, 0, 48, 48)
        color_switch = image.get_at((0, 0))

        self.image = misc_list.get_image(misc[0], misc[1], misc[2], misc[3])

        self.image.set_colorkey(color_switch)
        self.rect = self.image.get_rect()
Ejemplo n.º 9
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    def __init__(self, sprite_sheet_data):
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = Sprites("scifi_platformTiles_32x32.png")

        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])

        self.rect = self.image.get_rect()
Ejemplo n.º 10
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self.colors = colors

        # Starting from command line
        if parent is None:
            self._running_sugar = False
            self._canvas = canvas
        else:
            self._running_sugar = True
            self._canvas = canvas
            parent.show_all()

        self._canvas.set_can_focus(True)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK
                                | Gdk.EventMask.BUTTON_RELEASE_MASK
                                | Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("draw", self._draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._canvas.connect("key_press_event", self._keypress_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (8.0 * TILE_HEIGHT)
        self.tile_width = TILE_WIDTH * self._scale
        self.tile_height = TILE_HEIGHT * self._scale

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self.grid = Grid(self._sprites, self._width, self._height,
                         self.tile_width, self.tile_height, self._scale,
                         colors[0])
        self.deck = Deck(self._sprites, self._scale, colors[1])
        self.deck.board.move((self.grid.left, self.grid.top))
        self.hands = []
        self.hands.append(Hand(self.tile_width, self.tile_height))
        self._errormsg = []
        for i in range(4):
            self._errormsg.append(error_graphic(self._sprites))
        self._highlight = highlight_graphic(self._sprites, self._scale)
        self._score_card = blank_tile(self._sprites,
                                      scale=self._scale * 2,
                                      color=colors[1])
        self._score_card.set_label_attributes(64)
        self._score_card.move(((int(self._width / 2) - self.tile_width),
                               int(self._height / 2) - self.tile_height))

        # and initialize a few variables we'll need.
        self.buddies = []
        self._my_hand = MY_HAND
        self.playing_with_robot = False
        self._all_clear()
Ejemplo n.º 11
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    def __init__(self, coins):
        pygame.sprite.Sprite.__init__(self)
        coin_list = Sprites("coin_silver.png")

        image = coin_list.get_image(0, 0, 1, 1)
        color_switch = image.get_at((0, 0))

        self.image = coin_list.get_image(coins[0], coins[1], coins[2],
                                         coins[3])
        self.image.set_colorkey(color_switch)

        self.rect = self.image.get_rect()
Ejemplo n.º 12
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    def __init__(self, enemies):
        pygame.sprite.Sprite.__init__(self)
        enemy_list = Sprites("spikez.png")

        image = enemy_list.get_image(0, 0, 1, 1)
        color_switch = image.get_at((0, 0))

        self.image = enemy_list.get_image(enemies[0], enemies[1], enemies[2],
                                          enemies[3])
        self.image.set_colorkey(color_switch)

        self.rect = self.image.get_rect()
Ejemplo n.º 13
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    def __init__(self, canvas, parent=None, mycolors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self.colors = [mycolors[0]]
        self.colors.append(mycolors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        self._scale = self._width / 1200.

        self.press = None
        self.dragpos = [0, 0]
        self.startpos = [0, 0]

        self._dot_cache = {}
        self._xo_cache = {}

        self._radius = 22.5
        self._stroke_width = 9.5

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._xo_man = None
        self._generate_bg('#FFF')

        # First dot, starting angle
        self._cxy = [self._width / 2, self._height / 2]
        self._xy = [
            self._width / 2 + 120 * self._scale,
            self._height / 2 - self._radius * self._scale
        ]
        self._angle = 0
        self._dot_size_plus = self._radius * 3 * self._scale
        self._min = -self._dot_size_plus / 3
        self._max = self._height - (self._dot_size_plus / 2.2)

        self._zones = []
        self._calc_zones()
        self._generate_spiral()
Ejemplo n.º 14
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    def __init__(self, sprite_sheet_data):
        Entity.__init__(self)

        sprite_sheet = Sprites("tiles.png")
        image = sprite_sheet.get_image(0, 0, 1, 1)
        color_switch = image.get_at((0, 0))

        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])
        self.image.set_colorkey(color_switch)

        self.rect = self.image.get_rect()
Ejemplo n.º 15
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    def _setup_workspace(self):
        ''' Add the bones. '''
        self._width = Gdk.Screen.width()
        self._height = int(Gdk.Screen.height() - (GRID_CELL_SIZE * 2))
        self._scale = self._height * 1.0 / BONE_HEIGHT
        self._bone_width = int(BONE_WIDTH * self._scale)
        self._bone_height = int(BONE_HEIGHT * self._scale)

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._bone_index = Sprite(self._sprites, 0, 0, _load_svg_from_file(
                os.path.join(self._bone_path, 'bones-index.svg'),
                self._bone_width, self._bone_height))
        self._max_bones = int(self._width / self._bone_width) - 1
        self._blank_image = _load_svg_from_file(
                os.path.join(self._bone_path, 'blank-bone.svg'),
                self._bone_width, self._bone_height)
        for bones in range(self._max_bones):
            self._bones.append(Sprite(self._sprites, bones * self._bone_width,
                                      0, self._blank_image))
        circle_image = _load_svg_from_file(
            os.path.join(self._bone_path, 'circle.svg'), int(self._scale * 45),
            int(self._scale * 45))
        self._circles[0] = Sprite(self._sprites, 0, -100, circle_image)
        self._circles[1] = Sprite(self._sprites, 0, -100, circle_image)
        oval_image = _load_svg_from_file(
            os.path.join(self._bone_path, 'oval.svg'), int(self._scale * 129),
            int(self._scale * 92))
        for bones in range(self._max_bones - 1):
            self._ovals.append(Sprite(self._sprites, 0, -100, oval_image))
Ejemplo n.º 16
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.set_flags(gtk.CAN_FOCUS)
        self._canvas.connect("expose-event", self._expose_cb)

        self._width = gtk.gdk.screen_width()
        self._height = gtk.gdk.screen_height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.max_levels = len(LEVELS_TRUE)
        self.this_pattern = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()
Ejemplo n.º 17
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#D0D0D0')
        self._colors.append('#000000')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False
        self._edge = 4
        self._move_list = []

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()
Ejemplo n.º 18
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    def __init__(self,
                 canvas,
                 parent=None,
                 path=None,
                 colors=['#A0FFA0', '#FF8080']):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])

        self._canvas.connect('draw', self.__draw_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (3 * DOT_SIZE * 1.2)
        self._scale /= 1.5
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False

        self._start_time = 0
        self._timeout_id = None

        # Find the image files
        self._PATHS = glob.glob(os.path.join(self._path, 'images', '*.svg'))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        yoffset = self._space * 2  # int(self._space / 2.)
        for y in range(3):
            for x in range(3):
                xoffset = int((self._width - 3 * self._dot_size - \
                                   2 * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space) + yoffset,
                           self._new_dot_surface(color=self._colors[0])))
                self._dots[-1].type = -1  # No image
                self._dots[-1].set_label_attributes(72)
Ejemplo n.º 19
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = colors

        self._canvas = canvas
        parent.show_all()

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (14.0 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._turtle_offset = 0
        self._space = int(self._dot_size / 5.)
        self._orientation = 0
        self.level = 0
        self.custom_strategy = None
        self.strategies = [BEGINNER_STRATEGY, INTERMEDIATE_STRATEGY,
                           EXPERT_STRATEGY, self.custom_strategy]
        self.strategy = self.strategies[self.level]
        self._timeout_id = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(THIRTEEN):
            for x in range(THIRTEEN):
                xoffset = int((self._width - THIRTEEN * (self._dot_size + \
                                      self._space) - self._space) / 2.)
                if y % 2 == 1:
                    xoffset += int((self._dot_size + self._space) / 2.)
                if x == 0 or y == 0 or x == THIRTEEN - 1 or y == THIRTEEN - 1:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot('#B0B0B0')))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot(self._colors[FILL])))
                    self._dots[-1].type = False  # not set

        # Put a turtle at the center of the screen...
        self._turtle_images = []
        self._rotate_turtle(self._new_turtle())
        self._turtle = Sprite(self._sprites, 0, 0,
                              self._turtle_images[0])
        self._move_turtle(self._dots[int(THIRTEEN * THIRTEEN / 2)].get_xy())

        # ...and initialize.
        self._all_clear()
Ejemplo n.º 20
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    def __init__(self, canvas, path, parent=None):
        """ Initialize the playing surface """

        self.path = path
        self.activity = parent

        # starting from command line
        # we have to do all the work that was done in CardSortActivity.py
        if parent is None:
            self.sugar = False
            self.canvas = canvas

        # starting from Sugar
        else:
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

            self.canvas.set_flags(gtk.CAN_FOCUS)
            self.canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
            self.canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
            self.canvas.connect("expose-event", self._expose_cb)
            self.canvas.connect("button-press-event", self._button_press_cb)
            self.canvas.connect("button-release-event",
                                self._button_release_cb)
            self.canvas.connect("key_press_event", self._keypress_cb)
            self.width = gtk.gdk.screen_width()
            self.height = gtk.gdk.screen_height() - GRID_CELL_SIZE
            self.card_dim = CARD_DIM
            self.scale = 0.6 * self.height / (self.card_dim * 3)

        # Initialize the sprite repository
        self.sprites = Sprites(self.canvas)

        # Initialize the grid
        self.mode = 'rectangle'
        self.grid = Grid(self, self.mode)
        self.bounds = LEVEL_BOUNDS[0]
        self.level = 0

        # Start solving the puzzle
        self.press = None
        self.release = None
        self.start_drag = [0, 0]
Ejemplo n.º 21
0
    def __init__(self, canvas, parent=None):
        """ Initialize the canvas and set up the callbacks. """
        self.activity = parent

        if parent is None:        # Starting from command line
            self.sugar = False
            self.canvas = canvas
        else:                     # Starting from Sugar
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

        self.canvas.set_flags(gtk.CAN_FOCUS)
        self.canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
        self.canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
        self.canvas.add_events(gtk.gdk.POINTER_MOTION_MASK)
        self.canvas.connect("expose-event", self._expose_cb)
        self.canvas.connect("button-press-event", self._button_press_cb)
        self.canvas.connect("button-release-event", self._button_release_cb)
        self.canvas.connect("motion-notify-event", self._mouse_move_cb)
        self.width = gtk.gdk.screen_width()
        self.height = gtk.gdk.screen_height()-GRID_CELL_SIZE
        self.sprites = Sprites(self.canvas)
        self.scale = gtk.gdk.screen_height()/900.0
        self.dragpos = 0
        self.press = None

        self.chinese = Suanpan(self)
        self.japanese = Soroban(self)
        self.russian = Schety(self)
        self.mayan = Nepohualtzintzin(self)
        self.binary = Binary(self)
        self.hex = Hex(self)
        self.fraction = Fractions(self)
        self.custom = None

        self.chinese.show()
        self.japanese.hide()
        self.russian.hide()
        self.mayan.hide()
        self.binary.hide()
        self.hex.hide()
        self.fraction.hide()
        self.mode = self.chinese
Ejemplo n.º 22
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    def inicializar_jogo(self):

        self.ambiente = pygame
        self.ambiente.init()
        self.sprites = Sprites(pygame)
        self.inputs = Inputs(self.ambiente)
        self.clock_soldados_atiradores = self.ambiente.time.get_ticks()
        self.clock_soldados_espada = self.ambiente.time.get_ticks()
        self.clock_corvo = self.ambiente.time.get_ticks()
        self.paused = False
        self.cont_background = 0
        self.width = 1280
        self.height = 768
        self.device_screen = self.ambiente.display.Info()
        print(self.device_screen.current_w)
        self.screen = self.ambiente.display.set_mode([self.width, self.height],
                                                     self.ambiente.FULLSCREEN
                                                     | self.ambiente.DOUBLEBUF)

        self.background_imgs = [self.ambiente.image.load('imagens/mapa/mapa_1.png').convert(), self.ambiente.image.load('imagens/mapa/mapa_2.png').convert(),\
                self.ambiente.image.load('imagens/mapa/mapa_3.png').convert(), self.ambiente.image.load('imagens/mapa/mapa_4.png').convert()]
        self.background_image = self.background_imgs[0]
        self.torre = self.ambiente.image.load(
            'imagens/torre.png').convert_alpha()
        self.indio = Indio(self.ambiente, 3, 1000, 0, 510)
        self.cd = Cooldown(self.ambiente, 20, 490)
        self.barra = Barra(self.ambiente, 10, 650)
        self.lanca = Lanca(self.ambiente, 1, 0, 0, 20, 510, 0, 90)
        self.barreira1 = Barreira(self.ambiente, 2, 400, 300, 'top')
        self.barreira2 = Barreira(self.ambiente, 3, 400, 500, 'bot')
        self.sprites.barreiras.add(self.barreira1, self.barreira2)
        self.sprites.indio.add(self.indio)
        self.sprites.todos_objetos.add(self.sprites.indio, self.barra,
                                       self.sprites.barreiras)
        self.clock_mapa = self.ambiente.time.get_ticks()
        self.time = self.ambiente.time.get_ticks()
        self.seta_menu = Seta(self.ambiente, 350, 200)
        self.menu_background = self.ambiente.image.load(
            'imagens/menu_background.png')
        self.ambiente.font.init()
        self.fonte = self.ambiente.font.SysFont('Comic Sans MS', 30)
        self.screen.blit(self.background_image, [0, 0])
Ejemplo n.º 23
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    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self.colors = colors

        # Starting from command line
        if parent is None:
            self._running_sugar = False
            self._canvas = canvas
        else:
            self._running_sugar = True
            self._canvas = canvas
            parent.show_all()

        self._canvas.set_flags(gtk.CAN_FOCUS)
        self._canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
        self._canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
        self._canvas.add_events(gtk.gdk.POINTER_MOTION_MASK)
        self._canvas.connect("expose-event", self._expose_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._canvas.connect("key_press_event", self._keypress_cb)

        self._width = gtk.gdk.screen_width()
        self._height = gtk.gdk.screen_height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (8.0 * TILE_HEIGHT)
        self.tile_width = TILE_WIDTH * self._scale
        self.tile_height = TILE_HEIGHT * self._scale

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self.grid = Grid(self._sprites, self._width, self._height,
                         self.tile_width, self.tile_height, self._scale,
                         colors[0])
        self.deck = Deck(self._sprites, self._scale, colors[1])
        self.deck.board.move((self.grid.left, self.grid.top))
        self.hands = []
        self.hands.append(Hand(self.tile_width, self.tile_height))
        self._errormsg = []
        for i in range(4):
            self._errormsg.append(error_graphic(self._sprites))
        self._highlight = highlight_graphic(self._sprites, self._scale)
        self._score_card = blank_tile(self._sprites, scale=self._scale * 2,
                                      color=colors[1])
        self._score_card.set_label_attributes(64)
        self._score_card.move(((int(self._width / 2) - self.tile_width),
                               int(self._height / 2) - self.tile_height))

        # and initialize a few variables we'll need.
        self.buddies = []
        self._my_hand = MY_HAND
        self.playing_with_robot = False
        self._all_clear()
Ejemplo n.º 24
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    def __init__(self, x, y, xvel):
        Entity.__init__(self)
        # Create Surface Area
        self.image = pygame.Surface((90, 90), pygame.SRCALPHA)
        self.rect = pygame.Rect(0, 0, 80, 80)

        # Initialize variables
        self.xvel = xvel
        self.yvel = 0
        self.rect.x = x
        self.rect.y = y
        self.boundary_left = 0
        self.boundary_right = 1000

        # States
        self.onGround = False
        self.airborne = True
        self.destroyed = False
        self.faceright = True
        self.counter = 0

        # Load Sprites
        sprites = Sprites("bat8.png")
        image = sprites.get_image(15, 9, 67, 73)
        color_switch = image.get_at((0, 0))
        image.set_colorkey(color_switch)
        self.walkleft.append(image)
        image = pygame.transform.flip(image, True, False)
        self.walkright.append(image)

        sprites = Sprites("bat9.png")
        image = sprites.get_image(18, 11, 73, 69)
        color_switch = image.get_at((0, 0))
        image.set_colorkey(color_switch)
        self.walkleft.append(image)
        image = pygame.transform.flip(image, True, False)
        self.walkright.append(image)

        sprites = Sprites("bat10.png")
        image = sprites.get_image(20, 26, 59, 35)
        color_switch = image.get_at((0, 0))
        image.set_colorkey(color_switch)
        self.walkleft.append(image)
        image = pygame.transform.flip(image, True, False)
        self.walkright.append(image)
Ejemplo n.º 25
0
    def __init__(self, canvas, parent=None, mycolors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self.colors = [mycolors[0]]
        self.colors.append(mycolors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        self._scale = self._width / 1200.

        self.press = None
        self.dragpos = [0, 0]
        self.startpos = [0, 0]

        self._dot_cache = {}
        self._xo_cache = {}

        self._radius = 22.5
        self._stroke_width = 9.5

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._sprites.set_delay(True)
        self._dots = []
        self._xo_man = None
        self._generate_bg('#FFF')

        # First dot, starting angle
        self._cxy = [self._width / 2, self._height / 2]
        self._xy = [self._width / 2 + 120 * self._scale,
                    self._height / 2 - self._radius * self._scale]
        self._angle = 0
        self._dot_size_plus = self._radius * 3 * self._scale
        self._min = -self._dot_size_plus / 3
        self._max = self._height - (self._dot_size_plus / 2.2)

        self._zones = []
        self._calc_zones()
        self._generate_spiral()
        self._sprites.draw_all()
Ejemplo n.º 26
0
    def __init__(self, canvas, path, parent=None):
        self.activity = parent
        self.path = path

        # starting from command line
        # we have to do all the work that was done in CardSortActivity.py
        if parent is None:
            self.sugar = False
            self.canvas = canvas

        # starting from Sugar
        else:
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

        self.canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self.canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self.canvas.connect("draw", self.__draw_cb)
        self.canvas.connect("button-press-event", self._button_press_cb)
        self.canvas.connect("button-release-event", self._button_release_cb)
        self.width = Gdk.Screen.width()
        self.height = Gdk.Screen.height() - style.GRID_CELL_SIZE
        self.height = Gdk.Screen.height() - style.GRID_CELL_SIZE
        self.card_dim = CARD_DIM
        self.scale = 0.8 * self.height / (self.card_dim * 3)

        # Initialize the sprite repository
        self.sprites = Sprites(self.canvas)

        # Initialize the grid
        self.grid = Grid(self)

        # Start solving the puzzle
        self.press = -1
        self.release = -1
        self.start_drag = [0, 0]
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

        sprites = Sprites("E:\Programming\Python\mygame\Xeonsheet.bmp")

        #Right side sprites
        image = sprites.get_image(17, 5, 45, 71)
        color_switch = image.get_at((0, 0))
        image.set_colorkey(color_switch)
        self.walking_frames_r.append(image)


        image = sprites.get_image(25, 170, 45, 71) #59,66
        color_switch = image.get_at((2, 2))
        image.set_colorkey(color_switch)
        self.walking_frames_r.append(image)

        image = sprites.get_image(103, 170, 45, 72)  #59,66
        color_switch = image.get_at((2, 2))
        image.set_colorkey(color_switch)
        self.walking_frames_r.append(image)


        # Left side sprites
        image = sprites.get_image(17, 5, 45, 72)
        image.set_colorkey(color_switch)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        image = sprites.get_image(25, 170, 55, 71)  # 59,66
        color_switch = image.get_at((2, 2))
        image.set_colorkey(color_switch)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        image = sprites.get_image(103, 170, 55, 72)  # 59,66
        color_switch = image.get_at((2, 2))
        image.set_colorkey(color_switch)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        # Arxiko sprite

        self.image = self.walking_frames_r[0]
        self.rect = self.image.get_rect()
Ejemplo n.º 28
0
    def __init__(self, canvas, path, parent=None):
        """ Initialize the playing surface """

        self.path = path
        self.activity = parent

        # starting from command line
        # we have to do all the work that was done in CardSortActivity.py
        if parent is None:
            self.sugar = False
            self.canvas = canvas

        # starting from Sugar
        else:
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

            self.canvas.set_flags(gtk.CAN_FOCUS)
            self.canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
            self.canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
            self.canvas.connect("expose-event", self._expose_cb)
            self.canvas.connect("button-press-event", self._button_press_cb)
            self.canvas.connect("button-release-event", self._button_release_cb)
            self.canvas.connect("key_press_event", self._keypress_cb)
            self.width = gtk.gdk.screen_width()
            self.height = gtk.gdk.screen_height() - GRID_CELL_SIZE
            self.card_dim = CARD_DIM
            self.scale = 0.6 * self.height / (self.card_dim * 3)

        # Initialize the sprite repository
        self.sprites = Sprites(self.canvas)

        # Initialize the grid
        self.mode = 'rectangle'
        self.grid = Grid(self, self.mode)
        self.bounds = LEVEL_BOUNDS[0]
        self.level = 0

        # Start solving the puzzle
        self.press = None
        self.release = None
        self.start_drag = [0, 0]
Ejemplo n.º 29
0
    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.max_levels = len(LEVELS_TRUE)
        self.this_pattern = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()
Ejemplo n.º 30
0
    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._target = 0
        self._tries = 0

        self.level = 0

        self._picture_cards = []
        self._small_picture_cards = []
        self.food_cards = []
        self._group_cards = []
        self._quantity_cards = []
        self._balance_cards = []
        self._last_twenty = []
        self._background = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._background = Sprite(
            self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images','background.png'),
                self._width, self._height))
        self._background.set_layer(0)
        self._background.type = None
        self._background.hide()

        self.pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(self._path, 'images', 'word-box.png'),
            int(350 * self._scale), int(100 * self._scale))

        for i in range(len(FOOD_DATA) / 4):
            FOOD.append([FOOD_DATA[i * 4 + NAME], FOOD_DATA[i * 4 + CALS],
                         FOOD_DATA[i * 4 + GROUP], FOOD_DATA[i * 4 + IMAGE]])
            self.food_cards.append(None)
            self._picture_cards.append(None)
            for j in range(6):
                self._small_picture_cards.append(None)
        self.allocate_food(0)

        x = 10
        dx, dy = self.food_cards[0].get_dimensions()

        y = 10
        for i in range(len(MYPLATE)):
            self.word_card_append(self._group_cards, self.pixbuf)
            self._group_cards[-1].type = i
            self._group_cards[-1].set_label(MYPLATE[i][0])
            self._group_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(QUANTITIES)):
            self.word_card_append(self._quantity_cards, self.pixbuf)
            self._quantity_cards[-1].type = i
            self._quantity_cards[-1].set_label(QUANTITIES[i])
            self._quantity_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(BALANCE)):
            self.word_card_append(self._balance_cards, self.pixbuf)
            self._balance_cards[-1].type = i
            self._balance_cards[-1].set_label(BALANCE[i])
            self._balance_cards[-1].move((x, y))
            y += int(dy * 1.25)

        self._smile = Sprite(self._sprites,
                             int(self._width / 4),
                             int(self._height / 4),
                             GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'correct.png'),
                int(self._width / 2),
                int(self._height / 2)))
        self._smile.set_label_attributes(36)
        self._smile.set_margins(10, 0, 10, 0)

        self._frown = Sprite(self._sprites,
                             int(self._width / 4),
                             int(self._height / 4),
                             GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'wrong.png'),
                int(self._width / 2),
                int(self._height / 2)))
        self._frown.set_label_attributes(36)
        self._frown.set_margins(10, 0, 10, 0)

        self.build_food_groups()

        self._all_clear()
Ejemplo n.º 31
0
class Game():

    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._target = 0
        self._tries = 0

        self.level = 0

        self._picture_cards = []
        self._small_picture_cards = []
        self.food_cards = []
        self._group_cards = []
        self._quantity_cards = []
        self._balance_cards = []
        self._last_twenty = []
        self._background = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._background = Sprite(
            self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images','background.png'),
                self._width, self._height))
        self._background.set_layer(0)
        self._background.type = None
        self._background.hide()

        self.pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(self._path, 'images', 'word-box.png'),
            int(350 * self._scale), int(100 * self._scale))

        for i in range(len(FOOD_DATA) / 4):
            FOOD.append([FOOD_DATA[i * 4 + NAME], FOOD_DATA[i * 4 + CALS],
                         FOOD_DATA[i * 4 + GROUP], FOOD_DATA[i * 4 + IMAGE]])
            self.food_cards.append(None)
            self._picture_cards.append(None)
            for j in range(6):
                self._small_picture_cards.append(None)
        self.allocate_food(0)

        x = 10
        dx, dy = self.food_cards[0].get_dimensions()

        y = 10
        for i in range(len(MYPLATE)):
            self.word_card_append(self._group_cards, self.pixbuf)
            self._group_cards[-1].type = i
            self._group_cards[-1].set_label(MYPLATE[i][0])
            self._group_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(QUANTITIES)):
            self.word_card_append(self._quantity_cards, self.pixbuf)
            self._quantity_cards[-1].type = i
            self._quantity_cards[-1].set_label(QUANTITIES[i])
            self._quantity_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(BALANCE)):
            self.word_card_append(self._balance_cards, self.pixbuf)
            self._balance_cards[-1].type = i
            self._balance_cards[-1].set_label(BALANCE[i])
            self._balance_cards[-1].move((x, y))
            y += int(dy * 1.25)

        self._smile = Sprite(self._sprites,
                             int(self._width / 4),
                             int(self._height / 4),
                             GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'correct.png'),
                int(self._width / 2),
                int(self._height / 2)))
        self._smile.set_label_attributes(36)
        self._smile.set_margins(10, 0, 10, 0)

        self._frown = Sprite(self._sprites,
                             int(self._width / 4),
                             int(self._height / 4),
                             GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'wrong.png'),
                int(self._width / 2),
                int(self._height / 2)))
        self._frown.set_label_attributes(36)
        self._frown.set_margins(10, 0, 10, 0)

        self.build_food_groups()

        self._all_clear()

    def allocate_food(self, i):
        self.picture_append(os.path.join(self._path, 'images',
                                         FOOD_DATA[i * 4 + IMAGE]), i)
        self.small_picture_append(os.path.join(self._path, 'images',
                                               FOOD_DATA[i * 4 + IMAGE]), i)
        self.word_card_append(self.food_cards, self.pixbuf, i)
        self.food_cards[i].type = i
        self.food_cards[i].set_label(FOOD_DATA[i * 4 + NAME])

    def word_card_append(self, card_list, pixbuf, i=-1):
        if i == -1:
            card_list.append(Sprite(self._sprites, 10, 10, pixbuf))
        else:
            card_list[i] = Sprite(self._sprites, 10, 10, pixbuf)
        card_list[i].set_label_attributes(36)
        card_list[i].set_margins(10, 0, 10, 0)
        card_list[i].hide()

    def picture_append(self, path, i=-1):
        spr = Sprite(
            self._sprites,
            int(self._width / 2.),
            int(self._height / 4.),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                path, int(self._width / 3.), int(9 * self._width / 12.)))
        if i == -1:
            self._picture_cards.append(spr)
        else:
            self._picture_cards[i] = spr
        self._picture_cards[i].type = 'picture'
        self._picture_cards[i].hide()

    def small_picture_append(self, path, i=-1):
        x = int(self._width / 3.)
        y = int(self._height / 6.)
        pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            path,
            int(self._width / 6.),
            int(3 * self._width / 8.)) 
        for j in range(6):  # up to 6 of each card
            if i == -1:
                self._small_picture_cards.append(Sprite(
                self._sprites, x, y, pixbuf))
                self._small_picture_cards[-1].type = 'picture'
                self._small_picture_cards[-1].hide()
            else:
                self._small_picture_cards[i * 6 + j] = Sprite(
                    self._sprites, x, y, pixbuf)
                self._small_picture_cards[i * 6 + j].type = 'picture'
                self._small_picture_cards[i * 6 + j].hide()
            x += int(self._width / 6.)
            if j == 2:
                x = int(self._width / 3.)
                y += int(3 * self._width / 16.)

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        for p in self._picture_cards:
            if p is not None:
                p.hide()
        for p in self._small_picture_cards:
            if p is not None:
                p.hide()
        for i, w in enumerate(self.food_cards):
            if w is not None:
                w.set_label_color('black')
                w.set_label(FOOD[i][NAME])
                w.hide()
        for i, w in enumerate(self._group_cards):
            w.set_label_color('black')
            w.set_label(MYPLATE[i][0])
            w.hide()
        for i, w in enumerate(self._quantity_cards):
            w.set_label_color('black')
            w.set_label(QUANTITIES[i])
            w.hide()
        for i, w in enumerate(self._balance_cards):
            w.set_label_color('black')
            w.set_label(BALANCE[i])
            w.hide()
        self._smile.hide()
        self._frown.hide()

        self._background.set_layer(1)

    def build_food_groups(self):
        self._my_plate = [[], [], [], []]
        for i, food in enumerate(FOOD):
            self._my_plate[MYPLATE[food[GROUP]][QUANT]].append(i)

    def new_game(self):
        ''' Start a new game. '''
        games = {0: self._name_that_food, 1: self._name_that_food_group,
                 2: self._compare_calories, 3: self._how_much_to_eat,
                 4: self._balanced_meal}
        self._all_clear()
        
        games[self.level]()
        
        self._frown.set_label('')
        self._smile.set_label('')
        self._tries = 0

    def _name_that_food(self):
        ''' Choose food cards and one matching food picture '''
        x = 10
        y = 10
        dx, dy = self.food_cards[0].get_dimensions()

        # Select some cards
        word_list = []
        for i in range(NCARDS):
            j = int(uniform(0, len(FOOD)))
            while j in word_list:
                j = int(uniform(0, len(FOOD)))
            word_list.append(j)

        # Show the word cards from the list
        for i in word_list:
            if self.food_cards[i] is None:
                self.allocate_food(i)
            self.food_cards[i].set_layer(100)
            self.food_cards[i].move((x, y))
            y += int(dy * 1.25)

        # Choose a random food image from the list and show it.
        self._target = self.food_cards[
            word_list[int(uniform(0, NCARDS))]].type
        while self._target in self._last_twenty:
            self._target = self.food_cards[
                word_list[int(uniform(0, NCARDS))]].type
        self._last_twenty.append(self._target)
        if len(self._last_twenty) > 20:
            self._last_twenty.remove(self._last_twenty[0])
            
        self._picture_cards[self._target].set_layer(100)

    def _name_that_food_group(self):
        ''' Show group cards and one food picture '''
        for i in range(len(MYPLATE)):
            self._group_cards[i].set_layer(100)

        # Choose a random food image and show it.
        self._target = int(uniform(0, len(FOOD)))
        if self.food_cards[self._target] is None:
            self.allocate_food(self._target)
        self._picture_cards[self._target].set_layer(100)

    def _compare_calories(self):
        ''' Choose food cards and compare the calories '''
        x = 10
        y = 10
        dx, dy = self.food_cards[0].get_dimensions()

        # Select some cards
        word_list = []
        for i in range(6):
            j = int(uniform(0, len(FOOD)))
            while j in word_list:
                j = int(uniform(0, len(FOOD)))
            word_list.append(j)
            if self.food_cards[j] is None:
                self.allocate_food(j)

        # Show the word cards from the list
        for i in word_list:
            self.food_cards[i].set_layer(100)
            self.food_cards[i].move((x, y))
            y += int(dy * 1.25)

        # Show food images
        self._target = word_list[0]
        for i in range(5):
             if FOOD[word_list[i + 1]][CALS] > FOOD[self._target][CALS]:
                 self._target = word_list[i + 1]
        self._small_picture_cards[word_list[0] * 6].set_layer(100)
        self._small_picture_cards[word_list[1] * 6 + 1].set_layer(100)
        self._small_picture_cards[word_list[2] * 6 + 2].set_layer(100)
        self._small_picture_cards[word_list[3] * 6 + 3].set_layer(100)
        self._small_picture_cards[word_list[4] * 6 + 4].set_layer(100)
        self._small_picture_cards[word_list[5] * 6 + 5].set_layer(100)

    def _how_much_to_eat(self):
        ''' Show quantity cards and one food picture '''
        for i in range(len(QUANTITIES)):
            self._quantity_cards[i].set_layer(100)

        # Choose a random image from the list and show it.
        self._target = int(uniform(0, len(FOOD)))
        if self.food_cards[self._target] is None:
            self.allocate_food(self._target)
        self._picture_cards[self._target].set_layer(100)

    def _balanced_meal(self):
        ''' A well-balanced meal '''
        for i in range(2):
            self._balance_cards[i].set_layer(100)

        # Determine how many foods from each group
        n = [0, 0, 0, 0]
        n[0] = int(uniform(0, 2.5))
        n[1] = int(uniform(0, 3 - n[0]))
        n[2] = 3 - n[0] - n[1]
        n[3] = 6 - n[0] - n[1] - n[2]

        # Fill a plate with foods from different groups
        meal = []
        for i in range(n[0]):  # Sweets
            j = int(uniform(0, len(self._my_plate[0])))
            meal.append(self._my_plate[0][j])
        for i in range(n[1]):  # Dairy
            j = int(uniform(0, len(self._my_plate[1])))
            meal.append(self._my_plate[1][j])
        for i in range(n[2]):  # Protein and Fruits
            j = int(uniform(0, len(self._my_plate[2])))
            meal.append(self._my_plate[2][j])
        for i in range(n[3]):  # Veggies and Grains
            j = int(uniform(0, len(self._my_plate[3])))
            meal.append(self._my_plate[3][j])

        if n[0] < 2 and n[1] < 2 and n[2] < n[3]:
            self._target = 0  # Balanced meal
        else:
            self._target = 1

        for i in range(6):
            if self.food_cards[meal[i]] is None:
                self.allocate_food(meal[i])
        # Randomly position small cards
        self._small_picture_cards[meal[3] * 6].set_layer(100)
        self._small_picture_cards[meal[4] * 6 + 1].set_layer(100)
        self._small_picture_cards[meal[1] * 6 + 2].set_layer(100)
        self._small_picture_cards[meal[2] * 6 + 3].set_layer(100)
        self._small_picture_cards[meal[5] * 6 + 4].set_layer(100)
        self._small_picture_cards[meal[0] * 6 + 5].set_layer(100)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())
        spr = self._sprites.find_sprite((x, y))
        if spr == None:
            return
        # We only care about clicks on word cards
        if type(spr.type) != int:
            return

        # Which card was clicked? Set its label to red.
        spr.set_label_color('red')
        label = spr.labels[0]
        spr.set_label(label)

        if self.level == 0:
            if spr.type == self._target:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self.food_cards[self._target].set_label_color('blue')
                label = self.food_cards[self._target].labels[0]
                self.food_cards[self._target].set_label(label)
        elif self.level == 1:
            i = FOOD[self._target][GROUP]
            if spr.type == i:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self._group_cards[i].set_label_color('blue')
                label = self._group_cards[i].labels[0]
                self._group_cards[i].set_label(label)
        elif self.level == 2:
            if spr.type == self._target:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self.food_cards[self._target].set_label_color('blue')
                label = self.food_cards[self._target].labels[0]
                self.food_cards[self._target].set_label(label)
        elif self.level == 3:
            i = MYPLATE[FOOD[self._target][GROUP]][QUANT]
            if spr.type == i:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self._quantity_cards[i].set_label_color('blue')
                label = self._quantity_cards[i].labels[0]
                self._quantity_cards[i].set_label(label)
        elif self.level == 4:
            if self._target == spr.type:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self._balance_cards[self._target].set_label_color('blue')
                label = self._balance_cards[self._target].labels[0]
                self._balance_cards[self._target].set_label(label)
        else:
            _logger.debug('unknown play level %d' % (self.level))

        # Play again
        if self._tries == 3:
            GObject.timeout_add(2000, self.new_game)
        else:
            GObject.timeout_add(1000, self._reset_game)
        return True

    def _reset_game(self):
        self._frown.hide()
        if self.level in [0, 2]:
            for i, w in enumerate(self.food_cards):
                w.set_label_color('black')
                w.set_label(FOOD[i][NAME])
        elif self.level == 1:
            for i, w in enumerate(self._group_cards):
                w.set_label_color('black')
                w.set_label(MYPLATE[i][0])
        elif self.level == 3:
            for i, w in enumerate(self._quantity_cards):
                w.set_label_color('black')
                w.set_label(QUANTITIES[i])
        elif self.level == 4:
            for i, w in enumerate(self._balance_cards):
                w.set_label_color('black')
                w.set_label(BALANCE[i])

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()
Ejemplo n.º 32
0
class Game:
    def __init__(self, canvas, parent=None, path=None, colors=["#A0FFA0", "#FF8080"]):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._colors = ["#FFFFFF"]
        self._colors.append(colors[0])
        self._colors.append(colors[1])

        self._canvas.set_can_focus(True)
        self._canvas.connect("expose-event", self._expose_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (4 * DOT_SIZE * 1.3)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.0)
        self.we_are_sharing = False

        self._start_time = 0
        self._timeout_id = None

        self._level = 3
        self._game = 0
        self._correct = 0

        # Find the image files
        self._PATHS = glob.glob(os.path.join(self._path, "images", "*.png"))
        self._CPATHS = glob.glob(os.path.join(self._path, "color-images", "*.svg"))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._opts = []
        yoffset = int(self._space / 2.0)

        self._line = Sprite(
            self._sprites, 0, int(3 * (self._dot_size + self._space) + yoffset / 2.0), self._line(vertical=False)
        )

        for y in range(3):
            for x in range(6):
                xoffset = int((self._width - 6 * self._dot_size - 5 * self._space) / 2.0)
                self._dots.append(
                    Sprite(
                        self._sprites,
                        xoffset + x * (self._dot_size + self._space),
                        y * (self._dot_size + self._space) + yoffset,
                        self._new_dot_surface(color=self._colors[0]),
                    )
                )
                self._dots[-1].type = -1  # No image
                self._dots[-1].set_label_attributes(72)

        y = 3
        for x in range(3):
            self._opts.append(
                Sprite(
                    self._sprites,
                    xoffset + x * (self._dot_size + self._space),
                    y * (self._dot_size + self._space) + yoffset,
                    self._new_dot_surface(color=self._colors[0]),
                )
            )
            self._opts[-1].type = -1  # No image
            self._opts[-1].set_label_attributes(72)
            self._opts[-1].hide()

    def _all_clear(self):
        """ Things to reinitialize when starting up a new game. """
        if self._timeout_id is not None:
            GObject.source_remove(self._timeout_id)

        # Auto advance levels
        if self._correct > 3 and self._level < len(self._dots):
            self._level += 3
            self._correct = 0

        self._set_label("")
        for i in range(3):
            self._opts[i].hide()
            self._opts[i].type = -1
            self._opts[i].set_label("")

        for dot in self._dots:
            dot.type = -1
            if self._game == 2 or self._dots.index(dot) < self._level:
                dot.set_shape(self._new_dot_surface(self._colors[abs(dot.type)]))
                dot.set_label("?")
                dot.set_layer(100)
            else:
                dot.hide()

        self._dance_counter = 0
        self._dance_step()

    def _dance_step(self):
        """ Short animation before loading new game """
        if self._game == 2:
            for i in range(len(self._dots)):
                self._dots[i].set_shape(self._new_dot_surface(self._colors[int(uniform(0, 3))]))
        else:
            for i in range(self._level):
                self._dots[i].set_shape(self._new_dot_surface(self._colors[int(uniform(0, 3))]))
        self._dance_counter += 1
        if self._dance_counter < 10:
            self._timeout_id = GObject.timeout_add(500, self._dance_step)
        else:
            self._new_game()

    def new_game(self, game=None, restart=True):
        """ Start a new game. """
        if game is not None:
            self._game = game
            self._level = 3
            self._correct = 0
        if restart:
            self._all_clear()

    def _image_in_dots(self, n):
        for i in range(self._level):
            if self._dots[i].type == n:
                return True
        return False

    def _image_in_opts(self, n):
        for i in range(3):
            if self._opts[i].type == n:
                return True
        return False

    def _choose_random_images(self):
        """ Choose images at random """
        if self._game == 3:
            maxi = len(self._CPATHS)
        else:
            maxi = len(self._PATHS)
        for i in range(self._level):
            if self._dots[i].type == -1:
                n = int(uniform(0, maxi))
                while self._image_in_dots(n):
                    n = int(uniform(0, maxi))
                self._dots[i].type = n
            if self._game == 3:
                self._dots[i].set_shape(self._new_dot_surface(color_image=self._dots[i].type))
            else:
                self._dots[i].set_shape(self._new_dot_surface(image=self._dots[i].type))
            self._dots[i].set_layer(100)
            self._dots[i].set_label("")

    def _load_image_from_list(self):
        if self._recall_counter == len(self._recall_list):
            self._timeout_id = GObject.timeout_add(1000, self._ask_the_question)
            return
        for dot in self._dots:
            dot.type = self._recall_list[self._recall_counter]
            dot.set_shape(self._new_dot_surface(image=dot.type))
            dot.set_layer(100)
            dot.set_label("")
        self._recall_counter += 1
        self._timeout_id = GObject.timeout_add(1000, self._load_image_from_list)

    def _find_repeat(self):
        """ Find an image that repeats """
        for i in range(self._level):
            for j in range(self._level - i - 1):
                if self._dots[i].type == self._dots[j].type:
                    return i
        return None

    def _new_game(self, restore=False):
        """ Load game images and then ask a question... """
        if self._game in [0, 1, 3]:
            self._choose_random_images()
        else:  # game 2
            # generate a random list
            self._recall_list = []
            for i in range(12):
                n = int(uniform(0, len(self._PATHS)))
                while n in self._recall_list:
                    n = int(uniform(0, len(self._PATHS)))
                self._recall_list.append(n)
            self._recall_counter = 0
            self._load_image_from_list()

        if self._game == 0:
            if not restore:
                # Repeat at least one of the images
                self._repeat = int(uniform(0, self._level))
                n = (self._repeat + int(uniform(1, self._level))) % self._level
                _logger.debug("repeat=%d, n=%d" % (self._repeat, n))
                self._dots[self._repeat].set_shape(self._new_dot_surface(image=self._dots[n].type))
                self._dots[self._repeat].type = self._dots[n].type
            else:  # Find repeated image, as that is the answer
                self._repeat = self._find_repeat()
                if self._repeat is None:
                    _logger.debug("could not find repeat")
                    self._repeat = 0

        if self.we_are_sharing:
            _logger.debug("sending a new game")
            self._parent.send_new_game()

        if self._game in [0, 1, 3]:
            self._timeout_id = GObject.timeout_add(3000, self._ask_the_question)

    def _ask_the_question(self):
        """ Each game has a challenge """
        self._timeout_id = None
        # Hide the dots
        if self._game == 2:
            for dot in self._dots:
                dot.hide()
        else:
            for i in range(self._level):
                self._dots[i].hide()

        if self._game == 0:
            self._set_label(_("Recall which image was repeated."))
            # Show the possible solutions
            for i in range(3):
                n = int(uniform(0, len(self._PATHS)))
                if self._level == 3:
                    while n == self._dots[self._repeat].type or self._image_in_opts(n):
                        n = int(uniform(0, len(self._PATHS)))
                else:
                    while n == self._dots[self._repeat].type or not self._image_in_dots(n) or self._image_in_opts(n):
                        n = int(uniform(0, len(self._PATHS)))
                self._opts[i].type = n
            self._answer = int(uniform(0, 3))
            self._opts[self._answer].type = self._dots[self._repeat].type
            for i in range(3):
                self._opts[i].set_shape(self._new_dot_surface(image=self._opts[i].type))
                self._opts[i].set_layer(100)
        elif self._game == 1:
            self._set_label(_("Recall which image was not shown."))
            # Show the possible solutions
            for i in range(3):
                n = int(uniform(0, len(self._PATHS)))
                while not self._image_in_dots(n) or self._image_in_opts(n):
                    n = int(uniform(0, len(self._PATHS)))
                self._opts[i].type = n
            self._answer = int(uniform(0, 3))
            n = int(uniform(0, len(self._PATHS)))
            while self._image_in_dots(n):
                n = int(uniform(0, len(self._PATHS)))
            self._opts[self._answer].type = n
            for i in range(3):
                self._opts[i].set_shape(self._new_dot_surface(image=self._opts[i].type))
                self._opts[i].set_layer(100)
        elif self._game == 3:
            self._set_label(_("Recall which image was not shown."))
            # Show the possible solutions
            for i in range(3):
                n = int(uniform(0, len(self._CPATHS)))
                while not self._image_in_dots(n) or self._image_in_opts(n):
                    n = int(uniform(0, len(self._CPATHS)))
                self._opts[i].type = n
            self._answer = int(uniform(0, 3))
            n = int(uniform(0, len(self._CPATHS)))
            while self._image_in_dots(n):
                n = int(uniform(0, len(self._CPATHS)))
            self._opts[self._answer].type = n
            for i in range(3):
                self._opts[i].set_shape(self._new_dot_surface(color_image=self._opts[i].type))
                self._opts[i].set_layer(100)
        elif self._game == 2:
            self._set_label(
                ngettext(
                    "Recall which image was displayed %d time ago",
                    "Recall which image was displayed %d times ago",
                    (int(self._level / 3)),
                )
                % (int(self._level / 3))
            )
            # Show the possible solutions
            for i in range(3):
                self._answer = len(self._recall_list) - int(self._level / 3) - 1
                n = int(uniform(0, len(self._recall_list)))
                while n == self._answer:
                    n = int(uniform(0, len(self._recall_list)))
                self._opts[i].type = n
            i = int(uniform(0, 3))
            self._opts[i].type = self._recall_list[self._answer]
            for i in range(3):
                self._opts[i].set_shape(self._new_dot_surface(image=self._opts[i].type))
                self._opts[i].set_layer(100)

    def restore_game(self, dot_list, correct=0, level=3, game=0):
        """ Restore a game from the Journal or share """
        # TODO: Save/restore recall list for game 2
        self._correct = correct
        self._level = level
        self._game = game
        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            if dot == -1:
                self._dots[i].hide()
        self._new_game(restore=True)

    def save_game(self):
        """ Return dot list for saving to Journal or sharing """
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return dot_list, self._correct, self._level, self._game

    def _set_label(self, string):
        """ Set the label in the toolbar or the window frame. """
        self._parent.status.set_label(string)

    def _button_press_cb(self, win, event):
        if self._timeout_id is not None:
            _logger.debug("still in timeout... ignoring click")
            return

        win.grab_focus()
        x, y = map(int, event.get_coords())

        spr = self._sprites.find_sprite((x, y), inverse=True)
        if spr == None:
            return

        if self._game in [0, 1, 3]:
            for i in range(3):
                if self._opts[i] == spr:
                    break
            self._opts[i].set_shape(self._new_dot_surface(color=self._colors[0]))
            if i == self._answer:
                self._opts[i].set_label("☻")
                self._correct += 1
            else:
                self._opts[i].set_label("☹")
                self._correct = 0
        else:
            for i in range(3):
                if self._opts[i] == spr:
                    break
            self._opts[i].set_shape(self._new_dot_surface(color=self._colors[0]))
            if self._opts[i].type == self._recall_list[self._answer]:
                self._opts[i].set_label("☻")
                self._correct += 1
            else:
                self._opts[i].set_label("☹")
                self._correct = 0

        if self._game in [0, 1, 3]:
            for i in range(self._level):
                self._dots[i].set_layer(100)
        else:
            for dot in self._dots:
                dot.set_shape(self._new_dot_surface(image=self._recall_list[self._answer]))
                dot.set_layer(100)

        if self._correct == 0:
            self._timeout_id = GObject.timeout_add(5000, self.new_game)
        else:
            self._timeout_id = GObject.timeout_add(3000, self.new_game)
        return True

    def remote_button_press(self, dot, color):
        """ Receive a button press from a sharer """
        self._dots[dot].type = color
        self._dots[dot].set_shape(self._new_dot_surface(color=self._colors[color]))

    def set_sharing(self, share=True):
        _logger.debug("enabling sharing")
        self.we_are_sharing = share

    def _expose_cb(self, win, event):
        self.do_expose_event(event)

    def do_expose_event(self, event):
        """ Handle the expose-event by drawing """
        # Restrict Cairo to the exposed area
        cr = self._canvas.get_window().cairo_create()
        cr.rectangle(event.area.x, event.area.y, event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot_surface(self, color="#000000", image=None, color_image=None):
        """ generate a dot of a color color """
        self._dot_cache = {}
        if color_image is not None:
            if color_image + 10000 in self._dot_cache:
                return self._dot_cache[color_image + 10000]
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, self._CPATHS[color_image]), self._svg_width, self._svg_height
            )
        elif image is not None:
            if image in self._dot_cache:
                return self._dot_cache[image]
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, self._PATHS[image]), self._svg_width, self._svg_height
            )
        else:
            if color in self._dot_cache:
                return self._dot_cache[color]
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size

            i = self._colors.index(color)
            pixbuf = svg_str_to_pixbuf(
                self._header()
                + self._circle(self._dot_size / 2.0, self._dot_size / 2.0, self._dot_size / 2.0)
                + self._footer()
            )
        surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, self._svg_width, self._svg_height)
        context = cairo.Context(surface)
        context = Gdk.CairoContext(context)
        context.set_source_pixbuf(pixbuf, 0, 0)
        context.rectangle(0, 0, self._svg_width, self._svg_height)
        context.fill()
        if color_image is not None:
            self._dot_cache[color_image + 10000] = surface
        elif image is not None:
            self._dot_cache[image] = surface
        else:
            self._dot_cache[color] = surface
        return surface

    def _line(self, vertical=True):
        """ Generate a center line """
        if vertical:
            self._svg_width = 3
            self._svg_height = self._height
            return svg_str_to_pixbuf(self._header() + self._rect(3, self._height, 0, 0) + self._footer())
        else:
            self._svg_width = self._width
            self._svg_height = 3
            return svg_str_to_pixbuf(self._header() + self._rect(self._width, 3, 0, 0) + self._footer())

    def _header(self):
        return (
            "<svg\n"
            + 'xmlns:svg="http://www.w3.org/2000/svg"\n'
            + 'xmlns="http://www.w3.org/2000/svg"\n'
            + 'xmlns:xlink="http://www.w3.org/1999/xlink"\n'
            + 'version="1.1"\n'
            + 'width="'
            + str(self._svg_width)
            + '"\n'
            + 'height="'
            + str(self._svg_height)
            + '">\n'
        )

    def _rect(self, w, h, x, y):
        svg_string = "       <rect\n"
        svg_string += '          width="%f"\n' % (w)
        svg_string += '          height="%f"\n' % (h)
        svg_string += '          rx="%f"\n' % (0)
        svg_string += '          ry="%f"\n' % (0)
        svg_string += '          x="%f"\n' % (x)
        svg_string += '          y="%f"\n' % (y)
        svg_string += 'style="fill:#000000;stroke:#000000;"/>\n'
        return svg_string

    def _circle(self, r, cx, cy):
        return (
            '<circle style="fill:'
            + str(self._fill)
            + ";stroke:"
            + str(self._stroke)
            + ';" r="'
            + str(r - 0.5)
            + '" cx="'
            + str(cx)
            + '" cy="'
            + str(cy)
            + '" />\n'
        )

    def _footer(self):
        return "</svg>\n"
Ejemplo n.º 33
0
class Game():

    def __init__(self, canvas, parent=None, path=None,
                 colors=['#A0FFA0', '#FF8080']):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path
        self.level = 1

        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])
        self._colors.append(colors[0])
        self._colors.append('#FF0000')

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        if self._width < self._height:
            self.portrait = True
            self.grid_height = TEN
            self.grid.width = SEVEN
        else:
            self.portrait = False
            self.grid_height = SEVEN
            self.grid_width = TEN
        self._scale = min(self._width / (self.grid_width * DOT_SIZE * 1.2),
                          self._height / (self.grid_height * DOT_SIZE * 1.2))

        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False

        # '-1' Workaround for showing 'second 0'
        self._game_time_seconds = -1
        self._game_time = "00:00"

        self._timeout_id = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(self.grid_height):
            for x in range(self.grid_width):
                xoffset = int((self._width - self.grid_width * self._dot_size -
                               (self.grid_width - 1) * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space),
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                self._dots[-1].set_label_attributes(40)

        self._all_clear()

        Gdk.Screen.get_default().connect('size-changed', self._configure_cb)

    def _configure_cb(self, event):
        dot_list = self.save_game()

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE

        if self._width < self._height:
            self.portrait = True
            self.grid_height = TEN
            self.grid_width = SEVEN
        else:
            self.portrait = False
            self.grid_height = SEVEN
            self.grid_width = TEN

        i = 0
        for y in range(self.grid_height):
            for x in range(self.grid_width):
                xoffset = int((self._width - self.grid_width * self._dot_size -
                               (self.grid_width - 1) * self._space) / 2.)
                self._dots[i].move(
                    (xoffset + x * (self._dot_size + self._space),
                     y * (self._dot_size + self._space)))
                i += 1

        self.restore_game(dot_list)

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        for dot in self._dots:
            if dot.type != 1:
                dot.type = 1
                dot.set_shape(self._new_dot(self._colors[dot.type]))
            dot.set_label('')
        self._stop_timer()

    def new_game(self):
        ''' Start a new game. '''
        self._all_clear()

        # Fill in a few dots to start
        for i in range(self.level):
            n = int(uniform(0, self.grid_width * self.grid_height))
            while True:
                if self._dots[n].type == 1:
                    self._dots[n].type = 2
                    self._dots[n].set_shape(self._new_dot(self._colors[1]))
                    break
                else:
                    n = int(uniform(0, self.grid_width * self.grid_height))

        if self.we_are_sharing:
            _logger.debug('sending a new game')
            self._parent.send_new_game()

        self._start_timer()

    def restore_game(self, dot_list):
        ''' Restore a game from the Journal or share '''
        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            if dot in [4]:  # marked by user
                self._dots[i].set_shape(self._new_dot(self._colors[2]))
            elif dot in [1, 2]:  # unmarked
                self._dots[i].set_shape(self._new_dot(self._colors[1]))
            else:  # revealed by user
                self._dots[i].set_shape(self._new_dot(self._colors[0]))
        for i, dot in enumerate(dot_list):
            if dot == 0:  # label with count
                count = self._count([2, 4], self._dots[i])
                if count > 0:
                    self._dots[i].set_label(count)

        self._counter()

    def save_game(self):
        ''' Return dot list for saving to Journal or
        sharing '''
        dot_list = []

        for dot in self._dots:
            dot_list.append(dot.type)
        return dot_list

    def _set_label(self, gametime):
        ''' Set the label in the toolbar or the window frame. '''
        self._parent.status.set_label(_('Level') + ' ' + str(self.level) + ' / ' + gametime)

    def _neighbors(self, spr):
        ''' Return the list of surrounding dots '''
        neighbors = []
        x, y = self._dot_to_grid(self._dots.index(spr))
        if x > 0 and y > 0:
            neighbors.append(self._dots[self._grid_to_dot((x - 1, y - 1))])
        if x > 0:
            neighbors.append(self._dots[self._grid_to_dot((x - 1, y))])
        if x > 0 and y < self.grid_height - 1:
            neighbors.append(self._dots[self._grid_to_dot((x - 1, y + 1))])
        if y > 0:
            neighbors.append(self._dots[self._grid_to_dot((x, y - 1))])
        if y < self.grid_height - 1:
            neighbors.append(self._dots[self._grid_to_dot((x, y + 1))])
        if x < self.grid_width - 1 and y > 0:
            neighbors.append(self._dots[self._grid_to_dot((x + 1, y - 1))])
        if x < self.grid_width - 1:
            neighbors.append(self._dots[self._grid_to_dot((x + 1, y))])
        if x < self.grid_width - 1 and y < self.grid_height - 1:
            neighbors.append(self._dots[self._grid_to_dot((x + 1, y + 1))])
        return neighbors

    def _count(self, count_type, spr):
        ''' Count the number of surrounding dots of type count_type '''
        counter = 0
        for dot in self._neighbors(spr):
            if dot.type in count_type:
                counter += 1
        return counter

    def _floodfill(self, old_type, spr):
        if spr.type not in old_type:
            return

        spr.type = 0
        spr.set_shape(self._new_dot(self._colors[spr.type]))
        if self.we_are_sharing:
            _logger.debug('sending a click to the share')
            self._parent.send_dot_click(self._dots.index(spr), spr.type)

        counter = self._count([2, 4], spr)
        if counter > 0:
            spr.set_label(str(counter))
        else:
            spr.set_label('')
            for dot in self._neighbors(spr):
                self._floodfill(old_type, dot)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())

        spr = self._sprites.find_sprite((x, y))
        if spr is None:
            return

        if event.button > 1:  # right click
            if spr.type != 0:
                self._flip_the_cookie(spr)
            return True
        else:
            if spr.type != 0:
                red, green, blue, alpha = spr.get_pixel((x, y))
                if red > 190 and red < 215:  # clicked the cookie
                    self._flip_the_cookie(spr)
                    return True

        if spr.type in [2, 4]:
            spr.set_shape(self._new_dot(self._colors[4]))
            self._frown()
            return True

        if spr.type is not None:
            self._floodfill([1, 3], spr)
            self._test_game_over()

        return True

    def _flip_the_cookie(self, spr):
        if spr.type in [1, 2]:
            spr.set_shape(self._new_dot(self._colors[2]))
            spr.type += 2
        else:  # elif spr.type in [3, 4]:
            spr.set_shape(self._new_dot(self._colors[1]))
            spr.type -= 2
        self._test_game_over()

    def remote_button_press(self, dot, color):
        ''' Receive a button press from a sharer '''
        self._dots[dot].type = color
        self._dots[dot].set_shape(self._new_dot(self._colors[color]))

    def set_sharing(self, share=True):
        _logger.debug('enabling sharing')
        self.we_are_sharing = share

    def _counter(self):
        ''' Display game_time as hours:minutes:seconds. '''
        self._game_time_seconds += 1
        self._game_time = convert_seconds_to_minutes(self._game_time_seconds)
        self._set_label(self._game_time)
        self._timeout_id = GLib.timeout_add(1000, self._counter)

    def _start_timer(self):
        ''' Start/reset the timer '''
        # '-1' Workaround for showing 'second 0'
        self._game_time_seconds = -1
        self._game_time = "00:00"
        self._timeout_id = None
        self._counter()

    def _stop_timer(self):
        if self._timeout_id is not None:
            GLib.source_remove(self._timeout_id)
            self._timeout_id = None

    def _smile(self):
        self._stop_timer()
        self.game_won = True
        for dot in self._dots:
            if dot.type == 0:
                dot.set_label('☻')
        self._new_game_alert()

    def _frown(self):
        self._stop_timer()
        self.game_won = False
        for dot in self._dots:
            if dot.type == 0:
                dot.set_label('☹')
        self._new_game_alert()

    def _test_game_over(self):
        ''' Check to see if game is over '''
        for dot in self._dots:
            if dot.type == 1 or dot.type == 2:
                return False
        self._parent.all_scores.append(self._game_time)
        _logger.debug(self._parent.all_scores)
        self._smile()
        return True

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * self.grid_width

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % self.grid_width, int(dot / self.grid_width)]

    def _new_game_alert(self):
        alert = Alert()
        alert.props.title = _('New game')
        alert.props.msg = _('Do you want to play a new game?')
        icon = Icon(icon_name='dialog-cancel')
        alert.add_button(Gtk.ResponseType.CANCEL, _('Cancel'), icon)
        icon.show()
        ok_icon = Icon(icon_name='dialog-ok')
        alert.add_button(Gtk.ResponseType.OK, _('New game'), ok_icon)
        ok_icon.show()
        alert.connect('response', self.__game_alert_response_cb)
        self._parent.add_alert(alert)
        alert.show()

    def __game_alert_response_cb(self, alert, response_id):
        self._parent.remove_alert(alert)
        if response_id is Gtk.ResponseType.OK:
            if self.game_won == False:
                self.level = 1
            elif self.grid_height * self.grid_width - self.level > 1:
                self.level += 1
            self.new_game()

    def _expose_cb(self, win, event):
        self.do_expose_event(event)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                     event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if color not in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size

            i = self._colors.index(color)
            if PATHS[i] is False:
                pixbuf = svg_str_to_pixbuf(
                    self._header() +
                    self._circle(self._dot_size / 2., self._dot_size / 2.,
                                 self._dot_size / 2.) +
                    self._footer())
            else:
                pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._path, PATHS[i]),
                    self._svg_width, self._svg_height)

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _line(self, vertical=True):
        ''' Generate a center line '''
        if vertical:
            self._svg_width = 3
            self._svg_height = self._height
            return svg_str_to_pixbuf(
                self._header() +
                self._rect(3, self._height, 0, 0) +
                self._footer())
        else:
            self._svg_width = self._width
            self._svg_height = 3
            return svg_str_to_pixbuf(
                self._header() +
                self._rect(self._width, 3, 0, 0) +
                self._footer())

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _rect(self, w, h, x, y):
        svg_string = '       <rect\n'
        svg_string += '          width="%f"\n' % (w)
        svg_string += '          height="%f"\n' % (h)
        svg_string += '          rx="%f"\n' % (0)
        svg_string += '          ry="%f"\n' % (0)
        svg_string += '          x="%f"\n' % (x)
        svg_string += '          y="%f"\n' % (y)
        svg_string += 'style="fill:#000000;stroke:#000000;"/>\n'
        return svg_string

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 34
0
    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#FFFFFF')
        self._colors.append('#000000')
        self._colors.append('#FF0000')
        self._colors.append('#FF8000')
        self._colors.append('#FFFF00')
        self._colors.append('#00FF00')
        self._colors.append('#00FFFF')
        self._colors.append('#0000FF')
        self._colors.append('#FF00FF')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE

        scale = [self._width / (10 * DOT_SIZE * 1.2),
                 self._height / (6 * DOT_SIZE * 1.2)]
        self._scale = min(scale)

        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self._orientation = 'horizontal'
        self.we_are_sharing = False
        self.playing_with_robot = False
        self._press = False
        self.last_spr = None
        self._timer = None
        self.roygbiv = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(SIX):
            for x in range(TEN):
                xoffset = int((self._width - TEN * self._dot_size - \
                                   (TEN - 1) * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space),
                           self._new_dot(self._colors[2])))
                self._dots[-1].type = 2  # not set
                self._dots[-1].set_label_attributes(40)

        self.vline = Sprite(self._sprites,
                            int(self._width / 2.) - 1,
                            0, self._line(vertical=True))
        n = SIX / 2.
        self.hline = Sprite(
            self._sprites, 0,
            int(self._dot_size * n + self._space * (n - 0.5)) - 1,
            self._line(vertical=False))
        self.hline.hide()

        # and initialize a few variables we'll need.
        self._all_clear()
Ejemplo n.º 35
0
    def __init__(self, canvas, parent=None, path=None, root=None, mode='array',
                 colors=['#A0FFA0', '#FF8080']):
        self._canvas = canvas
        self._parent = parent
        self._path = path
        self._root = root
        self._mode = mode
        self.current_image = 0
        self.playing = False
        self._timeout_id = None
        self._prev_mouse_pos = (0, 0)
        self._start_time = 0

        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])

        self._canvas.add_events(
            Gdk.EventMask.BUTTON_PRESS_MASK |
            Gdk.EventMask.BUTTON_RELEASE_MASK |
            Gdk.EventMask.BUTTON_MOTION_MASK |
            Gdk.EventMask.POINTER_MOTION_MASK |
            Gdk.EventMask.POINTER_MOTION_HINT_MASK |
            Gdk.EventMask.TOUCH_MASK)

        self._canvas.connect('draw', self.__draw_cb)
        self._canvas.connect('event', self.__event_cb)

        self.configure(move=False)
        self.we_are_sharing = False

        self._start_time = 0
        self._timeout_id = None

        # Find the image files
        self._PATHS = glob.glob(os.path.join(self._path, 'images', '*.svg'))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        a = max(Gdk.Screen.width(), Gdk.Screen.height())
        b = min(Gdk.Screen.width(), Gdk.Screen.height())
        self._bg_pixbufs = []
        if self._parent.tablet_mode:  # text on top
            # landscape
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                style.DEFAULT_SPACING,
                a - 3 * style.GRID_CELL_SIZE,
                style.GRID_CELL_SIZE * 3 + style.DEFAULT_SPACING)))
            # portrait
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                style.DEFAULT_SPACING,
                b - 3 * style.GRID_CELL_SIZE,
                style.GRID_CELL_SIZE * 3 + style.DEFAULT_SPACING)))
        else:  # text on bottom
            # landscape
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                b - style.GRID_CELL_SIZE * 4 - style.DEFAULT_SPACING,
                a - 3 * style.GRID_CELL_SIZE,
                b - style.GRID_CELL_SIZE - style.DEFAULT_SPACING)))
            # portrait
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                a - style.GRID_CELL_SIZE * 4 - style.DEFAULT_SPACING,
                b - 3 * style.GRID_CELL_SIZE,
                a - style.GRID_CELL_SIZE - style.DEFAULT_SPACING)))

        if Gdk.Screen.width() > Gdk.Screen.height():
            self._bg = Sprite(self._sprites, 0, 0, self._bg_pixbufs[0])
        else:
            self._bg = Sprite(self._sprites, 0, 0, self._bg_pixbufs[1])
        self._bg.set_layer(-2)
        self._bg.type = 'background'

        size = 3 * self._dot_size + 4 * self._space
        x = int((Gdk.Screen.width() - size) / 2.)
        self._dots = []
        self._Dots = []  # larger dots for linear mode
        X = int((Gdk.Screen.width() - self._dot_size * 3) / 2.)
        Y = style.GRID_CELL_SIZE + self._yoff
        if self._parent.tablet_mode:
            yoffset = self._space * 2 + self._yoff
        else:
            yoffset = self._yoff
        for y in range(3):
            for x in range(3):
                xoffset = int((self._width - 3 * self._dot_size -
                               2 * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space) + yoffset,
                           self._new_dot_surface(color=self._colors[0])))
                self._dots[-1].type = -1  # No image
                self._dots[-1].set_label_attributes(72)
                self._dots[-1].set_label('?')

                self._Dots.append(
                    Sprite(
                        self._sprites, X, Y,
                        self._new_dot_surface(color=self._colors[0],
                                              large=True)))
                self._Dots[-1].type = -1  # No image
                self._Dots[-1].set_label_attributes(72 * 3)
                self._Dots[-1].set_label('?')

        self.number_of_images = len(self._PATHS)
        if USE_ART4APPS:
            self._art4apps = Art4Apps()
            self.number_of_images = len(self._art4apps.get_words())

        self._record_pixbufs = []
        for icon in ['media-audio', 'media-audio-recording']:
            self._record_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        self._play_pixbufs = []
        for icon in ['play-inactive', 'play']:
            self._play_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        self._speak_pixbufs = []
        for icon in ['speak-inactive', 'speak']:
            self._speak_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        left = style.GRID_CELL_SIZE
        right = Gdk.Screen.width() - 2 * style.GRID_CELL_SIZE
        y0 = style.DEFAULT_SPACING + style.DEFAULT_PADDING
        y1 = y0 + style.GRID_CELL_SIZE
        y2 = y1 + style.GRID_CELL_SIZE
        if not self._parent.tablet_mode:
            dy = Gdk.Screen.height() - 4 * style.GRID_CELL_SIZE - \
                2 * style.DEFAULT_SPACING
            y0 += dy
            y1 += dy
            y2 += dy
        y3 = int((Gdk.Screen.height() - 2 * style.GRID_CELL_SIZE) / 2)

        self._record = Sprite(
            self._sprites, right, y0, self._record_pixbufs[RECORD_OFF])
        self._record.set_layer(1)
        self._record.type = 'record'

        self._play = Sprite(
            self._sprites, right, y1, self._play_pixbufs[PLAY_OFF])
        self._play.set_layer(1)
        self._play.type = 'play-inactive'

        self._speak = Sprite(
            self._sprites, right, y2, self._speak_pixbufs[SPEAK_OFF])
        self._speak.set_layer(1)
        self._speak.type = 'speak-inactive'

        self._next_prev_pixbufs = []
        for icon in ['go-previous', 'go-next', 'go-previous-inactive',
                     'go-next-inactive']:
            self._next_prev_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        self._prev = Sprite(
            self._sprites, left, y3, self._next_prev_pixbufs[PREV_INACTIVE])
        self._prev.set_layer(1)
        self._prev.type = 'prev'
        if self._mode == 'array':
            self._prev.hide()

        self._next = Sprite(
            self._sprites, right, y3, self._next_prev_pixbufs[NEXT])
        self._next.set_layer(1)
        self._next.type = 'next'
        if self._mode == 'array':
            self._next.hide()
Ejemplo n.º 36
0
class Game():

    def __init__(self, canvas, parent=None, path=None, root=None, mode='array',
                 colors=['#A0FFA0', '#FF8080']):
        self._canvas = canvas
        self._parent = parent
        self._path = path
        self._root = root
        self._mode = mode
        self.current_image = 0
        self.playing = False
        self._timeout_id = None
        self._prev_mouse_pos = (0, 0)
        self._start_time = 0

        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])

        self._canvas.add_events(
            Gdk.EventMask.BUTTON_PRESS_MASK |
            Gdk.EventMask.BUTTON_RELEASE_MASK |
            Gdk.EventMask.BUTTON_MOTION_MASK |
            Gdk.EventMask.POINTER_MOTION_MASK |
            Gdk.EventMask.POINTER_MOTION_HINT_MASK |
            Gdk.EventMask.TOUCH_MASK)

        self._canvas.connect('draw', self.__draw_cb)
        self._canvas.connect('event', self.__event_cb)

        self.configure(move=False)
        self.we_are_sharing = False

        self._start_time = 0
        self._timeout_id = None

        # Find the image files
        self._PATHS = glob.glob(os.path.join(self._path, 'images', '*.svg'))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        a = max(Gdk.Screen.width(), Gdk.Screen.height())
        b = min(Gdk.Screen.width(), Gdk.Screen.height())
        self._bg_pixbufs = []
        if self._parent.tablet_mode:  # text on top
            # landscape
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                style.DEFAULT_SPACING,
                a - 3 * style.GRID_CELL_SIZE,
                style.GRID_CELL_SIZE * 3 + style.DEFAULT_SPACING)))
            # portrait
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                style.DEFAULT_SPACING,
                b - 3 * style.GRID_CELL_SIZE,
                style.GRID_CELL_SIZE * 3 + style.DEFAULT_SPACING)))
        else:  # text on bottom
            # landscape
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                b - style.GRID_CELL_SIZE * 4 - style.DEFAULT_SPACING,
                a - 3 * style.GRID_CELL_SIZE,
                b - style.GRID_CELL_SIZE - style.DEFAULT_SPACING)))
            # portrait
            self._bg_pixbufs.append(svg_str_to_pixbuf(genhole(
                a, a,
                3 * style.GRID_CELL_SIZE,
                a - style.GRID_CELL_SIZE * 4 - style.DEFAULT_SPACING,
                b - 3 * style.GRID_CELL_SIZE,
                a - style.GRID_CELL_SIZE - style.DEFAULT_SPACING)))

        if Gdk.Screen.width() > Gdk.Screen.height():
            self._bg = Sprite(self._sprites, 0, 0, self._bg_pixbufs[0])
        else:
            self._bg = Sprite(self._sprites, 0, 0, self._bg_pixbufs[1])
        self._bg.set_layer(-2)
        self._bg.type = 'background'

        size = 3 * self._dot_size + 4 * self._space
        x = int((Gdk.Screen.width() - size) / 2.)
        self._dots = []
        self._Dots = []  # larger dots for linear mode
        X = int((Gdk.Screen.width() - self._dot_size * 3) / 2.)
        Y = style.GRID_CELL_SIZE + self._yoff
        if self._parent.tablet_mode:
            yoffset = self._space * 2 + self._yoff
        else:
            yoffset = self._yoff
        for y in range(3):
            for x in range(3):
                xoffset = int((self._width - 3 * self._dot_size -
                               2 * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space) + yoffset,
                           self._new_dot_surface(color=self._colors[0])))
                self._dots[-1].type = -1  # No image
                self._dots[-1].set_label_attributes(72)
                self._dots[-1].set_label('?')

                self._Dots.append(
                    Sprite(
                        self._sprites, X, Y,
                        self._new_dot_surface(color=self._colors[0],
                                              large=True)))
                self._Dots[-1].type = -1  # No image
                self._Dots[-1].set_label_attributes(72 * 3)
                self._Dots[-1].set_label('?')

        self.number_of_images = len(self._PATHS)
        if USE_ART4APPS:
            self._art4apps = Art4Apps()
            self.number_of_images = len(self._art4apps.get_words())

        self._record_pixbufs = []
        for icon in ['media-audio', 'media-audio-recording']:
            self._record_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        self._play_pixbufs = []
        for icon in ['play-inactive', 'play']:
            self._play_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        self._speak_pixbufs = []
        for icon in ['speak-inactive', 'speak']:
            self._speak_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        left = style.GRID_CELL_SIZE
        right = Gdk.Screen.width() - 2 * style.GRID_CELL_SIZE
        y0 = style.DEFAULT_SPACING + style.DEFAULT_PADDING
        y1 = y0 + style.GRID_CELL_SIZE
        y2 = y1 + style.GRID_CELL_SIZE
        if not self._parent.tablet_mode:
            dy = Gdk.Screen.height() - 4 * style.GRID_CELL_SIZE - \
                2 * style.DEFAULT_SPACING
            y0 += dy
            y1 += dy
            y2 += dy
        y3 = int((Gdk.Screen.height() - 2 * style.GRID_CELL_SIZE) / 2)

        self._record = Sprite(
            self._sprites, right, y0, self._record_pixbufs[RECORD_OFF])
        self._record.set_layer(1)
        self._record.type = 'record'

        self._play = Sprite(
            self._sprites, right, y1, self._play_pixbufs[PLAY_OFF])
        self._play.set_layer(1)
        self._play.type = 'play-inactive'

        self._speak = Sprite(
            self._sprites, right, y2, self._speak_pixbufs[SPEAK_OFF])
        self._speak.set_layer(1)
        self._speak.type = 'speak-inactive'

        self._next_prev_pixbufs = []
        for icon in ['go-previous', 'go-next', 'go-previous-inactive',
                     'go-next-inactive']:
            self._next_prev_pixbufs.append(
                GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._root, 'icons', icon + '.svg'),
                    style.GRID_CELL_SIZE, style.GRID_CELL_SIZE))

        self._prev = Sprite(
            self._sprites, left, y3, self._next_prev_pixbufs[PREV_INACTIVE])
        self._prev.set_layer(1)
        self._prev.type = 'prev'
        if self._mode == 'array':
            self._prev.hide()

        self._next = Sprite(
            self._sprites, right, y3, self._next_prev_pixbufs[NEXT])
        self._next.set_layer(1)
        self._next.type = 'next'
        if self._mode == 'array':
            self._next.hide()

    def configure(self, move=True):
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - style.GRID_CELL_SIZE
        if not move:
            if self._height < self._width:
                self._scale = self._height / (3 * DOT_SIZE * 1.2)
            else:
                self._scale = self._width / (3 * DOT_SIZE * 1.2)
            self._scale /= 1.5
            self._dot_size = int(DOT_SIZE * self._scale)
            if self._parent.tablet_mode:  # text on top
                self._yoff = style.GRID_CELL_SIZE * 3 + style.DEFAULT_SPACING
            else:
                self._yoff = style.DEFAULT_SPACING
            self._space = int(self._dot_size / 5.)
            return

        left = style.GRID_CELL_SIZE
        right = Gdk.Screen.width() - 2 * style.GRID_CELL_SIZE
        y0 = style.DEFAULT_SPACING + style.DEFAULT_PADDING
        y1 = y0 + style.GRID_CELL_SIZE
        y2 = y1 + style.GRID_CELL_SIZE
        if not self._parent.tablet_mode:
            dy = Gdk.Screen.height() - 4 * style.GRID_CELL_SIZE - \
                2 * style.DEFAULT_SPACING
            y0 += dy
            y1 += dy
            y2 += dy
        y3 = int((Gdk.Screen.height() - 2 * style.GRID_CELL_SIZE) / 2)
        self._record.move((right, y0))
        self._play.move((right, y1))
        self._speak.move((right, y2))
        self._prev.move((left, y3))
        self._next.move((right, y3))

        # Move the dots
        X = int((Gdk.Screen.width() - self._dot_size * 3) / 2.)
        Y = style.GRID_CELL_SIZE + self._yoff
        if self._parent.tablet_mode:
            yoffset = self._space * 2 + self._yoff
        else:
            yoffset = self._yoff
        for y in range(3):
            for x in range(3):
                xoffset = int((self._width - 3 * self._dot_size -
                               2 * self._space) / 2.)
                self._dots[x + y * 3].move(
                    (xoffset + x * (self._dot_size + self._space),
                        y * (self._dot_size + self._space) + yoffset))
                self._Dots[x + y * 3].move((X, Y))

        # switch orientation the bg sprite
        if Gdk.Screen.width() > Gdk.Screen.height():
            self._bg.set_image(self._bg_pixbufs[0])
        else:
            self._bg.set_image(self._bg_pixbufs[1])
        self._bg.set_layer(-2)

    def set_speak_icon_state(self, state):
        if state:
            self._speak.set_image(self._speak_pixbufs[SPEAK_ON])
            self._speak.type = 'speak'
        else:
            self._speak.set_image(self._speak_pixbufs[SPEAK_OFF])
            self._speak.type = 'speak-inactive'
        self._speak.set_layer(1)

    def set_record_icon_state(self, state):
        if state:
            self._record.set_image(self._record_pixbufs[RECORD_ON])
        else:
            self._record.set_image(self._record_pixbufs[RECORD_OFF])
        self._record.set_layer(1)

    def set_play_icon_state(self, state):
        if state:
            self._play.set_image(self._play_pixbufs[PLAY_ON])
            self._play.type = 'play'
        else:
            self._play.set_image(self._play_pixbufs[PLAY_OFF])
            self._play.type = 'play-inactive'
        self._play.set_layer(1)

    def autoplay(self):
        self.set_mode('linear')  # forces current image to 0
        self.playing = True
        self._autonext(next=False)

    def stop(self):
        self.playing = False
        if self._parent.audio_process is not None:
            self._parent.audio_process.terminate()
            self._parent.audio_process = None
        if self._timeout_id is not None:
            GObject.source_remove(self._timeout_id)
            self._timeout_id = None
        self._parent.autoplay_button.set_icon_name('media-playback-start')
        self._parent.autoplay_button.set_tooltip(_('Play'))
        self._parent.array_button.set_sensitive(True)

    def _autonext(self, next=True):
        self._timeout_id = None
        if not self.playing:
            return

        if next:
            self._Dots[self.current_image].hide()
            self.current_image += 1
            self._Dots[self.current_image].set_layer(100)
            if self.current_image == 8:
                self._next.set_image(
                    self._next_prev_pixbufs[NEXT_INACTIVE])
                self._next.set_layer(1)
            self._prev.set_image(self._next_prev_pixbufs[PREV])
            self._prev.set_layer(1)
        self._parent.check_audio_status()
        self._parent.check_text_status()
        GObject.idle_add(self._play_sound)

    def _poll_audio(self):
        if self._parent.audio_process is None:  # Already stopped?
            return

        if self._parent.audio_process.poll() is None:
            GObject.timeout_add(200, self._poll_audio)
        else:
            self._parent.audio_process = None
            self._next_image()

    def _play_sound(self):
        self._start_time = time.time()

        # Either play back a recording or speak the text
        if self._play.type == 'play':
            self._parent.playback_recording_cb()
            self._poll_audio()
        elif self._speak.type == 'speak':
            bounds = self._parent.text_buffer.get_bounds()
            text = self._parent.text_buffer.get_text(
                bounds[0], bounds[1], True)
            speak(text)
            self._next_image()

    def _next_image(self):
        accumulated_time = int(time.time() - self._start_time)
        if accumulated_time < 5:
            pause = 5 - accumulated_time
        else:
            pause = 1
        if self.playing and self.current_image < 8:
            self._timeout_id = GObject.timeout_add(pause * 1000,
                                                   self._autonext)
        else:
            self.stop()

    def __event_cb(self, win, event):
        ''' The mouse button was pressed. Is it on a sprite? or
            there was a gesture. '''

        left = right = False

        if event.type in (Gdk.EventType.TOUCH_BEGIN,
                          Gdk.EventType.TOUCH_CANCEL,
                          Gdk.EventType.TOUCH_END,
                          Gdk.EventType.BUTTON_PRESS,
                          Gdk.EventType.BUTTON_RELEASE):

            x = int(event.get_coords()[1])
            y = int(event.get_coords()[2])

            if event.type in (Gdk.EventType.TOUCH_BEGIN,
                              Gdk.EventType.BUTTON_PRESS):
                self._prev_mouse_pos = (x, y)
            elif event.type in (Gdk.EventType.TOUCH_END,
                                Gdk.EventType.BUTTON_RELEASE):

                if self._parent.audio_process is not None:
                    self._parent.audio_process.terminate()
                    self._parent.audio_process = None
                    terminated_audio = True
                else:
                    terminated_audio = False

                if self.playing:
                    self.stop()

                new_mouse_pos = (x, y)
                mouse_movement = (new_mouse_pos[0] - self._prev_mouse_pos[0],
                                  new_mouse_pos[1] - self._prev_mouse_pos[1])

                # horizontal gestures only
                if (abs(mouse_movement[0]) / 5) > abs(mouse_movement[1]):
                    if abs(mouse_movement[0]) > abs(mouse_movement[1]):
                        if mouse_movement[0] < 0:
                            right = True
                        else:
                            left = True

        if event.type in (Gdk.EventType.TOUCH_END,
                          Gdk.EventType.BUTTON_RELEASE):
            spr = self._sprites.find_sprite((x, y))
            if left or right or spr is not None:
                if spr.type in ['record', 'play', 'play-inactive', 'speak',
                                'speak-inactive']:
                    if spr.type == 'record':
                        self._parent.record_cb()
                    elif spr.type == 'play' and not terminated_audio:
                        self._parent.playback_recording_cb()
                    elif spr.type == 'speak':
                        bounds = self._parent.text_buffer.get_bounds()
                        text = self._parent.text_buffer.get_text(
                            bounds[0], bounds[1], True)
                        speak(text)
                    return
                elif self._mode == 'array':
                    return

                self._parent.speak_text_cb()

                if self._parent.recording:
                    self._parent.record_cb()

                if (left or spr.type == 'prev') and self.current_image > 0:
                    self._Dots[self.current_image].hide()
                    self.current_image -= 1
                    self._Dots[self.current_image].set_layer(100)
                    if self.current_image == 0:
                        self._prev.set_image(
                            self._next_prev_pixbufs[PREV_INACTIVE])
                    self._next.set_image(self._next_prev_pixbufs[NEXT])
                elif (right or spr.type == 'next') and self.current_image < 8:
                    self._Dots[self.current_image].hide()
                    self.current_image += 1
                    self._Dots[self.current_image].set_layer(100)
                    if self.current_image == 8:
                        self._next.set_image(
                            self._next_prev_pixbufs[NEXT_INACTIVE])
                    self._prev.set_image(self._next_prev_pixbufs[PREV])
                elif spr.type not in ['prev', 'background'] and \
                        self.current_image < 8:
                    self._Dots[self.current_image].hide()
                    self.current_image += 1
                    self._Dots[self.current_image].set_layer(100)
                    if self.current_image == 8:
                        self._next.set_image(
                            self._next_prev_pixbufs[NEXT_INACTIVE])
                    self._prev.set_image(self._next_prev_pixbufs[PREV])
                self._parent.check_audio_status()
                self._parent.check_text_status()
                self._prev.set_layer(1)
                self._next.set_layer(1)
        return False

    def get_mode(self):
        return self._mode

    def set_mode(self, mode):
        self.current_image = 0
        self._prev.set_image(self._next_prev_pixbufs[PREV_INACTIVE])
        self._next.set_image(self._next_prev_pixbufs[NEXT])
        if mode == 'array':
            self._mode = 'array'
            self._prev.hide()
            self._next.hide()
        else:
            self._mode = 'linear'
            self._prev.set_layer(1)
            self._next.set_layer(1)

        for i in range(9):
            if self._mode == 'array':
                self._dots[i].set_layer(100)
                self._Dots[i].hide()
            else:
                self._dots[i].hide()
                if self.current_image == i:
                    self._Dots[i].set_layer(100)
                else:
                    self._Dots[i].hide()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        if self._timeout_id is not None:
            GObject.source_remove(self._timeout_id)

        self.set_mode(self._mode)

        if self._mode == 'array':
            for dot in self._dots:
                if dot.type != -1:
                    dot.type = -1
                    dot.set_shape(self._new_dot_surface(
                        self._colors[abs(dot.type)]))
                    dot.set_label('?')
        else:
            for dot in self._Dots:
                if dot.type != -1:
                    dot.type = -1
                    dot.set_shape(self._new_dot_surface(
                        self._colors[abs(dot.type)],
                        large=True))
                    dot.set_label('?')
        self._dance_counter = 0
        self._dance_step()

    def _dance_step(self):
        ''' Short animation before loading new game '''
        if self._mode == 'array':
            for dot in self._dots:
                dot.set_shape(self._new_dot_surface(
                    self._colors[int(uniform(0, 3))]))
        else:
            self._Dots[0].set_shape(self._new_dot_surface(
                self._colors[int(uniform(0, 3))],
                large=True))

        self._dance_counter += 1
        if self._dance_counter < 10:
            self._timeout_id = GObject.timeout_add(500, self._dance_step)
        else:
            self._new_images()

    def new_game(self):
        ''' Start a new game. '''
        self._all_clear()

    def _new_images(self):
        ''' Select pictures at random '''
        used_images = [0] * self.number_of_images
        for i in range(9):
            random_selection = int(uniform(0, self.number_of_images))
            while used_images[random_selection] != 0:
                random_selection = int(uniform(0, self.number_of_images))
            used_images[random_selection] = 1
            self._dots[i].set_label('')
            self._dots[i].type = random_selection
            self._dots[i].set_shape(self._new_dot_surface(
                image=self._dots[i].type))

            self._Dots[i].set_label('')
            self._Dots[i].type = self._dots[i].type
            self._Dots[i].set_shape(self._new_dot_surface(
                image=self._Dots[i].type, large=True))

            if self._mode == 'array':
                self._dots[i].set_layer(100)
                self._Dots[i].hide()
            else:
                if self.current_image == i:
                    self._Dots[i].set_layer(100)
                else:
                    self._Dots[i].hide()
                self._dots[i].hide()

        if self.we_are_sharing:
            self._parent.send_new_images()

    def restore_game(self, dot_list):
        ''' Restore a game from the Journal or share '''

        self.set_mode(self._mode)

        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            self._dots[i].set_shape(self._new_dot_surface(
                image=self._dots[i].type))
            self._dots[i].set_label('')

            self._Dots[i].type = dot
            self._Dots[i].set_shape(self._new_dot_surface(
                image=self._Dots[i].type, large=True))
            self._Dots[i].set_label('')

            if self._mode == 'array':
                self._dots[i].set_layer(100)
                self._Dots[i].hide()
            else:
                if self.current_image == i:
                    self._Dots[i].set_layer(100)
                else:
                    self._Dots[i].hide()
                self._dots[i].hide()

    def save_game(self):
        ''' Return dot list for saving to Journal or
        sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return dot_list

    def set_sharing(self, share=True):
        self.we_are_sharing = share

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * 3

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % 3, int(dot / 3)]

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def __expose_cb(self, win, event):
        ''' Callback to handle window expose events '''
        self.do_expose_event(event)
        return True

    # Handle the expose-event by drawing
    def do_expose_event(self, event):
        # Create the cairo context
        cr = self._canvas.window.cairo_create()

        # Restrict Cairo to the exposed area; avoid extra work
        cr.rectangle(event.area.x, event.area.y,
                     event.area.width, event.area.height)
        cr.clip()

        # Refresh sprite list
        if cr is not None:
            self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def export(self):
        ''' Write dot to cairo surface. '''
        if self._mode == 'array':
            w = h = int(4 * self._space + 3 * self._dot_size)
            png_surface = cairo.ImageSurface(cairo.FORMAT_RGB24, w, h)
            cr = cairo.Context(png_surface)
            cr.set_source_rgb(192, 192, 192)
            cr.rectangle(0, 0, w, h)
            cr.fill()
            for i in range(9):
                y = self._space + int(i / 3.) * (self._dot_size + self._space)
                x = self._space + (i % 3) * (self._dot_size + self._space)
                cr.save()
                cr.set_source_surface(self._dots[i].images[0], x, y)
                cr.rectangle(x, y, self._dot_size, self._dot_size)
                cr.fill()
                cr.restore()
        else:
            w = h = int(2 * self._space + 3 * self._dot_size)
            png_surface = cairo.ImageSurface(cairo.FORMAT_RGB24, w, h)
            cr = cairo.Context(png_surface)
            cr.set_source_rgb(192, 192, 192)
            cr.rectangle(0, 0, w, h)
            cr.fill()
            y = self._space
            x = self._space
            cr.save()
            cr.set_source_surface(self._Dots[self.current_image].images[0],
                                  x, y)
            cr.rectangle(x, y, 3 * self._dot_size, 3 * self._dot_size)
            cr.fill()
            cr.restore()

        return png_surface

    def _new_dot_surface(self, color='#000000', image=None, large=False):
        ''' generate a dot of a color color '''

        if large:
            size = self._dot_size * 3
        else:
            size = self._dot_size
        self._svg_width = size
        self._svg_height = size

        if image is None:  # color dot
            self._stroke = color
            self._fill = color
            pixbuf = svg_str_to_pixbuf(
                self._header() +
                self._circle(size / 2., size / 2., size / 2.) +
                self._footer())
        else:
            if USE_ART4APPS:
                word = self._art4apps.get_words()[image]
                try:
                    pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                        self._art4apps.get_image_filename(word), size, size)
                except Exception, e:
                    _logger.error('new dot surface %s %s: %s' %
                                  (image, word, e))
                    word = 'zebra'  # default in case image is not found
                    pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                        self._art4apps.get_image_filename(word), size, size)
            else:
Ejemplo n.º 37
0
    def __init__(self, canvas, parent=None, path=None, colors=["#A0FFA0", "#FF8080"]):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._colors = ["#FFFFFF"]
        self._colors.append(colors[0])
        self._colors.append(colors[1])

        self._canvas.set_can_focus(True)
        self._canvas.connect("expose-event", self._expose_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (4 * DOT_SIZE * 1.3)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.0)
        self.we_are_sharing = False

        self._start_time = 0
        self._timeout_id = None

        self._level = 3
        self._game = 0
        self._correct = 0

        # Find the image files
        self._PATHS = glob.glob(os.path.join(self._path, "images", "*.png"))
        self._CPATHS = glob.glob(os.path.join(self._path, "color-images", "*.svg"))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._opts = []
        yoffset = int(self._space / 2.0)

        self._line = Sprite(
            self._sprites, 0, int(3 * (self._dot_size + self._space) + yoffset / 2.0), self._line(vertical=False)
        )

        for y in range(3):
            for x in range(6):
                xoffset = int((self._width - 6 * self._dot_size - 5 * self._space) / 2.0)
                self._dots.append(
                    Sprite(
                        self._sprites,
                        xoffset + x * (self._dot_size + self._space),
                        y * (self._dot_size + self._space) + yoffset,
                        self._new_dot_surface(color=self._colors[0]),
                    )
                )
                self._dots[-1].type = -1  # No image
                self._dots[-1].set_label_attributes(72)

        y = 3
        for x in range(3):
            self._opts.append(
                Sprite(
                    self._sprites,
                    xoffset + x * (self._dot_size + self._space),
                    y * (self._dot_size + self._space) + yoffset,
                    self._new_dot_surface(color=self._colors[0]),
                )
            )
            self._opts[-1].type = -1  # No image
            self._opts[-1].set_label_attributes(72)
            self._opts[-1].hide()
Ejemplo n.º 38
0
class Game():
    """ The game play -- called from within Sugar or GNOME """

    def __init__(self, canvas, path, parent=None):
        """ Initialize the playing surface """

        self.path = path
        self.activity = parent

        # starting from command line
        # we have to do all the work that was done in CardSortActivity.py
        if parent is None:
            self.sugar = False
            self.canvas = canvas

        # starting from Sugar
        else:
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

            self.canvas.set_flags(gtk.CAN_FOCUS)
            self.canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
            self.canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
            self.canvas.connect("expose-event", self._expose_cb)
            self.canvas.connect("button-press-event", self._button_press_cb)
            self.canvas.connect("button-release-event", self._button_release_cb)
            self.canvas.connect("key_press_event", self._keypress_cb)
            self.width = gtk.gdk.screen_width()
            self.height = gtk.gdk.screen_height() - GRID_CELL_SIZE
            self.card_dim = CARD_DIM
            self.scale = 0.6 * self.height / (self.card_dim * 3)

        # Initialize the sprite repository
        self.sprites = Sprites(self.canvas)

        # Initialize the grid
        self.mode = 'rectangle'
        self.grid = Grid(self, self.mode)
        self.bounds = LEVEL_BOUNDS[0]
        self.level = 0

        # Start solving the puzzle
        self.press = None
        self.release = None
        self.start_drag = [0, 0]

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())
        self.start_drag = [x, y]
        spr = self.sprites.find_sprite((x, y))
        if spr is None:
            self.press = None
            self.release = None
            return True
        # take note of card under button press
        self.press = spr
        return True

    def _button_release_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())
        spr = self.sprites.find_sprite((x, y))
        if spr is None:
            self.press = None
            self.release = None
            return True
        # take note of card under button release
        self.release = spr
        # if press and release are the same card (click), then rotate
        if self.press == self.release:
            self.press.set_layer(0)
            self.grid.card_table[self.grid.grid[self.grid.spr_to_i(
                        self.press)]].rotate_ccw()
            if self.mode == 'hexagon': # Rotate a second time
                self.grid.card_table[self.grid.grid[self.grid.spr_to_i(
                            self.press)]].rotate_ccw()
            self.press.set_layer(100)
        else:
            self.grid.swap(self.press, self.release, self.mode)            
        self.press = None
        self.release = None
        if self.test() == True:
            if self.level < 2:
                gobject.timeout_add(3000, self.activity.change_play_level_cb,
                                    None)
        return True

    def _keypress_cb(self, area, event):
        """ Keypress is used to ...  """
        k = gtk.gdk.keyval_name(event.keyval)

    def _expose_cb(self, win, event):
        ''' Callback to handle window expose events '''
        self.do_expose_event(event)
        return True

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self.canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self.sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        gtk.main_quit()

    def mask(self, level):
        """ mask out cards not on play level """
        self.grid.hide_list(MASKS[level])
        self.bounds = LEVEL_BOUNDS[level]
        self.level = level

    def test(self):
        """ Test the grid to see if the level is solved """
        if self.mode != 'rectangle':
            return False
        for i in range(24):
            if i not in MASKS[self.level]:
                if not self.test_card(i):
                    return False
        return True

    def test_card(self, i):
        """ Test a card with its neighbors; tests are bounded by the level """
        row = int(i/6)
        col = i%6
        if row > self.bounds[0][0] and row <= self.bounds[0][1]:
            if C[self.grid.grid[i]][rotate_index(0,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 6]][rotate_index(1,
                 self.grid.card_table[self.grid.grid[i - 6]].orientation)]:
                return False
            if C[self.grid.grid[i]][rotate_index(3,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 6]][rotate_index(2,
                 self.grid.card_table[self.grid.grid[i - 6]].orientation)]:
                return False
        if col > self.bounds[2][0] and col <= self.bounds[2][1]:
            if C[self.grid.grid[i]][rotate_index(3,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 1]][rotate_index(0,
                 self.grid.card_table[self.grid.grid[i - 1]].orientation)]:
                return False
            if C[self.grid.grid[i]][rotate_index(2,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 1]][rotate_index(1,
                 self.grid.card_table[self.grid.grid[i - 1]].orientation)]:
                return False
        return True
Ejemplo n.º 39
0
class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.max_levels = len(LEVELS_TRUE)
        self.this_pattern = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()

    def _generate_grid(self):
        ''' Make a new set of dots for a grid of size edge '''
        i = 0
        for y in range(GRID):
            for x in range(GRID):
                xoffset = int((self._width - GRID * self._dot_size -
                               (GRID - 1) * self._space) / 2.)
                if i < len(self._dots):
                    self._dots[i].move(
                        (xoffset + x * (self._dot_size + self._space),
                         y * (self._dot_size + self._space) + self._space))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space) +
                               self._space,
                               self._new_dot(self._colors[0])))
                self._dots[i].type = 0
                self._dots[-1].set_label_attributes(40)
                i += 1

    def show(self, dot_list):
        for i in range(GRID * GRID):
            self._dots[i].set_shape(self._new_dot(self._colors[dot_list[i]]))
            self._dots[i].type = dot_list[i]

    def show_true(self):
        self.show(self._generate_pattern(LEVELS_TRUE[self._activity.level]))
        self.this_pattern = True

    def show_false(self):
        self.show(self._generate_pattern(LEVELS_FALSE[self._activity.level]))
        self.this_pattern = False

    def show_random(self):
        ''' Fill the grid with a true or false pattern '''
        if int(uniform(0, 2)) == 0:
            self.show_true()
        else:
            self.show_false()

    def _initiating(self):
        return self._activity.initiating

    def new_game(self):
        ''' Start a new game. '''
        self.show_random()

    def restore_grid(self, dot_list, boolean):
        ''' Restore a grid from the share '''
        self.show(dot_list)
        self.this_pattern = boolean

    def save_grid(self):
        ''' Return dot list for sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return(dot_list, self.this_pattern)

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * GRID

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % GRID, int(dot / GRID)]

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)

    def _generate_pattern(self, f):
        ''' Run Python code passed as argument '''
        userdefined = {}
        try:
            exec f in globals(), userdefined
            return userdefined['generate_pattern'](self)
        except ZeroDivisionError as e:
            self._set_label('Python zero-divide error: %s' % (str(e)))
        except ValueError as e:
            self._set_label('Python value error: %s' % (str(e)))
        except SyntaxError as e:
            self._set_label('Python syntax error: %s' % (str(e)))
        except NameError as e:
            self._set_label('Python name error: %s' % (str(e)))
        except OverflowError as e:
            self._set_label('Python overflow error: %s' % (str(e)))
        except TypeError as e:
            self._set_label('Python type error: %s' % (str(e)))
        except BaseException:
            self._set_label('Python error')
        traceback.print_exc()
        return None

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                     event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if color not in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            pixbuf = svg_str_to_pixbuf(
                self._header() +
                self._circle(self._dot_size / 2., self._dot_size / 2.,
                             self._dot_size / 2.) +
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 40
0
class Game():
    """ The game play -- called from within Sugar or GNOME """
    def __init__(self, canvas, path, parent=None):
        """ Initialize the playing surface """

        self.path = path
        self.activity = parent

        # starting from command line
        # we have to do all the work that was done in CardSortActivity.py
        if parent is None:
            self.sugar = False
            self.canvas = canvas

        # starting from Sugar
        else:
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

            self.canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
            self.canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
            self.canvas.connect("draw", self._draw_cb)
            self.canvas.connect("button-press-event", self._button_press_cb)
            self.canvas.connect("button-release-event",
                                self._button_release_cb)
            self.canvas.connect("key_press_event", self._keypress_cb)
            self.width = Gdk.Screen.width()
            self.height = Gdk.Screen.height() - GRID_CELL_SIZE
            self.card_dim = CARD_DIM
            self.scale = 0.6 * self.height / (self.card_dim * 3)

        # Initialize the sprite repository
        self.sprites = Sprites(self.canvas)

        # Initialize the grid
        self.mode = 'rectangle'
        self.grid = Grid(self, self.mode)
        self.bounds = LEVEL_BOUNDS[0]
        self.level = 0

        # Start solving the puzzle
        self.press = None
        self.release = None
        self.start_drag = [0, 0]

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = list(map(int, event.get_coords()))
        self.start_drag = [x, y]
        spr = self.sprites.find_sprite((x, y))
        if spr is None:
            self.press = None
            self.release = None
            return True
        # take note of card under button press
        self.press = spr
        return True

    def _button_release_cb(self, win, event):
        win.grab_focus()
        x, y = list(map(int, event.get_coords()))
        spr = self.sprites.find_sprite((x, y))
        if spr is None:
            self.press = None
            self.release = None
            return True
        # take note of card under button release
        self.release = spr
        # if press and release are the same card (click), then rotate
        if self.press == self.release:
            self.press.set_layer(0)
            self.grid.card_table[self.grid.grid[self.grid.spr_to_i(
                self.press)]].rotate_ccw()
            if self.mode == 'hexagon':  # Rotate a second time
                self.grid.card_table[self.grid.grid[self.grid.spr_to_i(
                    self.press)]].rotate_ccw()
            self.press.set_layer(100)
        else:
            self.grid.swap(self.press, self.release, self.mode)
        self.press = None
        self.release = None
        if self.test() == True:
            if self.level < 2:
                GLib.timeout_add(3000, self.activity.change_play_level_cb,
                                 None)
        return True

    def _keypress_cb(self, area, event):
        """ Keypress is used to ...  """
        k = Gdk.keyval_name(event.keyval)

    def _expose_cb(self, win, event):
        ''' Callback to handle window expose events '''
        self.do_expose_event(event)
        return True

    def _draw_cb(self, canvas, cr):
        self.sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self.canvas.props.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y, event.area.width,
                     event.area.height)
        cr.clip()
        # Refresh sprite list
        self.sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def mask(self, level):
        """ mask out cards not on play level """
        self.grid.hide_list(MASKS[level])
        self.bounds = LEVEL_BOUNDS[level]
        self.level = level

    def test(self):
        """ Test the grid to see if the level is solved """
        if self.mode != 'rectangle':
            return False
        for i in range(24):
            if i not in MASKS[self.level]:
                if not self.test_card(i):
                    return False
        return True

    def test_card(self, i):
        """ Test a card with its neighbors; tests are bounded by the level """
        row = int(i / 6)
        col = i % 6
        if row > self.bounds[0][0] and row <= self.bounds[0][1]:
            if C[self.grid.grid[i]][rotate_index(0,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 6]][rotate_index(1,
                 self.grid.card_table[self.grid.grid[i - 6]].orientation)]:
                return False
            if C[self.grid.grid[i]][rotate_index(3,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 6]][rotate_index(2,
                 self.grid.card_table[self.grid.grid[i - 6]].orientation)]:
                return False
        if col > self.bounds[2][0] and col <= self.bounds[2][1]:
            if C[self.grid.grid[i]][rotate_index(3,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 1]][rotate_index(0,
                 self.grid.card_table[self.grid.grid[i - 1]].orientation)]:
                return False
            if C[self.grid.grid[i]][rotate_index(2,
                 self.grid.card_table[self.grid.grid[i]].orientation)] != \
               C[self.grid.grid[i - 1]][rotate_index(1,
                 self.grid.card_table[self.grid.grid[i - 1]].orientation)]:
                return False
        return True
Ejemplo n.º 41
0
class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#D0D0D0')
        self._colors.append('#000000')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False
        self._edge = 4
        self._move_list = []

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()

    def _generate_grid(self):
        ''' Make a new set of dots for a grid of size edge '''
        i = 0
        for y in range(self._edge):
            for x in range(self._edge):
                xoffset = int((self._width - self._edge * self._dot_size -
                               (self._edge - 1) * self._space) / 2.)
                if i < len(self._dots):
                    self._dots[i].move(
                        (xoffset + x * (self._dot_size + self._space),
                         y * (self._dot_size + self._space)))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot(self._colors[0])))
                self._dots[i].type = 0
                self._dots[-1].set_label_attributes(40)
                i += 1

        # and initialize a few variables we'll need.
        self._all_clear()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''

        self._move_list = []

        # Clear dots
        for dot in self._dots:
            dot.type = 0
            dot.set_shape(self._new_dot(self._colors[0]))
            dot.set_label('')

    def _initiating(self):
        return self._activity.initiating

    def more_dots(self):
        ''' Enlarge the grid '''
        if self._edge < MAX:
            self._edge += 1
        self._generate_grid()
        self.new_game()

    def new_game(self):
        ''' Start a new game. '''

        self._all_clear()

        # Fill in a few dots to start
        for i in range(MAX * 2):
            self._flip_them(int(uniform(0, self._edge * self._edge)))

        if self.we_are_sharing:
            _logger.debug('sending a new game')
            self._parent.send_new_game()

    def restore_game(self, dot_list, move_list):
        ''' Restore a game from the Journal or share '''
        edge = int(sqrt(len(dot_list)))
        if edge > MAX:
            edge = MAX
        while self._edge < edge:
            self.more_dots()
        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            self._dots[i].set_shape(self._new_dot(
                self._colors[self._dots[i].type]))
        if move_list is not None:
            self._move_list = move_list[:]

    def save_game(self):
        ''' Return dot list, move_list for saving to Journal or
        sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return (dot_list, self._move_list)

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())

        spr = self._sprites.find_sprite((x, y))
        if spr is None:
            return

        if spr.type is not None:
            self._flip_them(self._dots.index(spr))
            self._test_game_over()

            if self.we_are_sharing:
                _logger.debug('sending a click to the share')
                self._parent.send_dot_click(self._dots.index(spr))
        return True

    def solve(self):
        ''' Solve the puzzle by undoing moves '''
        if self._move_list == []:
            return
        self._flip_them(self._move_list.pop(), append=False)
        GObject.timeout_add(750, self.solve)

    def _flip_them(self, dot, append=True):
        ''' flip the dot and its neighbors '''
        if append:
            self._move_list.append(dot)
        x, y = self._dot_to_grid(dot)
        self._flip(self._dots[dot])
        if x > 0:
            self._flip(self._dots[dot - 1])
        if y > 0:
            self._flip(self._dots[dot - self._edge])
        if x < self._edge - 1:
            self._flip(self._dots[dot + 1])
        if y < self._edge - 1:
            self._flip(self._dots[dot + self._edge])

    def _flip(self, spr):
        ''' flip a dot '''
        spr.type += 1
        spr.type %= 2
        spr.set_shape(self._new_dot(self._colors[spr.type]))

    def remote_button_press(self, dot):
        ''' Receive a button press from a sharer '''
        self._flip_them(dot)
        self._test_game_over()

    def set_sharing(self, share=True):
        _logger.debug('enabling sharing')
        self.we_are_sharing = share

    def _smile(self):
        for dot in self._dots:
            dot.set_label(':)')

    def _test_game_over(self):
        ''' Check to see if game is over: all dots the same color '''
        match = self._dots[0].type
        for y in range(self._edge):
            for x in range(self._edge):
                if self._dots[y * self._edge + x].type != match:
                    self._set_label(_('keep trying'))
                    return False
        self._set_label(_('good work'))
        self._smile()
        GObject.timeout_add(2000, self.more_dots)
        return True

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * self._edge

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % self._edge, int(dot / self._edge)]

    def game_over(self, msg=_('Game over')):
        ''' Nothing left to do except show the results. '''
        self._set_label(msg)

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                     event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if color not in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            pixbuf = svg_str_to_pixbuf(
                self._header() +
                self._circle(self._dot_size / 2., self._dot_size / 2.,
                             self._dot_size / 2.) +
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 42
0
    def _setup_workspace(self):
        ''' Prepare to render the datastore entries. '''

        # Use the lighter color for the text background
        if lighter_color(self.colors) == 0:
            tmp = self.colors[0]
            self.colors[0] = self.colors[1]
            self.colors[1] = tmp

        self._width = gtk.gdk.screen_width()
        self._height = gtk.gdk.screen_height()
        self._scale = gtk.gdk.screen_height() / 900.

        if not HAVE_TOOLBOX and self._hw[0:2] == 'xo':
            titlef = 18
            descriptionf = 12
        else:
            titlef = 36
            descriptionf = 24

        self._find_starred()
        for ds in self.dsobjects:
            if 'title' in ds.metadata:
                title = ds.metadata['title']
            else:
                title = None
            pixbuf = None
            media_object = False
            mimetype = None
            if 'mime_type' in ds.metadata:
                mimetype = ds.metadata['mime_type']
            if mimetype[0:5] == 'image':
                pixbuf = gtk.gdk.pixbuf_new_from_file_at_size(
                    ds.file_path, MAXX, MAXY)
                    # ds.file_path, 300, 225)
                media_object = True
            else:
                pixbuf = get_pixbuf_from_journal(ds, MAXX, MAXY)  # 300, 225)
            if 'description' in ds.metadata:
                desc = ds.metadata['description']
            else:
                desc = None
            self.slides.append(Slide(True, ds.object_id, self.colors,
                                     title, pixbuf, desc))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._help = Sprite(
            self._sprites,
            int((self._width - int(PREVIEWW * self._scale)) / 2),
            int(PREVIEWY * self._scale),
            gtk.gdk.pixbuf_new_from_file_at_size(
                os.path.join(activity.get_bundle_path(), 'help.png'),
                int(PREVIEWW * self._scale), int(PREVIEWH * self._scale)))
        self._help.hide()

        self._genblanks(self.colors)

        self._title = Sprite(self._sprites, 0, 0, self._title_pixbuf)
        self._title.set_label_attributes(int(titlef * self._scale),
                                         rescale=False)
        self._preview = Sprite(self._sprites,
            int((self._width - int(PREVIEWW * self._scale)) / 2),
            int(PREVIEWY * self._scale), self._preview_pixbuf)

        self._description = Sprite(self._sprites,
                                   int(DESCRIPTIONX * self._scale),
                                   int(DESCRIPTIONY * self._scale),
                                   self._desc_pixbuf)
        self._description.set_label_attributes(int(descriptionf * self._scale))

        self._my_canvas = Sprite(self._sprites, 0, 0, self._canvas_pixbuf)
        self._my_canvas.set_layer(BOTTOM)

        self._clear_screen()

        self.i = 0
        self._show_slide()

        self._playing = False
        self._rate = 10
Ejemplo n.º 43
0
class BBoardActivity(activity.Activity):
    ''' Make a slideshow from starred Journal entries. '''

    def __init__(self, handle):
        ''' Initialize the toolbars and the work surface '''
        super(BBoardActivity, self).__init__(handle)

        self.datapath = get_path(activity, 'instance')

        self._hw = get_hardware()

        self._playback_buttons = {}
        self._audio_recordings = {}
        self.colors = profile.get_color().to_string().split(',')

        self._setup_toolbars()
        self._setup_canvas()

        self.slides = []
        self._setup_workspace()

        self._buddies = [profile.get_nick_name()]
        self._setup_presence_service()

        self._thumbs = []
        self._thumbnail_mode = False

        self._recording = False
        self._grecord = None
        self._alert = None

        self._dirty = False

    def _setup_canvas(self):
        ''' Create a canvas '''
        self._canvas = gtk.DrawingArea()
        self._canvas.set_size_request(int(gtk.gdk.screen_width()),
                                      int(gtk.gdk.screen_height()))
        self._canvas.show()
        self.set_canvas(self._canvas)
        self.show_all()

        self._canvas.set_flags(gtk.CAN_FOCUS)
        self._canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
        self._canvas.add_events(gtk.gdk.POINTER_MOTION_MASK)
        self._canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
        self._canvas.add_events(gtk.gdk.KEY_PRESS_MASK)
        self._canvas.connect("expose-event", self._expose_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)

    def _setup_workspace(self):
        ''' Prepare to render the datastore entries. '''

        # Use the lighter color for the text background
        if lighter_color(self.colors) == 0:
            tmp = self.colors[0]
            self.colors[0] = self.colors[1]
            self.colors[1] = tmp

        self._width = gtk.gdk.screen_width()
        self._height = gtk.gdk.screen_height()
        self._scale = gtk.gdk.screen_height() / 900.

        if not HAVE_TOOLBOX and self._hw[0:2] == 'xo':
            titlef = 18
            descriptionf = 12
        else:
            titlef = 36
            descriptionf = 24

        self._find_starred()
        for ds in self.dsobjects:
            if 'title' in ds.metadata:
                title = ds.metadata['title']
            else:
                title = None
            pixbuf = None
            media_object = False
            mimetype = None
            if 'mime_type' in ds.metadata:
                mimetype = ds.metadata['mime_type']
            if mimetype[0:5] == 'image':
                pixbuf = gtk.gdk.pixbuf_new_from_file_at_size(
                    ds.file_path, MAXX, MAXY)
                    # ds.file_path, 300, 225)
                media_object = True
            else:
                pixbuf = get_pixbuf_from_journal(ds, MAXX, MAXY)  # 300, 225)
            if 'description' in ds.metadata:
                desc = ds.metadata['description']
            else:
                desc = None
            self.slides.append(Slide(True, ds.object_id, self.colors,
                                     title, pixbuf, desc))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._help = Sprite(
            self._sprites,
            int((self._width - int(PREVIEWW * self._scale)) / 2),
            int(PREVIEWY * self._scale),
            gtk.gdk.pixbuf_new_from_file_at_size(
                os.path.join(activity.get_bundle_path(), 'help.png'),
                int(PREVIEWW * self._scale), int(PREVIEWH * self._scale)))
        self._help.hide()

        self._genblanks(self.colors)

        self._title = Sprite(self._sprites, 0, 0, self._title_pixbuf)
        self._title.set_label_attributes(int(titlef * self._scale),
                                         rescale=False)
        self._preview = Sprite(self._sprites,
            int((self._width - int(PREVIEWW * self._scale)) / 2),
            int(PREVIEWY * self._scale), self._preview_pixbuf)

        self._description = Sprite(self._sprites,
                                   int(DESCRIPTIONX * self._scale),
                                   int(DESCRIPTIONY * self._scale),
                                   self._desc_pixbuf)
        self._description.set_label_attributes(int(descriptionf * self._scale))

        self._my_canvas = Sprite(self._sprites, 0, 0, self._canvas_pixbuf)
        self._my_canvas.set_layer(BOTTOM)

        self._clear_screen()

        self.i = 0
        self._show_slide()

        self._playing = False
        self._rate = 10

    def _genblanks(self, colors):
        ''' Need to cache these '''
        self._title_pixbuf = svg_str_to_pixbuf(
            genblank(self._width, int(TITLEH * self._scale), colors))
        self._preview_pixbuf = svg_str_to_pixbuf(
            genblank(int(PREVIEWW * self._scale), int(PREVIEWH * self._scale),
                     colors))
        self._desc_pixbuf = svg_str_to_pixbuf(
            genblank(int(self._width - (2 * DESCRIPTIONX * self._scale)),
                     int(DESCRIPTIONH * self._scale), colors))
        self._canvas_pixbuf = svg_str_to_pixbuf(
            genblank(self._width, self._height, (colors[0], colors[0])))

    def _setup_toolbars(self):
        ''' Setup the toolbars. '''

        self.max_participants = 6

        if HAVE_TOOLBOX:
            toolbox = ToolbarBox()

            # Activity toolbar
            activity_button_toolbar = ActivityToolbarButton(self)

            toolbox.toolbar.insert(activity_button_toolbar, 0)
            activity_button_toolbar.show()

            self.set_toolbar_box(toolbox)
            toolbox.show()
            self.toolbar = toolbox.toolbar

            self.record_toolbar = gtk.Toolbar()
            record_toolbar_button = ToolbarButton(
                label=_('Record a sound'),
                page=self.record_toolbar,
                icon_name='media-audio')
            self.record_toolbar.show_all()
            record_toolbar_button.show()
            toolbox.toolbar.insert(record_toolbar_button, -1)
        else:
            # Use pre-0.86 toolbar design
            primary_toolbar = gtk.Toolbar()
            toolbox = activity.ActivityToolbox(self)
            self.set_toolbox(toolbox)
            toolbox.add_toolbar(_('Page'), primary_toolbar)
            self.record_toolbar = gtk.Toolbar()
            toolbox.add_toolbar(_('Record'), self.record_toolbar)
            toolbox.show()
            toolbox.set_current_toolbar(1)
            self.toolbar = primary_toolbar

        self._prev_button = button_factory(
            'go-previous-inactive', self.toolbar, self._prev_cb,
            tooltip=_('Prev slide'), accelerator='<Ctrl>P')

        self._next_button = button_factory(
            'go-next', self.toolbar, self._next_cb,
            tooltip=_('Next slide'), accelerator='<Ctrl>N')


        separator_factory(self.toolbar)

        slide_button = radio_factory('slide-view', self.toolbar,
                                     self._slides_cb, group=None,
                                     tooltip=_('Slide view'))
        radio_factory('thumbs-view', self.toolbar, self._thumbs_cb,
                      tooltip=_('Thumbnail view'),
                      group=slide_button)

        button_factory('view-fullscreen', self.toolbar,
                       self.do_fullscreen_cb, tooltip=_('Fullscreen'),
                       accelerator='<Alt>Return')

        separator_factory(self.toolbar)

        journal_button = button_factory(
            'write-journal', self.toolbar, self._do_journal_cb,
            tooltip=_('Update description'))
        self._palette = journal_button.get_palette()
        msg_box = gtk.HBox()

        sw = gtk.ScrolledWindow()
        sw.set_size_request(int(gtk.gdk.screen_width() / 2),
                            2 * style.GRID_CELL_SIZE)
        sw.set_policy(gtk.POLICY_AUTOMATIC, gtk.POLICY_AUTOMATIC)
        self._text_view = gtk.TextView()
        self._text_view.set_left_margin(style.DEFAULT_PADDING)
        self._text_view.set_right_margin(style.DEFAULT_PADDING)
        self._text_view.set_wrap_mode(gtk.WRAP_WORD_CHAR)
        self._text_view.connect('focus-out-event',
                               self._text_view_focus_out_event_cb)
        sw.add(self._text_view)
        sw.show()
        msg_box.pack_start(sw, expand=False)
        msg_box.show_all()

        self._palette.set_content(msg_box)

        label_factory(self.record_toolbar, _('Record a sound') + ':')
        self._record_button = button_factory(
            'media-record', self.record_toolbar,
            self._record_cb, tooltip=_('Start recording'))

        separator_factory(self.record_toolbar)

        # Look to see if we have audio previously recorded
        obj_id = self._get_audio_obj_id()
        dsobject = self._search_for_audio_note(obj_id)
        if dsobject is not None:
            _logger.debug('Found previously recorded audio')
            self._add_playback_button(profile.get_nick_name(),
                                      self.colors,
                                      dsobject.file_path)

        if HAVE_TOOLBOX:
            button_factory('system-restart', activity_button_toolbar,
                           self._resend_cb, tooltip=_('Refresh'))
            separator_factory(activity_button_toolbar)
            self._save_pdf = button_factory(
                'save-as-pdf', activity_button_toolbar,
                self._save_as_pdf_cb, tooltip=_('Save as PDF'))
        else:
            separator_factory(self.toolbar)
            self._save_pdf = button_factory(
                'save-as-pdf', self.toolbar,
                self._save_as_pdf_cb, tooltip=_('Save as PDF'))

        if HAVE_TOOLBOX:
            separator_factory(toolbox.toolbar, True, False)

            stop_button = StopButton(self)
            stop_button.props.accelerator = '<Ctrl>q'
            toolbox.toolbar.insert(stop_button, -1)
            stop_button.show()

    def _do_journal_cb(self, button):
        self._dirty = True
        if self._palette:
            if not self._palette.is_up():
                self._palette.popup(immediate=True,
                                    state=self._palette.SECONDARY)
            else:
                self._palette.popdown(immediate=True)
            return

    def _text_view_focus_out_event_cb(self, widget, event):
        buffer = self._text_view.get_buffer()
        start_iter = buffer.get_start_iter()
        end_iter = buffer.get_end_iter()
        self.slides[self.i].desc = buffer.get_text(start_iter, end_iter)
        self._show_slide()

    def _destroy_cb(self, win, event):
        ''' Clean up on the way out. '''
        gtk.main_quit()

    def _find_starred(self):
        ''' Find all the favorites in the Journal. '''
        self.dsobjects, nobjects = datastore.find({'keep': '1'})
        _logger.debug('found %d starred items', nobjects)

    def _prev_cb(self, button=None):
        ''' The previous button has been clicked; goto previous slide. '''
        if self.i > 0:
            self.i -= 1
            self._show_slide(direction=-1)

    def _next_cb(self, button=None):
        ''' The next button has been clicked; goto next slide. '''
        if self.i < len(self.slides) - 1:
            self.i += 1
            self._show_slide()

    def _save_as_pdf_cb(self, button=None):
        ''' Export an PDF version of the slideshow to the Journal. '''
        _logger.debug('saving to PDF...')
        if 'description' in self.metadata:
            tmp_file = save_pdf(self, self._buddies,
                                description=self.metadata['description'])
        else:
            tmp_file = save_pdf(self, self._buddies)
        _logger.debug('copying PDF file to Journal...')
        dsobject = datastore.create()
        dsobject.metadata['title'] = profile.get_nick_name() + ' ' + \
                                     _('Bboard')
        dsobject.metadata['icon-color'] = profile.get_color().to_string()
        dsobject.metadata['mime_type'] = 'application/pdf'
        dsobject.set_file_path(tmp_file)
        dsobject.metadata['activity'] = 'org.laptop.sugar.ReadActivity'
        datastore.write(dsobject)
        dsobject.destroy()
        return

    def _clear_screen(self):
        ''' Clear the screen to the darker of the two user colors. '''
        self._title.hide()
        self._preview.hide()
        self._description.hide()
        if hasattr(self, '_thumbs'):
            for thumbnail in self._thumbs:
                thumbnail[0].hide()
        self.invalt(0, 0, self._width, self._height)

        # Reset drag settings
        self._press = None
        self._release = None
        self._dragpos = [0, 0]
        self._total_drag = [0, 0]
        self.last_spr_moved = None

    def _update_colors(self):
        ''' Match the colors to those of the slide originator. '''
        if len(self.slides) == 0:
            return
        self._genblanks(self.slides[self.i].colors)
        self._title.set_image(self._title_pixbuf)
        self._preview.set_image(self._preview_pixbuf)
        self._description.set_image(self._desc_pixbuf)
        self._my_canvas.set_image(self._canvas_pixbuf)

    def _show_slide(self, direction=1):
        ''' Display a title, preview image, and decription for slide. '''
        self._clear_screen()
        self._update_colors()

        if len(self.slides) == 0:
            self._prev_button.set_icon('go-previous-inactive')
            self._next_button.set_icon('go-next-inactive')
            self._description.set_label(
                _('Do you have any items in your Journal starred?'))
            self._help.set_layer(TOP)
            self._description.set_layer(MIDDLE)
            return

        if self.i == 0:
            self._prev_button.set_icon('go-previous-inactive')
        else:
            self._prev_button.set_icon('go-previous')
        if self.i == len(self.slides) - 1:
            self._next_button.set_icon('go-next-inactive')
        else:
            self._next_button.set_icon('go-next')

        pixbuf = self.slides[self.i].pixbuf
        if pixbuf is not None:
            self._preview.set_shape(pixbuf.scale_simple(
                    int(PREVIEWW * self._scale),
                    int(PREVIEWH * self._scale),
                    gtk.gdk.INTERP_NEAREST))
            self._preview.set_layer(MIDDLE)
        else:
            if self._preview is not None:
                self._preview.hide()

        self._title.set_label(self.slides[self.i].title)
        self._title.set_layer(MIDDLE)

        if self.slides[self.i].desc is not None:
            self._description.set_label(self.slides[self.i].desc)
            self._description.set_layer(MIDDLE)
            text_buffer = gtk.TextBuffer()
            text_buffer.set_text(self.slides[self.i].desc)
            self._text_view.set_buffer(text_buffer)
        else:
            self._description.set_label('')
            self._description.hide()

    def _add_playback_button(self, nick, colors, audio_file):
        ''' Add a toolbar button for this audio recording '''
        if nick not in self._playback_buttons:
            self._playback_buttons[nick] = button_factory(
                'xo-chat',  self.record_toolbar,
                self._playback_recording_cb, cb_arg=nick,
                tooltip=_('Audio recording by %s') % (nick))
            xocolor = XoColor('%s,%s' % (colors[0], colors[1]))
            icon = Icon(icon_name='xo-chat', xo_color=xocolor)
            icon.show()
            self._playback_buttons[nick].set_icon_widget(icon)
            self._playback_buttons[nick].show()
        self._audio_recordings[nick] = audio_file

    def _slides_cb(self, button=None):
        if self._thumbnail_mode:
            self._thumbnail_mode = False
            self.i = self._current_slide
            self._show_slide()

    def _thumbs_cb(self, button=None):
        ''' Toggle between thumbnail view and slideshow view. '''
        if not self._thumbnail_mode:
            self._current_slide = self.i
            self._thumbnail_mode = True
            self._clear_screen()

            self._prev_button.set_icon('go-previous-inactive')
            self._next_button.set_icon('go-next-inactive')

            n = int(ceil(sqrt(len(self.slides))))
            if n > 0:
                w = int(self._width / n)
            else:
                w = self._width
            h = int(w * 0.75)  # maintain 4:3 aspect ratio
            x_off = int((self._width - n * w) / 2)
            x = x_off
            y = 0
            self._thumbs = []
            for i in range(len(self.slides)):
                self._show_thumb(i, x, y, w, h)
                x += w
                if x + w > self._width:
                    x = x_off
                    y += h
            self.i = 0  # Reset position in slideshow to the beginning
        return False

    def _show_thumb(self, i, x, y, w, h):
        ''' Display a preview image and title as a thumbnail. '''
        pixbuf = self.slides[i].pixbuf
        if pixbuf is not None:
            pixbuf_thumb = pixbuf.scale_simple(
                int(w), int(h), gtk.gdk.INTERP_TILES)
        else:
            pixbuf_thumb = svg_str_to_pixbuf(
                genblank(int(w), int(h), self.slides[i].colors))
        # Create a Sprite for this thumbnail
        self._thumbs.append([Sprite(self._sprites, x, y, pixbuf_thumb),
                             x, y, i])
        self._thumbs[i][0].set_image(
            svg_str_to_pixbuf(svg_rectangle(int(w), int(h),
                                            self.slides[i].colors)), i=1)
        self._thumbs[i][0].set_layer(TOP)

    def _expose_cb(self, win, event):
        ''' Callback to handle window expose events '''
        self.do_expose_event(event)
        return True

    # Handle the expose-event by drawing
    def do_expose_event(self, event):

        # Create the cairo context
        cr = self.canvas.window.cairo_create()

        # Restrict Cairo to the exposed area; avoid extra work
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()

        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def write_file(self, file_path):
        ''' Clean up '''
        if self._dirty:
            self._save_descriptions_cb()
            self._dirty = False
        if os.path.exists(os.path.join(self.datapath, 'output.ogg')):
            os.remove(os.path.join(self.datapath, 'output.ogg'))

    def do_fullscreen_cb(self, button):
        ''' Hide the Sugar toolbars. '''
        self.fullscreen()

    def invalt(self, x, y, w, h):
        ''' Mark a region for refresh '''
        self._canvas.window.invalidate_rect(
            gtk.gdk.Rectangle(int(x), int(y), int(w), int(h)), False)

    def _spr_to_thumb(self, spr):
        ''' Find which entry in the thumbnails table matches spr. '''
        for i, thumb in enumerate(self._thumbs):
            if spr == thumb[0]:
                return i
        return -1

    def _spr_is_thumbnail(self, spr):
        ''' Does spr match an entry in the thumbnails table? '''
        if self._spr_to_thumb(spr) == -1:
            return False
        else:
            return True

    def _button_press_cb(self, win, event):
        ''' The mouse button was pressed. Is it on a thumbnail sprite? '''
        win.grab_focus()
        x, y = map(int, event.get_coords())

        self._dragpos = [x, y]
        self._total_drag = [0, 0]

        spr = self._sprites.find_sprite((x, y))
        self._press = None
        self._release = None

        # Are we clicking on a thumbnail?
        if not self._spr_is_thumbnail(spr):
            return False

        self.last_spr_moved = spr
        self._press = spr
        self._press.set_layer(DRAG)
        return False

    def _mouse_move_cb(self, win, event):
        """ Drag a thumbnail with the mouse. """
        spr = self._press
        if spr is None:
            self._dragpos = [0, 0]
            return False
        win.grab_focus()
        x, y = map(int, event.get_coords())
        dx = x - self._dragpos[0]
        dy = y - self._dragpos[1]
        spr.move_relative([dx, dy])
        # Also move the star
        self._dragpos = [x, y]
        self._total_drag[0] += dx
        self._total_drag[1] += dy
        return False

    def _button_release_cb(self, win, event):
        ''' Button event is used to swap slides or goto next slide. '''
        win.grab_focus()
        self._dragpos = [0, 0]
        x, y = map(int, event.get_coords())

        if self._thumbnail_mode:
            if self._press is None:
                return
            # Drop the dragged thumbnail below the other thumbnails so
            # that you can find the thumbnail beneath it.
            self._press.set_layer(UNDRAG)
            i = self._spr_to_thumb(self._press)
            spr = self._sprites.find_sprite((x, y))
            if self._spr_is_thumbnail(spr):
                self._release = spr
                # If we found a thumbnail and it is not the one we
                # dragged, swap their positions.
                if not self._press == self._release:
                    j = self._spr_to_thumb(self._release)
                    self._thumbs[i][0] = self._release
                    self._thumbs[j][0] = self._press
                    tmp = self.slides[i]
                    self.slides[i] = self.slides[j]
                    self.slides[j] = tmp
                    self._thumbs[j][0].move((self._thumbs[j][1],
                                             self._thumbs[j][2]))
            self._thumbs[i][0].move((self._thumbs[i][1], self._thumbs[i][2]))
            self._press.set_layer(TOP)
            self._press = None
            self._release = None
        else:
            self._next_cb()
        return False

    def _unit_combo_cb(self, arg=None):
        ''' Read value of predefined conversion factors from combo box '''
        if hasattr(self, '_unit_combo'):
            active = self._unit_combo.get_active()
            if active in UNIT_DICTIONARY:
                self._rate = UNIT_DICTIONARY[active][1]

    def _record_cb(self, button=None):
        ''' Start/stop audio recording '''
        if self._grecord is None:
            _logger.debug('setting up grecord')
            self._grecord = Grecord(self)
        if self._recording:  # Was recording, so stop (and save?)
            _logger.debug('recording...True. Preparing to save.')
            self._grecord.stop_recording_audio()
            self._recording = False
            self._record_button.set_icon('media-record')
            self._record_button.set_tooltip(_('Start recording'))
            _logger.debug('Autosaving recording')
            self._notify(title=_('Save recording'))
            gobject.timeout_add(100, self._wait_for_transcoding_to_finish)
        else:  # Wasn't recording, so start
            _logger.debug('recording...False. Start recording.')
            self._grecord.record_audio()
            self._recording = True
            self._record_button.set_icon('media-recording')
            self._record_button.set_tooltip(_('Stop recording'))

    def _wait_for_transcoding_to_finish(self, button=None):
        while not self._grecord.transcoding_complete():
            time.sleep(1)
        if self._alert is not None:
            self.remove_alert(self._alert)
            self._alert = None
        self._save_recording()

    def _playback_recording_cb(self, button=None, nick=profile.get_nick_name()):
        ''' Play back current recording '''
        _logger.debug('Playback current recording from %s...' % (nick))
        if nick in self._audio_recordings:
            play_audio_from_file(self._audio_recordings[nick])
        return

    def _get_audio_obj_id(self):
        ''' Find unique name for audio object '''
        if 'activity_id' in self.metadata:
            obj_id = self.metadata['activity_id']
        else:
            obj_id = _('Bulletin Board')
        _logger.debug(obj_id)
        return obj_id

    def _save_recording(self):
        if os.path.exists(os.path.join(self.datapath, 'output.ogg')):
            _logger.debug('Saving recording to Journal...')
            obj_id = self._get_audio_obj_id()
            copyfile(os.path.join(self.datapath, 'output.ogg'),
                     os.path.join(self.datapath, '%s.ogg' % (obj_id)))
            dsobject = self._search_for_audio_note(obj_id)
            if dsobject is None:
                dsobject = datastore.create()
            if dsobject is not None:
                _logger.debug(self.dsobjects[self.i].metadata['title'])
                dsobject.metadata['title'] = _('Audio recording by %s') % \
                    (self.metadata['title'])
                dsobject.metadata['icon-color'] = \
                    profile.get_color().to_string()
                dsobject.metadata['tags'] = obj_id
                dsobject.metadata['mime_type'] = 'audio/ogg'
                dsobject.set_file_path(
                    os.path.join(self.datapath, '%s.ogg' % (obj_id)))
                datastore.write(dsobject)
                dsobject.destroy()
            self._add_playback_button(
                profile.get_nick_name(), self.colors,
                os.path.join(self.datapath, '%s.ogg' % (obj_id)))
            if hasattr(self, 'chattube') and self.chattube is not None:
                self._share_audio()
        else:
            _logger.debug('Nothing to save...')
        return

    def _search_for_audio_note(self, obj_id):
        ''' Look to see if there is already a sound recorded for this
        dsobject '''
        dsobjects, nobjects = datastore.find({'mime_type': ['audio/ogg']})
        # Look for tag that matches the target object id
        for dsobject in dsobjects:
            if 'tags' in dsobject.metadata and \
               obj_id in dsobject.metadata['tags']:
                _logger.debug('Found audio note')
                return dsobject
        return None

    def _save_descriptions_cb(self, button=None):
        ''' Find the object in the datastore and write out the changes
        to the decriptions. '''
        for s in self.slides:
            if not s.owner:
                continue
            jobject = datastore.get(s.uid)
            jobject.metadata['description'] = s.desc
            datastore.write(jobject, update_mtime=False,
                            reply_handler=self.datastore_write_cb,
                            error_handler=self.datastore_write_error_cb)

    def datastore_write_cb(self):
        pass

    def datastore_write_error_cb(self, error):
        _logger.error('datastore_write_error_cb: %r' % error)

    def _notify(self, title='', msg=''):
        ''' Notify user when saves are completed '''
        self._alert = Alert()
        self._alert.props.title = title
        self._alert.props.msg = msg
        self.add_alert(self._alert)
        self._alert.show()

    def _resend_cb(self, button=None):
        ''' Resend slides, but only of sharing '''
        if hasattr(self, 'chattube') and self.chattube is not None:
            self._share_slides()
            self._share_audio()

    # Serialize

    def _dump(self, slide):
        ''' Dump data for sharing.'''
        _logger.debug('dumping %s' % (slide.uid))
        data = [slide.uid, slide.colors, slide.title,
                pixbuf_to_base64(activity, slide.pixbuf), slide.desc]
        return self._data_dumper(data)

    def _data_dumper(self, data):
        if _OLD_SUGAR_SYSTEM:
            return json.write(data)
        else:
            io = StringIO()
            jdump(data, io)
            return io.getvalue()

    def _load(self, data):
        ''' Load game data from the journal. '''
        slide = self._data_loader(data)
        if len(slide) == 5:
            if not self._slide_search(slide[0]):
                _logger.debug('loading %s' % (slide[0]))
                self.slides.append(Slide(
                        False, slide[0], slide[1], slide[2],
                        base64_to_pixbuf(activity, slide[3]), slide[4]))

    def _slide_search(self, uid):
        ''' Is this slide in the list already? '''
        for slide in self.slides:
            if slide.uid == uid:
                _logger.debug('skipping %s' % (slide.uid))
                return True
        return False

    def _data_loader(self, data):
        if _OLD_SUGAR_SYSTEM:
            return json.read(data)
        else:
            io = StringIO(data)
            return jload(io)

    # Sharing-related methods

    def _setup_presence_service(self):
        ''' Setup the Presence Service. '''
        self.pservice = presenceservice.get_instance()
        self.initiating = None  # sharing (True) or joining (False)

        owner = self.pservice.get_owner()
        self.owner = owner
        self.buddies = [owner]
        self._share = ''
        self.connect('shared', self._shared_cb)
        self.connect('joined', self._joined_cb)

    def _shared_cb(self, activity):
        ''' Either set up initial share...'''
        if self._shared_activity is None:
            _logger.error('Failed to share or join activity ... \
                _shared_activity is null in _shared_cb()')
            return

        self.initiating = True
        self.waiting = False
        _logger.debug('I am sharing...')

        self.conn = self._shared_activity.telepathy_conn
        self.tubes_chan = self._shared_activity.telepathy_tubes_chan
        self.text_chan = self._shared_activity.telepathy_text_chan

        self.tubes_chan[telepathy.CHANNEL_TYPE_TUBES].connect_to_signal(
            'NewTube', self._new_tube_cb)

        _logger.debug('This is my activity: making a tube...')
        id = self.tubes_chan[telepathy.CHANNEL_TYPE_TUBES].OfferDBusTube(
            SERVICE, {})

    def _joined_cb(self, activity):
        ''' ...or join an exisiting share. '''
        if self._shared_activity is None:
            _logger.error('Failed to share or join activity ... \
                _shared_activity is null in _shared_cb()')
            return

        self.initiating = False
        _logger.debug('I joined a shared activity.')

        self.conn = self._shared_activity.telepathy_conn
        self.tubes_chan = self._shared_activity.telepathy_tubes_chan
        self.text_chan = self._shared_activity.telepathy_text_chan

        self.tubes_chan[telepathy.CHANNEL_TYPE_TUBES].connect_to_signal(\
            'NewTube', self._new_tube_cb)

        _logger.debug('I am joining an activity: waiting for a tube...')
        self.tubes_chan[telepathy.CHANNEL_TYPE_TUBES].ListTubes(
            reply_handler=self._list_tubes_reply_cb,
            error_handler=self._list_tubes_error_cb)

        self.waiting = True

    def _list_tubes_reply_cb(self, tubes):
        ''' Reply to a list request. '''
        for tube_info in tubes:
            self._new_tube_cb(*tube_info)

    def _list_tubes_error_cb(self, e):
        ''' Log errors. '''
        _logger.error('ListTubes() failed: %s', e)

    def _new_tube_cb(self, id, initiator, type, service, params, state):
        ''' Create a new tube. '''
        _logger.debug('New tube: ID=%d initator=%d type=%d service=%s '
                     'params=%r state=%d', id, initiator, type, service,
                     params, state)

        if (type == telepathy.TUBE_TYPE_DBUS and service == SERVICE):
            if state == telepathy.TUBE_STATE_LOCAL_PENDING:
                self.tubes_chan[ \
                              telepathy.CHANNEL_TYPE_TUBES].AcceptDBusTube(id)

            tube_conn = TubeConnection(self.conn,
                self.tubes_chan[telepathy.CHANNEL_TYPE_TUBES], id, \
                group_iface=self.text_chan[telepathy.CHANNEL_INTERFACE_GROUP])

            self.chattube = ChatTube(tube_conn, self.initiating, \
                self.event_received_cb)

            if self.waiting:
                self._send_event('j:%s' % (profile.get_nick_name()))

    def event_received_cb(self, text):
        ''' Data is passed as tuples: cmd:text '''
        _logger.debug('<<< %s' % (text[0]))
        if text[0] == 's':  # shared journal objects
            e, data = text.split(':')
            self._load(data)
        elif text[0] == 'j':  # Someone new has joined
            e, buddy = text.split(':')
            _logger.debug('%s has joined' % (buddy))
            if buddy not in self._buddies:
                self._buddies.append(buddy)
            if self.initiating:
                self._send_event('J:%s' % (profile.get_nick_name()))
                self._share_slides()
                self._share_audio()
        elif text[0] == 'J':  # Everyone must share
            e, buddy = text.split(':')
            self.waiting = False
            if buddy not in self._buddies:
                self._buddies.append(buddy)
                _logger.debug('%s has joined' % (buddy))
            self._share_slides()
            self._share_audio()
        elif text[0] == 'a':  # audio recording
            e, data = text.split(':')
            nick, colors, base64 = self._data_loader(data)
            path = os.path.join(activity.get_activity_root(),
                                'instance', 'nick.ogg')
            base64_to_file(activity, base64, path)
            self._add_playback_button(nick, colors, path)

    def _share_audio(self):
        if profile.get_nick_name() in self._audio_recordings:
            base64 = file_to_base64(
                    activity, self._audio_recordings[profile.get_nick_name()])
            gobject.idle_add(self._send_event, 'a:' + str(
                    self._data_dumper([profile.get_nick_name(),
                                       self.colors,
                                       base64])))

    def _share_slides(self):
        for s in self.slides:
            if s.owner:  # Maybe stagger the timing of the sends?
                gobject.idle_add(self._send_event, 's:' + str(self._dump(s)))
        _logger.debug('finished sharing')

    def _send_event(self, text):
        ''' Send event through the tube. '''
        if hasattr(self, 'chattube') and self.chattube is not None:
            _logger.debug('>>> %s' % (text[0]))
            self.chattube.SendText(text)
Ejemplo n.º 44
0
class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#FFFFFF')
        self._colors.append('#000000')
        self._colors.append('#FF0000')
        self._colors.append('#FF8000')
        self._colors.append('#FFFF00')
        self._colors.append('#00FF00')
        self._colors.append('#00FFFF')
        self._colors.append('#0000FF')
        self._colors.append('#FF00FF')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE

        scale = [self._width / (10 * DOT_SIZE * 1.2),
                 self._height / (6 * DOT_SIZE * 1.2)]
        self._scale = min(scale)

        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self._orientation = 'horizontal'
        self.we_are_sharing = False
        self.playing_with_robot = False
        self._press = False
        self.last_spr = None
        self._timer = None
        self.roygbiv = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(SIX):
            for x in range(TEN):
                xoffset = int((self._width - TEN * self._dot_size - \
                                   (TEN - 1) * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space),
                           self._new_dot(self._colors[2])))
                self._dots[-1].type = 2  # not set
                self._dots[-1].set_label_attributes(40)

        self.vline = Sprite(self._sprites,
                            int(self._width / 2.) - 1,
                            0, self._line(vertical=True))
        n = SIX / 2.
        self.hline = Sprite(
            self._sprites, 0,
            int(self._dot_size * n + self._space * (n - 0.5)) - 1,
            self._line(vertical=False))
        self.hline.hide()

        # and initialize a few variables we'll need.
        self._all_clear()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        for dot in self._dots:
            dot.type = 2
            dot.set_shape(self._new_dot(self._colors[2]))
            dot.set_label('')

        self._set_orientation()

    def _set_orientation(self):
        ''' Set bar and message for current orientation '''
        if self._orientation == 'horizontal':
            self.hline.hide()
            self.vline.set_layer(1000)
        elif self._orientation == 'vertical':
            self.hline.set_layer(1000)
            self.vline.hide()
        else:
            self.hline.set_layer(1000)
            self.vline.set_layer(1000)

        '''
        if self._orientation == 'horizontal':
            self._set_label(
                _('Click on the dots to make a horizontal reflection.'))
        elif self._orientation == 'vertical':
            self._set_label(
                _('Click on the dots to make a vertical reflection.'))
        else:
            self._set_label(
                _('Click on the dots to make a bilateral reflection.'))
        '''

    def _initiating(self):
        return self._activity.initiating

    def new_game(self, orientation='horizontal'):
        ''' Start a new game. '''
        self._orientation = orientation

        self._all_clear()

        # Fill in a few dots to start
        for i in range(int(TEN * SIX / 2)):
            n = int(uniform(0, TEN * SIX))
            if self.roygbiv:
                self._dots[n].type = int(uniform(2, len(self._colors)))
            else:
                self._dots[n].type = int(uniform(0, 4))
            self._dots[n].set_shape(self._new_dot(
                    self._colors[self._dots[n].type]))

        if self.we_are_sharing:
            _logger.debug('sending a new game')
            self._parent.send_new_game()

    def restore_game(self, dot_list, orientation):
        ''' Restore a game from the Journal or share '''
        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            self._dots[i].set_shape(self._new_dot(
                    self._colors[self._dots[i].type]))
        self._orientation = orientation
        self._set_orientation()

    def save_game(self):
        ''' Return dot list and orientation for saving to Journal or
        sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return [dot_list, self._orientation]

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())
        self._press = True

        spr = self._sprites.find_sprite((x, y))
        if spr == None:
            return True

        self.last_spr = spr
        if spr.type is not None:
            if not self._timer is None:
                GObject.source_remove(self._timer)
            self._increment_dot(spr)
        return True

    def _button_release_cb(self, win, event):
        self._press = False
        if not self._timer is None:
            GObject.source_remove(self._timer)

    def _increment_dot(self, spr):
        spr.type += 1
        if self.roygbiv:
            if spr.type >= len(self._colors):
                spr.type = 2
        else:
            spr.type %= 4
        spr.set_shape(self._new_dot(self._colors[spr.type]))

        if self.playing_with_robot:
            self._robot_play(spr)

        self._test_game_over()

        if self.we_are_sharing:
            _logger.debug('sending a click to the share')
            self._parent.send_dot_click(self._dots.index(spr), spr.type)

        self._timer = GObject.timeout_add(1000, self._increment_dot, spr)

    def _mouse_move_cb(self, win, event):
        """ Drag a tile with the mouse. """
        if not self._press:
            return
        x, y = map(int, event.get_coords())
        spr = self._sprites.find_sprite((x, y))
        if spr == self.last_spr:
            return True
        if spr is None:
            return True
        if spr.type is not None:
            self.last_spr = spr
            if not self._timer is None:
                GObject.source_remove(self._timer)
            self._increment_dot(spr)

    def _robot_play(self, dot):
        ''' Robot reflects dot clicked. '''
        x, y = self._dot_to_grid(self._dots.index(dot))
        if self._orientation == 'horizontal':
            x = TEN - x - 1
            i = self._grid_to_dot((x, y))
            self._dots[i].type = dot.type
            self._dots[i].set_shape(self._new_dot(self._colors[dot.type]))
            if self.we_are_sharing:
                _logger.debug('sending a robot click to the share')
                self._parent.send_dot_click(i, dot.type)
        elif self._orientation == 'vertical':
            y = SIX - y - 1
            i = self._grid_to_dot((x, y))
            self._dots[i].type = dot.type
            self._dots[i].set_shape(self._new_dot(self._colors[dot.type]))
            if self.we_are_sharing:
                _logger.debug('sending a robot click to the share')
                self._parent.send_dot_click(i, dot.type)
        else:
            x = TEN - x - 1
            i = self._grid_to_dot((x, y))
            self._dots[i].type = dot.type
            self._dots[i].set_shape(self._new_dot(self._colors[dot.type]))
            if self.we_are_sharing:
                _logger.debug('sending a robot click to the share')
                self._parent.send_dot_click(i, dot.type)
            y = SIX - y - 1
            i = self._grid_to_dot((x, y))
            self._dots[i].type = dot.type
            self._dots[i].set_shape(self._new_dot(self._colors[dot.type]))
            if self.we_are_sharing:
                _logger.debug('sending a robot click to the share')
                self._parent.send_dot_click(i, dot.type)
            x = TEN - x - 1
            i = self._grid_to_dot((x, y))
            self._dots[i].type = dot.type
            self._dots[i].set_shape(self._new_dot(self._colors[dot.type]))
            if self.we_are_sharing:
                _logger.debug('sending a robot click to the share')
                self._parent.send_dot_click(i, dot.type)

    def remote_button_press(self, dot, color):
        ''' Receive a button press from a sharer '''
        self._dots[dot].type = color
        self._dots[dot].set_shape(self._new_dot(self._colors[color]))

    def set_sharing(self, share=True):
        _logger.debug('enabling sharing')
        self.we_are_sharing = share

    def _smile(self):
        for dot in self._dots:
            dot.set_label(':)')

    def _test_game_over(self):
        ''' Check to see if game is over '''
        if self._orientation == 'horizontal':
            for y in range(SIX):
                for x in range(SIX):
                    if self._dots[y * TEN + x].type != \
                            self._dots[y * TEN + TEN - x - 1].type:
                        self._set_label(_('keep trying'))
                        return False
            self._set_label(_('good work'))
            self._smile()
            return True
        if self._orientation == 'vertical':
            for y in range(int(SIX / 2)):
                for x in range(TEN):
                    if self._dots[y * TEN + x].type != \
                            self._dots[(SIX - y - 1) * TEN + x].type:
                        self._set_label(_('keep trying'))
                        return False
            self._set_label(_('good work'))
        else:
            for y in range(SIX):
                for x in range(SIX):
                    if self._dots[y * TEN + x].type != \
                            self._dots[y * TEN + TEN - x - 1].type:
                        self._set_label(_('keep trying'))
                        return False
            for y in range(int(SIX / 2)):
                for x in range(TEN):
                    if self._dots[y * TEN + x].type != \
                            self._dots[(SIX - y - 1) * TEN + x].type:
                        self._set_label(_('keep trying'))
                        return False
            self._set_label(_('good work'))
        self._smile()
        return True
    def __draw_cb(self,canvas,cr):
		self._sprites.redraw_sprites(cr=cr)
    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * TEN

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % TEN, int(dot / TEN)]

    def _expose_cb(self, win, event):
        self.do_expose_event(event)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if not color in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            pixbuf = svg_str_to_pixbuf(
                self._header() + \
                self._circle(self._dot_size / 2., self._dot_size / 2.,
                             self._dot_size / 2.) + \
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _line(self, vertical=True):
        ''' Generate a center line '''
        if vertical:
            self._svg_width = 3
            self._svg_height = self._height
            return svg_str_to_pixbuf(
                self._header() + \
                self._rect(3, self._height, 0, 0) + \
                self._footer())
        else:
            self._svg_width = self._width
            self._svg_height = 3
            return svg_str_to_pixbuf(
                self._header() + \
                self._rect(self._width, 3, 0, 0) + \
                self._footer())

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _rect(self, w, h, x, y):
        svg_string = '       <rect\n'
        svg_string += '          width="%f"\n' % (w)
        svg_string += '          height="%f"\n' % (h)
        svg_string += '          rx="%f"\n' % (0)
        svg_string += '          ry="%f"\n' % (0)
        svg_string += '          x="%f"\n' % (x)
        svg_string += '          y="%f"\n' % (y)
        svg_string += 'style="fill:#000000;stroke:#000000;"/>\n'
        return svg_string

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 45
0
    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._target = 0
        self._tries = 0

        self.level = 0

        self._picture_cards = []
        self._small_picture_cards = []
        self.food_cards = []
        self._group_cards = []
        self._quantity_cards = []
        self._balance_cards = []
        self._last_twenty = []
        self._background = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._background = Sprite(
            self._sprites, 0, 0,
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'background.png'),
                self._width, self._height))
        self._background.set_layer(0)
        self._background.type = None
        self._background.hide()

        self.pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(self._path, 'images', 'word-box.png'),
            int(350 * self._scale), int(100 * self._scale))

        for i in range(len(FOOD_DATA) / 4):
            FOOD.append([
                FOOD_DATA[i * 4 + NAME], FOOD_DATA[i * 4 + CALS],
                FOOD_DATA[i * 4 + GROUP], FOOD_DATA[i * 4 + IMAGE]
            ])
            self.food_cards.append(None)
            self._picture_cards.append(None)
            for j in range(6):
                self._small_picture_cards.append(None)
        self.allocate_food(0)

        x = 10
        dx, dy = self.food_cards[0].get_dimensions()

        y = 10
        for i in range(len(MYPLATE)):
            self.word_card_append(self._group_cards, self.pixbuf)
            self._group_cards[-1].type = i
            self._group_cards[-1].set_label(MYPLATE[i][0])
            self._group_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(QUANTITIES)):
            self.word_card_append(self._quantity_cards, self.pixbuf)
            self._quantity_cards[-1].type = i
            self._quantity_cards[-1].set_label(QUANTITIES[i])
            self._quantity_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(BALANCE)):
            self.word_card_append(self._balance_cards, self.pixbuf)
            self._balance_cards[-1].type = i
            self._balance_cards[-1].set_label(BALANCE[i])
            self._balance_cards[-1].move((x, y))
            y += int(dy * 1.25)

        self._smile = Sprite(
            self._sprites, int(self._width / 4), int(self._height / 4),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'correct.png'),
                int(self._width / 2), int(self._height / 2)))
        self._smile.set_label_attributes(36)
        self._smile.set_margins(10, 0, 10, 0)

        self._frown = Sprite(
            self._sprites, int(self._width / 4), int(self._height / 4),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'wrong.png'),
                int(self._width / 2), int(self._height / 2)))
        self._frown.set_label_attributes(36)
        self._frown.set_margins(10, 0, 10, 0)

        self.build_food_groups()

        self._all_clear()
Ejemplo n.º 46
0
def new_window(canvas, path, parent=None):
    sw = swWindow()
    sw.path = path
    sw.activity = parent

    # starting from command line
    # we have to do all the work that was done in CardSortActivity.py
    if parent is None:
        sw.sugar = False
        sw.canvas = canvas

    # starting from Sugar
    else:
        sw.sugar = True
        sw.canvas = canvas
        parent.show_all()

    sw.canvas.set_flags(gtk.CAN_FOCUS)
    sw.canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
    sw.canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
    sw.canvas.add_events(gtk.gdk.POINTER_MOTION_MASK)
    sw.canvas.connect("expose-event", _expose_cb, sw)
    sw.canvas.connect("button-press-event", _button_press_cb, sw)
    sw.canvas.connect("button-release-event", _button_release_cb, sw)
    sw.canvas.connect("motion-notify-event", _mouse_move_cb, sw)
    sw.width = gtk.gdk.screen_width()
    sw.height = gtk.gdk.screen_height() - GRID_CELL_SIZE
    sw.sprites = Sprites(sw.canvas)
    sw.sound = True
    sw.scale = 2
    sw.level = 1
    sw.seq = gen_seq(40)
    sw.counter = 0
    sw.playpushed = False

    # Open the buttons
    d = W / 4  # position fudge factor
    sw.buttons_off = [Sprite(sw,"Aoff",sw.width/2-W/2,H/2-d,W/2,H/2),\
                      Sprite(sw,"Boff",sw.width/2-W-d,H,W/2,H/2),\
                      Sprite(sw,"Doff",sw.width/2+d,H,W/2,H/2),\
                      Sprite(sw,"Coff",sw.width/2-W/2,H+H/2+d,W/2,H/2)]
    sw.buttons_on  = [Sprite(sw,"Aon",sw.width/2-W/2,H/2-d,W/2,H/2),\
                      Sprite(sw,"Bon",sw.width/2-W-d,H,W/2,H/2),\
                      Sprite(sw,"Don",sw.width/2+d,H,W/2,H/2),\
                      Sprite(sw,"Con",sw.width/2-W/2,H+H/2+d,W/2,H/2)]
    sw.sounds = ['dog', 'sheep', 'cat', 'bird']
    sw.sound_files = []

    # Save sounds for repeated play
    for i in sw.sounds:
        playWave(i)
        path = sw.activity.get_activity_root() + "/instance/" + i + ".csd"
        sw.sound_files.append(path)
        audioWrite(path)

    _all_off(sw)

    # Start calculating
    sw.press = None
    sw.dragpos = 0
    return sw
Ejemplo n.º 47
0
def new_window(canvas, path, parent=None):
    sw = swWindow()
    sw.path = path
    sw.activity = parent
    if parent is None:
        sw.sugar = False
        sw.canvas = canvas
    else:
        sw.sugar = True
        sw.canvas = canvas
        parent.show_all()


    sw.canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
    sw.canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
    sw.canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
    sw.canvas.connect("draw", __draw_cb, sw)
    sw.canvas.connect("button-press-event", _button_press_cb, sw)
    sw.canvas.connect("button-release-event", _button_release_cb, sw)
    sw.canvas.connect("motion-notify-event", _mouse_move_cb, sw)
    sw.width = Gdk.Screen.width()
    sw.height = Gdk.Screen.height()-GRID_CELL_SIZE
    sw.sprites = Sprites(sw.canvas)
    sw.sound = True
    sw.scale = 2
    sw.level = 1
    sw.seq = gen_seq(40)
    sw.counter = 0
    sw.playpushed = False

    # Open the buttons
    d = W/4 # position fudge factor
    # Esto hay que "custonearlo" :)
    bs = str(random.randint(1,65))
    gs = str(random.randint(1,65))
    rs = str(random.randint(1,65))
    ys = str(random.randint(1,65))
    if bs == '58':
		bs = str(random.randint(1,65))
    if gs == '58':
		gs = str(random.randint(1,65))
    if rs == '58':
		rs = str(random.randint(1,65))
    if ys == '58':
		ys = str(random.randint(1,65))

    b = "Blue/"+bs
    g = "Green/"+gs
    r = "Red/"+rs
    y = "Yellow/"+ys
    bon = "Blue_On/"+bs
    gon = "Green_On/"+gs
    ron = "Red_On/"+rs
    yon = "Yellow_On/"+ys
    Remem = _("Remember")
    sw.buttons_off = [Sprite(sw,b,sw.width/2-W/2,H/2-d,W/2,H/2),\
                      Sprite(sw,g,sw.width/2-W-d,H,W/2,H/2),\
                      Sprite(sw,r,sw.width/2+d,H,W/2,H/2),\
                      Sprite(sw,y,sw.width/2-W/2,H+H/2+d,W/2,H/2),\
                      Sprite(sw,Remem,0,610,600,290)]
                      
    sw.buttons_on  = [Sprite(sw,bon,sw.width/2-W/2,H/2-d,W/2,H/2),\
                      Sprite(sw,gon,sw.width/2-W-d,H,W/2,H/2),\
                      Sprite(sw,ron,sw.width/2+d,H,W/2,H/2),\
                      Sprite(sw,yon,sw.width/2-W/2,H+H/2+d,W/2,H/2)]
    Lista = [_('Blue'),_('Green'),_('Red'),_('Yellow')]
    print Lista
    sw.sounds = Lista
    sw.sound_files = []

    # Save sounds for repeated play
    for i in sw.sounds:
        playWave(i)
        path = sw.activity.get_activity_root() + "/instance/" + i + ".csd"
        sw.sound_files.append(path)
        audioWrite(path)

    _all_off(sw)

    # Start calculating
    sw.press = None
    sw.dragpos = 0
    return sw
Ejemplo n.º 48
0
class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self.colors = colors

        # Starting from command line
        if parent is None:
            self._running_sugar = False
            self._canvas = canvas
        else:
            self._running_sugar = True
            self._canvas = canvas
            parent.show_all()

        self._canvas.set_flags(gtk.CAN_FOCUS)
        self._canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
        self._canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
        self._canvas.add_events(gtk.gdk.POINTER_MOTION_MASK)
        self._canvas.connect("expose-event", self._expose_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._canvas.connect("key_press_event", self._keypress_cb)

        self._width = gtk.gdk.screen_width()
        self._height = gtk.gdk.screen_height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (8.0 * TILE_HEIGHT)
        self.tile_width = TILE_WIDTH * self._scale
        self.tile_height = TILE_HEIGHT * self._scale

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self.grid = Grid(self._sprites, self._width, self._height,
                         self.tile_width, self.tile_height, self._scale,
                         colors[0])
        self.deck = Deck(self._sprites, self._scale, colors[1])
        self.deck.board.move((self.grid.left, self.grid.top))
        self.hands = []
        self.hands.append(Hand(self.tile_width, self.tile_height))
        self._errormsg = []
        for i in range(4):
            self._errormsg.append(error_graphic(self._sprites))
        self._highlight = highlight_graphic(self._sprites, self._scale)
        self._score_card = blank_tile(self._sprites, scale=self._scale * 2,
                                      color=colors[1])
        self._score_card.set_label_attributes(64)
        self._score_card.move(((int(self._width / 2) - self.tile_width),
                               int(self._height / 2) - self.tile_height))

        # and initialize a few variables we'll need.
        self.buddies = []
        self._my_hand = MY_HAND
        self.playing_with_robot = False
        self._all_clear()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        self._hide_highlight()
        self._hide_errormsgs()
        self.deck.hide()
        self.deck.clear()
        self.grid.clear()
        for hand in self.hands:
            hand.clear()
        self.show_connected_tiles()

        self._press = None
        self._release = None
        self._dragpos = [0, 0]
        self._total_drag = [0, 0]
        self.last_spr_moved = None
        self._last_tile_played = None
        self._last_tile_orientation = 0
        self._last_grid_played = None

        self.whos_turn = MY_HAND
        self._waiting_for_my_turn = False
        self._waiting_for_robot = False
        self.placed_a_tile = False
        self._there_are_errors = False

        self.score = 0
        self._score_card.set_layer(HIDE)
        self._score_card.move(((int(self._width / 2) - self.tile_width),
                               int(self._height / 2) - self.tile_height))
        self.saw_game_over = False

    def _initiating(self):
        if not self._running_sugar:
            return True
        return self._activity.initiating

    def new_game(self, saved_state=None, deck_index=0):
        ''' Start a new game. '''
        self._all_clear()

        # If we are not sharing or we are the sharer...
        if not self.we_are_sharing() or self._initiating():
            # Let joiners know we are starting a new game...
            if self.we_are_sharing():
                self._activity.send_event('n| ')

            # The initiator shuffles the deck...
            self.deck.shuffle()
            # ...and shares it.
            if self.we_are_sharing():
                self._activity.send_event('d|%s' % (self.deck.serialize()))

            # Deal a hand to yourself...
            self.hands[self._my_hand].deal(self.deck)

            # ...deal a hand to the robot...
            if self.playing_with_robot:
                if len(self.hands) < ROBOT_HAND + 1:
                    self.hands.append(Hand(self.tile_width, self.tile_height,
                                           remote=True))
                self.hands[ROBOT_HAND].deal(self.deck)
            # ...or deal hands to the joiners.
            elif len(self.buddies) > 1:
                for i, buddy in enumerate(self.buddies):
                    if buddy != self._activity.nick:
                        self.hands.append(Hand(
                            self.tile_width, self.tile_height, remote=True))
                        self.hands[i].deal(self.deck)
                        self._activity.send_event('h|%s' % \
                            (self.hands[i].serialize(buddy=buddy)))

            # As initiator, you take the first turn.
            self.its_my_turn()

        # If we are joining, we need to wait for a hand.
        else:
            self._my_hand = self.buddies.index(self._activity.nick)
            self.its_their_turn(self.buddies[1])  # Sharer will be buddy 1

    def we_are_sharing(self):
        ''' If we are sharing, there is more than one buddy. '''
        if len(self.buddies) > 1:
            return True

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        if self._running_sugar:
            self._activity.status.set_label(string)
            self._activity.score.set_label(_('Score: ') + str(self.score))
        elif hasattr(self, 'win'):
            self.win.set_title('%s: %s [%d]' % (_('Paths'), string,
                                                self.score))

    def its_my_turn(self):
        # I need to play a piece...
        self.placed_a_tile = False
        # and I am no longer waiting for my turn.
        self._waiting_for_my_turn = False
        # If I don't have any tiles left, time to redeal.
        if self.hands[self._my_hand].tiles_in_hand() == 0:
            self._redeal()
        if self._running_sugar:
            self._activity.set_player_on_toolbar(self._activity.nick)
            self._activity.dialog_button.set_icon('go-next')
            self._activity.dialog_button.set_tooltip(
                _('Click after taking your turn.'))
        self._set_label(_('It is your turn.'))

    def _redeal(self):
        # Only the sharer deals tiles.
        if not self.we_are_sharing():
            self.hands[self._my_hand].deal(self.deck)
            if self.playing_with_robot:
                self.hands[ROBOT_HAND].deal(self.deck)
            if self.hands[self._my_hand].tiles_in_hand() == 0:
                if self._running_sugar:
                    self._activity.dialog_button.set_icon(
                        'media-playback-stop-insensitive')
                    self._activity.dialog_button.set_tooltip(_('Game over'))
                self.game_over()
        elif self._initiating():
            if self.deck.empty():
                self.game_over()
                return
            if self.deck.tiles_remaining() < COL * len(self.buddies):
                number_of_tiles_to_deal = \
                    int(self.deck.tiles_remaining() / len(self.buddies))
                if number_of_tiles_to_deal == 0:
                    number_of_tiles_to_deal = 1  # Deal last tile in deck.
            else:
                number_of_tiles_to_deal = COL
            for i, nick in enumerate(self.buddies):
                self.hands[i].deal(self.deck, number_of_tiles_to_deal)
                # Send the joiners their new hands.
                if nick != self._activity.nick:
                    self._activity.send_event('h|%s' % \
                        (self.hands[i].serialize(buddy=nick)))

    def took_my_turn(self):
        # Did I complete my turn without any errors?
        if self._there_are_errors:
            self._set_label(_('There are errors—it is still your turn.'))
            return

        # After the tile is placed, expand regions of playable grid squares.
        self.show_connected_tiles()

        # Are there any completed paths?
        self._test_for_complete_paths(self._last_grid_played)

        # If so, let everyone know what piece I moved.
        if self.we_are_sharing():
            self._activity.send_event('p|%s' % \
                (json_dump([self._last_tile_played,
                                 self._last_tile_orientation,
                                 self._last_grid_played])))
            self._last_tile_orientation = 0  # Reset orientation.
        # I took my turn, so I am waiting again.
        self._waiting_for_my_turn = True
        if self.last_spr_moved is not None:
            self.last_spr_moved.set_layer(TILES)
            self.last_spr_moved = None
        self._hide_highlight()
        self._set_label(_('You took your turn.'))

        if self.playing_with_robot:
            self.its_their_turn(_('robot'))
            self._waiting_for_robot = True
            gobject.timeout_add(1000, self._robot_turn)
        elif not self.we_are_sharing():
            if self.deck.empty() and \
               self.hands[self._my_hand].tiles_in_hand() == 0:
                self.game_over()
            else:
                self.its_my_turn()
        elif self._initiating():
            self.whos_turn += 1
            if self.whos_turn == len(self.buddies):
                self.whos_turn = 0
            else:
                self.its_their_turn(self.buddies[self.whos_turn])
                self._activity.send_event('t|%s' % (
                    self.buddies[self.whos_turn]))

    def _robot_turn(self):
        self._robot_play()
        self.show_connected_tiles()
        if not self._waiting_for_robot:
            self.its_my_turn()

    def its_their_turn(self, nick):
        # It is someone else's turn.
        if self._running_sugar:
            if not self.playing_with_robot:
                self._activity.set_player_on_toolbar(nick)
            self._activity.dialog_button.set_icon('media-playback-stop')
            self._activity.dialog_button.set_tooltip(_('Wait your turn.'))
        self._set_label(_('Waiting for') + ' ' + nick)
        self._waiting_for_my_turn = True  # I am still waiting.

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())

        self._dragpos = [x, y]
        self._total_drag = [0, 0]

        spr = self._sprites.find_sprite((x, y))

        # If it is not my turn, do nothing.
        if self._waiting_for_my_turn:
            self._press = None
            return

        self._release = None

        # Ignore clicks on background except to indicate you took your turn
        if spr is None or spr in self.grid.blanks or spr == self.deck.board:
            if self.placed_a_tile and spr is None:
                self.took_my_turn()
                self._press = None
            return True

        # Are we clicking on a tile in the hand?
        if self.hands[self._my_hand].spr_to_hand(spr) is not None and \
           not self._there_are_errors:
            self.last_spr_moved = spr
            clicked_in_hand = True
            if self.placed_a_tile:
                self._press = None
                self.took_my_turn()
        else:
            clicked_in_hand = False

        # We cannot switch to an old tile.
        if spr == self.last_spr_moved:
            self._press = spr

        spr.set_layer(TOP)
        self._show_highlight()
        return True

    def _mouse_move_cb(self, win, event):
        """ Drag a tile with the mouse. """
        spr = self._press
        if spr is None:
            self._dragpos = [0, 0]
            return True
        win.grab_focus()
        x, y = map(int, event.get_coords())
        dx = x - self._dragpos[0]
        dy = y - self._dragpos[1]
        spr.move_relative([dx, dy])
        self._move_relative_highlight([dx, dy])
        self._dragpos = [x, y]
        self._total_drag[0] += dx
        self._total_drag[1] += dy

    def _button_release_cb(self, win, event):
        win.grab_focus()

        self._dragpos = [0, 0]

        if self._waiting_for_my_turn:
            return

        if self._press is None:
            return

        x, y = map(int, event.get_coords())
        spr = self._sprites.find_sprite((x, y))
        self._release = spr
        grid_pos = self.grid.xy_to_grid(x, y)
        hand_pos = self.hands[self._my_hand].xy_to_hand(x, y)

        # Placing tile in grid
        if grid_pos is not None and self._it_is_a_drag() and \
                self.grid.blanks[grid_pos].get_layer() > HIDE:

            # Moving to an empty grid position
            if self.grid.grid[grid_pos] is None:
                tile = self.deck.spr_to_tile(self._press)
                tile.spr.move(self.grid.grid_to_xy(grid_pos))
                # If the tile was previously in the grid, empty its old pos.
                i = self.grid.spr_to_grid(self._press)
                if i is not None:
                    self.grid.grid[i] = None

                # Assign the tile to the new grid position.
                self.grid.grid[grid_pos] = tile
                self.placed_a_tile = True
                self._last_tile_played = tile.number
                self._last_grid_played = grid_pos

                # If the tile came from the hand, empty its old position.
                i = self.hands[self._my_hand].spr_to_hand(self._press)
                if i is not None:
                    self.hands[self._my_hand].hand[i] = None

                # Remember which tile moved.
                if self.last_spr_moved != tile.spr:
                    self.last_spr_moved = tile.spr

                self._show_highlight()
        # Returning tile to hand
        elif hand_pos is not None:
            # Make sure there is somewhere to place the tile.
            empty = self.hands[self._my_hand].find_empty_slot()
            if empty is not None:
                tile = self.deck.spr_to_tile(self._press)
                tile.spr.move(self.hands[self._my_hand].hand_to_xy(empty))
                # Did the tile come from elsewhere in the hand?
                if self.hands[self._my_hand].spr_to_hand(
                    self._press) is not None:
                    self.hands[self._my_hand].hand[self.hands[
                            self._my_hand].spr_to_hand(self._press)] = None
                # or from the grid?
                elif self.grid.spr_to_grid(self._press) is not None:
                    self.grid.grid[self.grid.spr_to_grid(self._press)] = None
                self.hands[self._my_hand].hand[empty] = tile

                # Remember which tile moved.
                if spr == self.last_spr_moved:
                    self.last_spr_moved = None

                self._hide_errormsgs()
                self._there_are_errors = False
            else:  # Or return tile to the grid
                grid_pos = self.grid.spr_to_grid(self._press)
                if grid_pos is not None:
                    tile = self.deck.spr_to_tile(self._press)
                    tile.spr.move(self.grid.grid_to_xy(grid_pos))

            self._hide_highlight()
            self._press = None
            self._release = None
            self.placed_a_tile = False
            return True
        # Rotate
        elif self._press == self._release and not self._it_is_a_drag():
            tile = self.deck.spr_to_tile(spr)
            tile.rotate_clockwise()
            self._last_tile_orientation = tile.orientation

            # Remember which tile moved.
            if self.last_spr_moved != tile.spr:
                self.last_spr_moved = tile.spr
            self._show_highlight()

        # In limbo: return to grid
        if hand_pos is None and x < self.grid.left:
            grid_pos = self.grid.spr_to_grid(self._press)
            if grid_pos is not None:
                tile = self.deck.spr_to_tile(self._press)
                tile.spr.move(self.grid.grid_to_xy(grid_pos))
                self._hide_highlight()

        self._snap_to_grid(self._release)
        self._test_for_bad_paths(self.grid.spr_to_grid(self._press))
        self._press = None
        self._release = None
        return True

    def _snap_to_grid(self, spr):
        ''' make sure a tile is aligned in its grid position '''
        for i in range(COL * ROW):
            if self.grid.grid[i] is not None:
                self.grid.grid[i].spr.move(self.grid.grid_to_xy(i))
                if self.grid.grid[i].spr == spr:
                    self._move_highlight(self.grid.grid_to_xy(i))

    def _it_is_a_drag(self):
        ''' The movement was large enough to be consider a drag as opposed
        to a tile rotate. '''
        if self._total_drag[0] * self._total_drag[0] + \
           self._total_drag[1] * self._total_drag[1] > \
           self.tile_width * self.tile_height:
            return True
        return False

    def _shuffle_up(self, hand):
        ''' Shuffle all the tiles in a hand to the top. '''
        for i, tile in enumerate(self.hands[hand].hand):
            empty = self.hands[hand].find_empty_slot()
            if i > 0 and tile is not None and empty is not None:
                tile.spr.move(self.hands[hand].hand_to_xy(empty))
                self.hands[hand].hand[empty] = tile
                self.hands[hand].hand[i] = None

    def game_over(self, msg=_('Game over')):
        ''' Nothing left to do except show the results. '''
        self._set_label(msg)
        self.saw_game_over = True
        if self.hands[self._my_hand].tiles_in_hand() == 0:
            self.score += 50  # Bonus points
        else:
            for tile in self.hands[self._my_hand].hand:
                if tile is not None:
                    self.score -= 2 * tile.get_value()  # Penalty
            self._shuffle_up(self._my_hand)
        if self._running_sugar:
            self._activity.score.set_label(_('Score: ') + str(self.score))
        self._score_card.set_label(str(self.score))
        self._score_card.set_layer(OVER_THE_TOP)
        self._score_card.move((int(self.tile_width / 2),
                               int(self._height / 2) + 2 * self.tile_height))
        if self.playing_with_robot:
            self._shuffle_up(ROBOT_HAND)
            for tile in range(COL):
                if self.hands[ROBOT_HAND].hand[tile] is not None:
                    x, y = self.hands[ROBOT_HAND].hand_to_xy(tile)
                    self.hands[ROBOT_HAND].hand[tile].spr.move(
                        (self.grid.left_hand + self.grid.xinc, y))
            if self._running_sugar:
                self._activity.set_robot_status(False, 'robot-off')
        elif self.we_are_sharing():
            self._activity.send_event('g| ')

    def show_connected_tiles(self):
        ''' Highlight the squares that surround the tiles already on the grid.
        '''
        for i in range(ROW * COL):
            if self._connected(i):
                self.grid.blanks[i].set_layer(GRID)
            else:
                self.grid.blanks[i].set_layer(HIDE)

    def _connected(self, tile):
        ''' Does tile abut the path? '''
        if self.grid.grid.count(None) == ROW * COL:
            return True
        if self.grid.grid[tile] is not None:  # already has a tile
            return False
        # Looking north
        if tile >= COL and self.grid.grid[tile + OFFSETS[0]] is not None:
            return True
        # Looking east
        if tile % ROW < ROW - 1 and \
           self.grid.grid[tile + OFFSETS[1]] is not None:
            return True
        # Looking south
        if tile < (ROW - 1) * COL and \
           self.grid.grid[tile + OFFSETS[2]] is not None:
            return True
        # Looking west
        if tile % ROW > 0 and self.grid.grid[tile + OFFSETS[3]] is not None:
            return True
        return False

    def give_a_hint(self):
        ''' Try to find an open place on the grid for any tile in my_hand. '''
        order = self.deck.random_order(ROW * COL)
        for i in range(ROW * COL):
            if self._connected(order[i]):
                for tile in self.hands[self._my_hand].hand:
                    if self._try_placement(tile, order[i]):
                        # Success, so give hint.
                        self.grid.grid[order[i]] = None
                        self._show_highlight(
                            pos=self.grid.grid_to_xy(order[i]))
                        return
        # Nowhere to play.
        self.game_over(_('Nowhere to play.'))

    def _robot_play(self):
        ''' The robot tries random tiles in random locations. '''
        # TODO: strategy try to complete paths
        order = self.deck.random_order(ROW * COL)
        for i in range(ROW * COL):
            if self._connected(order[i]):
                for tile in self.hands[ROBOT_HAND].hand:
                    if self._try_placement(tile, order[i]):
                        # Success, so remove tile from hand.
                        self.hands[ROBOT_HAND].hand[
                            self.hands[ROBOT_HAND].hand.index(tile)] = None
                        tile.spr.move(self.grid.grid_to_xy(order[i]))
                        tile.spr.set_layer(TILES)
                        self._waiting_for_robot = False
                        return

        # If we didn't return above, we were unable to play a tile.
        self.game_over(_('Robot unable to play'))

    def _try_placement(self, tile, i):
        ''' Try to place a tile at grid posiion i. Rotate it, if necessary. '''
        if tile is None:
            return False
        self.grid.grid[i] = tile
        for j in range(4):
            self._test_for_bad_paths(i)
            if not self._there_are_errors:
                return True
            tile.rotate_clockwise()
        self.grid.grid[i] = None
        return False

    def _test_for_complete_paths(self, tile):
        ''' Did this tile complete a path? (or two paths?) '''

        # A tile can complete up to two paths.
        self._paths = [[], []]
        break_in_path = [False, False]

        # Seed the paths and lists with the current tile.
        if tile is not None:
            self._add_to_path_list(tile, 0, 0)
            if len(self.grid.grid[tile].paths) == 2:
                self._add_to_path_list(tile, 1, 1)

        # Walk the path.
        for p in range(2):
            tile, path = self._tile_to_test(p)
            while(tile is not None):
                self._test(tile, path, p, self._test_a_neighbor)
                self._tile_has_been_tested(tile, path, p)
                tile, path = self._tile_to_test(p)
            # Is the path complete?
            for i in self._paths[p]:
                if not self._test(i[0], i[1], None, self._test_a_connection):
                    break_in_path[p] = True
            if not break_in_path[p] and len(self._paths[p]) > 0:
                for i in self._paths[p]:
                    self.grid.grid[i[0]].set_shape(i[1])
                    self.score += self.grid.grid[i[0]].get_value()

    def _tile_to_test(self, test_path):
        ''' Find a tile that needs testing. '''
        for i in self._paths[test_path]:
            if i[2] is False:
                return i[0], i[1]
        return None, None

    def _add_to_path_list(self, tile, tile_path, test_path):
        ''' Only add a tile to the path if it is not already there. '''
        for i in self._paths[test_path]:
            if i[0] == tile and i[1] == tile_path:
                return
        self._paths[test_path].append([tile, tile_path, False])

    def _tile_has_been_tested(self, tile, tile_path, test_path):
        ''' Mark a tile as tested. '''
        for i in self._paths[test_path]:
            if i[0] == tile and i[1] == tile_path:
                i[2] = True
                return

    def _test(self, tile, tile_path, test_path, test):
        ''' Test each neighbor of a block for a connecting path. '''
        if tile is None:
            return False
        for i in range(4):
            if not test(tile, tile_path, test_path, i, tile + OFFSETS[i]):
                return False
        return True

    def _test_a_connection(self, tile, tile_path, test_path, direction,
                           neighbor):
        ''' Is there a break in the connection? If so return False. '''
        if self.grid.grid[tile].paths[tile_path][direction] == 1:
            if self.grid.grid[neighbor] is None:
                return False
            # Which of the neighbor's paths are we connecting to?
            if len(self.grid.grid[neighbor].paths) == 1:
                if self.grid.grid[neighbor].paths[0][(direction + 2) % 4] == 0:
                    return False
                else:
                    return True
            if self.grid.grid[neighbor].paths[0][(direction + 2) % 4] == 0 and\
               self.grid.grid[neighbor].paths[1][(direction + 2) % 4] == 0:
                return False
        return True

    def _test_a_neighbor(self, tile, tile_path, test_path, direction,
                         neighbor):
        ''' Are we connected to a neighbor's path? If so, add the neighbor
        to our paths list and to the list of tiles that need to be tested. '''
        if self.grid.grid[tile].paths[tile_path][direction] == 1:
            if self.grid.grid[neighbor] is not None:
                if not neighbor in self._paths[test_path]:
                    # Which of the neighbor's paths are we connecting to?
                    if self.grid.grid[neighbor].paths[0][
                        (direction + 2) % 4] == 1:
                        self._add_to_path_list(neighbor, 0, test_path)
                    elif len(self.grid.grid[neighbor].paths) == 2 and \
                         self.grid.grid[neighbor].paths[1][
                        (direction + 2) % 4] == 1:
                        self._add_to_path_list(neighbor, 1, test_path)
        return True

    def _test_for_bad_paths(self, tile):
        ''' Is there a path to nowhere? '''
        self._hide_errormsgs()
        self._there_are_errors = False
        if tile is not None:
            self._check_tile(tile, [int(tile / COL), 0], NORTH,
                             tile + OFFSETS[0])
            self._check_tile(tile, [tile % ROW, ROW - 1], EAST,
                             tile + OFFSETS[1])
            self._check_tile(tile, [int(tile / COL), COL - 1], SOUTH,
                             tile + OFFSETS[2])
            self._check_tile(tile, [tile % ROW, 0], WEST, tile + OFFSETS[3])

    def _check_tile(self, i, edge_check, direction, neighbor):
        ''' Can a tile be placed at position i? '''
        if edge_check[0] == edge_check[1]:
            for path in self.grid.grid[i].paths:
                if path[direction] == 1:
                    self._display_errormsg(i, direction)
        else:
            if self.grid.grid[neighbor] is not None:
                my_path = 0
                your_path = 0
                for c in self.grid.grid[i].paths:
                    if c[direction] == 1:
                        my_path = 1
                for c in self.grid.grid[neighbor].paths:
                    if c[(direction + 2) % 4] == 1:
                        your_path = 1
                if my_path != your_path:
                    self._display_errormsg(i, direction)

    def _display_errormsg(self, i, direction):
        ''' Display an error message where and when appropriate. '''
        if self._press is not None:
            dxdy = [[0.375, -0.125], [0.875, 0.375], [0.375, 0.875],
                    [-0.125, 0.375]]
            x, y = self._press.get_xy()
            self._errormsg[direction].move(
                (x + dxdy[direction][0] * self.tile_width,
                 y + dxdy[direction][1] * self.tile_height))
            self._errormsg[direction].set_layer(OVER_THE_TOP)
        self._there_are_errors = True

    def _hide_errormsgs(self):
        ''' Hide all the error messages. '''
        for i in range(4):
            self._errormsg[i].move((self.grid.left, self.grid.top))
            self._errormsg[i].set_layer(HIDE)

    def _hide_highlight(self):
        ''' No tile is selected. '''
        for i in range(4):
            self._highlight[i].move((self.grid.left, self.grid.top))
            self._highlight[i].set_layer(HIDE)

    def _move_relative_highlight(self, pos):
            for i in range(4):
                self._highlight[i].move_relative(pos)

    def _move_highlight(self, pos):
        x, y = pos
        self._highlight[0].move((x, y))
        self._highlight[1].move((x + 7 * self.tile_width / 8, y))
        self._highlight[2].move((x + 7 * self.tile_width / 8,
                                 y + 7 * self.tile_height / 8))
        self._highlight[3].move((x, y + 7 * self.tile_height / 8))

    def _show_highlight(self, pos=None):
        ''' Highlight the tile that is selected. '''
        if self.last_spr_moved is None and pos is None:
            self._hide_highlight()
        else:
            if pos is None:
                x, y = self.last_spr_moved.get_xy()
            else:  # Giving a hint.
                x, y = pos
            self._move_highlight((x, y))
            for i in range(4):
                self._highlight[i].set_layer(OVER_THE_TOP)

    def _keypress_cb(self, area, event):
        return True

    def _expose_cb(self, win, event):
        ''' Callback to handle window expose events '''
        self.do_expose_event(event)
        return True

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        gtk.main_quit()
Ejemplo n.º 49
0
class Yupana():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])
        self._colors.append('#000000')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (20 * DOT_SIZE * 1.1)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False
        self._sum = 0
        self._mode = 'ten'
        self.custom = [1, 1, 1, 1, 10]

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        Sprite(self._sprites, 0, 0, self._box(self._width, self._height,
                                              color=colors[1]))

        self._number_box = Sprite(self._sprites, 0, 0, self._box(
                self._width, 2 * self._dot_size, color=colors[1]))
        self._number_box.set_label_attributes(48)

        self._dots = []
        for p in range(SIX):
            y = self._height - self._space
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int(p * self._width / 6) + self._space
            y -= self._dot_size
            for d in range(3):  # bottom of fives row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space
            x = int((p * self._width / 6.) + self._dot_size / 2.) + self._space
            y -= self._dot_size + self._space
            for d in range(2):  # top of fives row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int((p * self._width / 6.) + self._dot_size / 2.) + self._space
            y -= self._dot_size
            for d in range(2):  # bottom of threes row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space
            x = int((p * self._width / 6.) + self._dot_size) + self._space
            y -= self._dot_size + self._space
            for d in range(1):  # top of threes row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int((p * self._width / 6.) + self._dot_size / 2.) + self._space
            y -= self._dot_size
            for d in range(2):  # twos row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int((p * self._width / 6.) + self._dot_size) + self._space
            y -= self._dot_size
            for d in range(1):  # ones row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

        for p in range(SIX - 1):
            x = int((p + 1) * self._width / 6)
            Sprite(self._sprites, x - 1, y,
                   self._line(vertical=True))

        # and initialize a few variables we'll need.
        self._all_clear()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new yupana. '''
        self._sum = 0
        for dot in self._dots:
            if dot.type > 0:
                dot.type = 0
                dot.set_shape(self._new_dot(self._colors[0]))
            dot.set_label('')
        self._set_label(str(self._sum))

    def _initiating(self):
        return self._activity.initiating

    def new_yupana(self, mode=None):
        ''' Create a new yupana. '''
        self._all_clear()

        if mode is not None:
            self._mode = mode
            o = (SIX - 1) * (TEN + 1)  # only label units 
            if mode == 'ten':
                for i in range(TEN + 1):
                    self._dots[o + i].set_label('1')
                self._dots[o - 1].set_label('10')
            elif mode == 'twenty':
                for i in range(TEN + 1):
                    if i in [7, 10]:
                        self._dots[o + i].set_label('1')
                    else:
                        self._dots[o + i].set_label('2')
                self._dots[o - 1].set_label('20')
            elif mode == 'factor':
                for i in range(TEN + 1):
                    if i in [10]:
                        self._dots[o + i].set_label('1')
                    elif i in [8, 9]:
                        self._dots[o + i].set_label('2')
                    elif i in [5, 6, 7]:
                        self._dots[o + i].set_label('3')
                    else:
                        self._dots[o + i].set_label('5')
                self._dots[o - 1].set_label('10')
            elif mode == 'fibonacci':
                for i in range(TEN + 1):
                    if i in [10]:
                        self._dots[o + i].set_label('1')
                    elif i in [8, 9]:
                        self._dots[o + i].set_label('2')
                    elif i in [5, 6, 7]:
                        self._dots[o + i].set_label('5')
                    else:
                        self._dots[o + i].set_label('20')
                self._dots[o - 1].set_label('60')
            else:  # custom
                for i in range(TEN + 1):
                    if i in [10]:
                        self._dots[o + i].set_label(str(self.custom[0]))
                    elif i in [8, 9]:
                        self._dots[o + i].set_label(str(self.custom[1]))
                    elif i in [5, 6, 7]:
                        self._dots[o + i].set_label(str(self.custom[2]))
                    else:
                        self._dots[o + i].set_label(str(self.custom[3]))
                self._dots[o - 1].set_label(str(self.custom[4]))

        if self.we_are_sharing:
            _logger.debug('sending a new yupana')
            self._parent.send_new_yupana()

    def restore_yupana(self, dot_list):
        ''' Restore a yumpana from the Journal or share '''
        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            self._dots[i].set_shape(self._new_dot(
                    self._colors[self._dots[i].type]))
            if self._dots[i].type == 1:
                self._sum += self._calc_bead_value(i)
        self._set_label(str(self._sum))

    def save_yupana(self):
        ''' Return dot list and orientation for saving to Journal or
        sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return [self._mode, dot_list]

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._number_box.set_label(string)
        # self._activity.status.set_label(string)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())

        spr = self._sprites.find_sprite((x, y))
        if spr == None:
            return

        if spr.type is not None:
            spr.type += 1
            spr.type %= 2
            spr.set_shape(self._new_dot(self._colors[spr.type]))

            if self.we_are_sharing:
                _logger.debug('sending a click to the share')
                self._parent.send_dot_click(self._dots.index(spr),
                                            spr.type)

            if spr.type == 1:
                self._sum += self._calc_bead_value(self._dots.index(spr))
            else:
                self._sum -= self._calc_bead_value(self._dots.index(spr))
            self._set_label(str(self._sum))
        return True

    def _calc_bead_value(self, i):
        ''' Calculate a bead value based on the index and the mode '''
        e = 5 - i / (TEN + 1)
        m = i % 11
        if self._mode == 'ten':
            return 10 ** e
        elif self._mode == 'twenty':
            if m in [7, 10]:
                return 20 ** e
            else:
                return (20 ** e) * 2
        elif self._mode == 'factor':
            if m in [10]:
                return 10 ** e
            elif m in [8, 9]:
                return (10 ** e) * 2
            elif m in [5, 6, 7]:
                return (10 ** e) * 3
            else:
                return (10 ** e) * 5
        elif self._mode == 'fibonacci':
            if m in [10]:
                return 60 ** e
            elif m in [8, 9]:
                return (60 ** e) * 2
            elif m in [5, 6, 7]:
                return (60 ** e) * 5
            else:
                return (60 ** e) * 20
        else:  # custom
            if m in [10]:
                return (self.custom[4] ** e) * self.custom[0]
            elif m in [8, 9]:
                return (self.custom[4] ** e) * self.custom[1]
            elif m in [5, 6, 7]:
                return (self.custom[4] ** e) * self.custom[2]
            else:
                return (self.custom[4] ** e) * self.custom[3]


    def remote_button_press(self, dot, color):
        ''' Receive a button press from a sharer '''
        self._dots[dot].type = color
        self._dots[dot].set_shape(self._new_dot(self._colors[color]))

    def set_sharing(self, share=True):
        _logger.debug('enabling sharing')
        self.we_are_sharing = share

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * TEN

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % TEN, int(dot / TEN)]

    def __draw_cb(self, canvas, cr):
	self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        def darken(color):
            ''' return a darker color than color '''
            gdk_fill_color = Gdk.color_parse(self._fill)
            gdk_fill_dark_color = Gdk.Color(
                int(gdk_fill_color.red * 0.5),
                int(gdk_fill_color.green * 0.5),
                int(gdk_fill_color.blue * 0.5)).to_string()
            return str(gdk_fill_dark_color)

        self._dot_cache = {}
        if not color in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._fill_dark = darken(color)
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            if color in ['#FFFFFF', '#000000']:
                pixbuf = svg_str_to_pixbuf(
                    self._header() + \
                    self._circle(self._dot_size / 2., self._dot_size / 2.,
                                 self._dot_size / 2.) + \
                    self._footer())
            else:
                pixbuf = svg_str_to_pixbuf(
                    self._header() + \
                    self._def(self._dot_size) + \
                    self._gradient(self._dot_size / 2., self._dot_size / 2.,
                                 self._dot_size / 2.) + \
                    self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
	    Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _line(self, vertical=True):
        ''' Generate a center line '''
        if vertical:
            self._svg_width = 3
            self._svg_height = self._dot_size * 10 + self._space * 2
            return svg_str_to_pixbuf(
                self._header() + \
                self._rect(3, self._dot_size * 10 + self._space * 2, 0, 0) + \
                self._footer())
        else:
            self._svg_width = self._width
            self._svg_height = 3
            return svg_str_to_pixbuf(
                self._header() + \
                self._rect(self._width, 3, 0, 0) + \
                self._footer())

    def _box(self, w, h, color='white'):
        ''' Generate a box '''
        self._svg_width = w
        self._svg_height = h
        return svg_str_to_pixbuf(
                self._header() + \
                self._rect(self._svg_width, self._svg_height, 0, 0,
                           color=color) + \
                self._footer())

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _rect(self, w, h, x, y, color='black'):
        svg_string = '       <rect\n'
        svg_string += '          width="%f"\n' % (w)
        svg_string += '          height="%f"\n' % (h)
        svg_string += '          rx="%f"\n' % (0)
        svg_string += '          ry="%f"\n' % (0)
        svg_string += '          x="%f"\n' % (x)
        svg_string += '          y="%f"\n' % (y)
        if color == 'black':
            svg_string += 'style="fill:#000000;stroke:#000000;"/>\n'
        elif color == 'white':
            svg_string += 'style="fill:#ffffff;stroke:#ffffff;"/>\n'
        else:
            svg_string += 'style="fill:%s;stroke:%s;"/>\n' % (color, color)
        return svg_string

    def _circle(self, r, cx, cy):
        scale = (DOT_SIZE * self._scale) / 55.
        return '\
  <g transform="matrix(%f,0,0,%f,0,0)">\
  <path\
     d="m 35.798426,4.2187227 c -2.210658,0.9528967 -4.993612,-0.9110169 -7.221856,0 C 23.805784,6.1692574 20.658687,10.945585 17.543179,15.051507 13.020442,21.012013 7.910957,27.325787 6.7103942,34.711004 6.0558895,38.737163 6.434461,43.510925 8.917073,46.747431 c 3.604523,4.699107 15.24614,7.62307 16.048569,7.62307 0.802429,0 8.366957,0.46766 12.036427,-1.203642 2.841316,-1.294111 5.173945,-3.766846 6.820641,-6.419428 2.543728,-4.097563 3.563068,-9.062928 4.21275,-13.841891 C 49.107723,25.018147 48.401726,15.967648 47.433639,9.0332932 47.09109,6.5796321 43.508442,7.2266282 42.329009,5.7211058 41.256823,4.3524824 42.197481,1.860825 40.813604,0.80840168 40.384481,0.48205899 39.716131,0.42556727 39.208747,0.60779459 37.650593,1.1674066 37.318797,3.5633724 35.798426,4.2187227 z"\
     style="fill:none;fill-opacity:1;stroke:%s;stroke-width:3.0" />\
</g>' % (
            scale, scale, self._colors[1])

    def _gradient(self, r, cx, cy):
        scale = (DOT_SIZE * self._scale) / 55.
        return '\
  <defs>\
    <linearGradient\
       id="linearGradient3769">\
      <stop\
         id="stop3771"\
         style="stop-color:#ffff00;stop-opacity:1"\
         offset="0" />\
      <stop\
         id="stop3773"\
         style="stop-color:#ffff00;stop-opacity:0"\
         offset="1" />\
    </linearGradient>\
    <linearGradient\
       x1="10.761448"\
       y1="41.003559"\
       x2="56.70686"\
       y2="41.003559"\
       id="linearGradient2999"\
       xlink:href="#linearGradient3769"\
       gradientUnits="userSpaceOnUse"\
       gradientTransform="matrix(0.93094239,0,0,0.93094239,-3.9217825,-2.4013121)" />\
  </defs>\
  <g transform="matrix(%f,0,0,%f,0,0)">\
  <path\
     d="m 35.798426,4.2187227 c -2.210658,0.9528967 -4.993612,-0.9110169 -7.221856,0 C 23.805784,6.1692574 20.658687,10.945585 17.543179,15.051507 13.020442,21.012013 7.910957,27.325787 6.7103942,34.711004 6.0558895,38.737163 6.434461,43.510925 8.917073,46.747431 c 3.604523,4.699107 15.24614,7.62307 16.048569,7.62307 0.802429,0 8.366957,0.46766 12.036427,-1.203642 2.841316,-1.294111 5.173945,-3.766846 6.820641,-6.419428 2.543728,-4.097563 3.563068,-9.062928 4.21275,-13.841891 C 49.107723,25.018147 48.401726,15.967648 47.433639,9.0332932 47.09109,6.5796321 43.508442,7.2266282 42.329009,5.7211058 41.256823,4.3524824 42.197481,1.860825 40.813604,0.80840168 40.384481,0.48205899 39.716131,0.42556727 39.208747,0.60779459 37.650593,1.1674066 37.318797,3.5633724 35.798426,4.2187227 z"\
     style="fill:#fffec2;fill-opacity:1;stroke:#878600;stroke-width:2px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1" />\
  <path\
     d="m 15.11608,18.808876 c 1.271657,-1.444003 4.153991,-3.145785 5.495465,-1.7664 2.950062,3.033434 -6.07961,8.17155 -4.219732,11.972265 0.545606,1.114961 2.322391,1.452799 3.532799,1.177599 5.458966,-1.241154 6.490591,-12.132334 12.070397,-11.677864 1.584527,0.129058 2.526156,2.269906 2.845867,3.827199 0.453143,2.207236 -1.962667,6.182399 -1.570133,6.574932 0.392533,0.392533 2.371401,0.909584 3.140266,0.196266 1.91857,-1.779962 -0.490667,-7.752531 0.09813,-7.850664 0.5888,-0.09813 4.421663,2.851694 5.789865,5.004799 0.583188,0.917747 -0.188581,2.956817 0.8832,3.140266 2.128963,0.364398 1.601562,-5.672021 3.729066,-5.299199 1.836829,0.321884 1.450925,3.532631 1.471999,5.397332 0.06743,5.965698 -0.565586,12.731224 -4.317865,17.369596 -3.846028,4.75426 -10.320976,8.31978 -16.388263,7.556266 C 22.030921,53.720741 16.615679,52.58734 11.485147,49.131043 7.9833717,46.771994 6.8028191,42.063042 6.5784815,37.846738 6.3607378,33.754359 8.3381535,29.765466 10.111281,26.070741 c 1.271951,-2.650408 2.940517,-4.917813 5.004799,-7.261865 z"\
     style="fill:url(#linearGradient2999);fill-opacity:1;stroke:none" />\
  <path\
     d="m 32.382709,4.7758124 c -0.123616,1.0811396 1.753928,2.8458658 2.728329,2.9439992 0.974405,0.098134 6.718874,0.7298319 9.159392,-0.1962668 0.820281,-0.3112699 0.968884,-0.9547989 0.974407,-1.4719993 0.02053,-1.9240971 0.03247,-4.7715376 -3.507853,-5.49546551 C 39.556079,0.11012647 37.217081,1.4131653 35.500801,2.2243463 34.054814,2.9077752 32.496703,3.7788369 32.382709,4.7758124 z"\
     style="fill:#b69556;fill-opacity:1;stroke:#b69556;stroke-width:1.31189477px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1" /></g>' % (
            scale, scale)

    def _def(self, r):
        return '  <defs>\
    <linearGradient\
       id="linearGradient3755">\
      <stop\
         id="stop3757"\
         style="stop-color:%s;stop-opacity:1"\
         offset="0" />\
      <stop\
         id="stop3759"\
         style="stop-color:%s;stop-opacity:1"\
         offset="1" />\
    </linearGradient>\
    <radialGradient\
       cx="0"\
       cy="0"\
       r="%f"\
       fx="%f"\
       fy="%f"\
       id="radialGradient3761"\
       xlink:href="#linearGradient3755"\
       gradientUnits="userSpaceOnUse" />\
  </defs>\
' % (self._fill, self._fill_dark, r, r / 3, r / 3)

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 50
0
class Game():
    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#D0D0D0')
        self._colors.append('#000000')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False
        self._edge = 4
        self._move_list = []

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()

    def _generate_grid(self):
        ''' Make a new set of dots for a grid of size edge '''
        i = 0
        for y in range(self._edge):
            for x in range(self._edge):
                xoffset = int((self._width - self._edge * self._dot_size - \
                                   (self._edge - 1) * self._space) / 2.)
                if i < len(self._dots):
                    self._dots[i].move(
                        (xoffset + x * (self._dot_size + self._space),
                         y * (self._dot_size + self._space)))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot(self._colors[0])))
                self._dots[i].type = 0
                self._dots[-1].set_label_attributes(40)
                i += 1

        # and initialize a few variables we'll need.
        self._all_clear()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''

        self._move_list = []

        # Clear dots
        for dot in self._dots:
            dot.type = 0
            dot.set_shape(self._new_dot(self._colors[0]))
            dot.set_label('')

    def _initiating(self):
        return self._activity.initiating

    def more_dots(self):
        ''' Enlarge the grid '''
        if self._edge < MAX:
            self._edge += 1
        self._generate_grid()
        self.new_game()

    def new_game(self):
        ''' Start a new game. '''

        self._all_clear()

        # Fill in a few dots to start
        for i in range(MAX * 2):
            self._flip_them(int(uniform(0, self._edge * self._edge)))

        if self.we_are_sharing:
            _logger.debug('sending a new game')
            self._parent.send_new_game()

    def restore_game(self, dot_list, move_list):
        ''' Restore a game from the Journal or share '''
        edge = int(sqrt(len(dot_list)))
        if edge > MAX:
            edge = MAX
        while self._edge < edge:
            self.more_dots()
        for i, dot in enumerate(dot_list):
            self._dots[i].type = dot
            self._dots[i].set_shape(
                self._new_dot(self._colors[self._dots[i].type]))
        if move_list is not None:
            self._move_list = move_list[:]

    def save_game(self):
        ''' Return dot list, move_list for saving to Journal or
        sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return (dot_list, self._move_list)

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())

        spr = self._sprites.find_sprite((x, y))
        if spr == None:
            return

        if spr.type is not None:
            self._flip_them(self._dots.index(spr))
            self._test_game_over()

            if self.we_are_sharing:
                _logger.debug('sending a click to the share')
                self._parent.send_dot_click(self._dots.index(spr))
        return True

    def solve(self):
        ''' Solve the puzzle by undoing moves '''
        if self._move_list == []:
            return
        self._flip_them(self._move_list.pop(), append=False)
        GObject.timeout_add(750, self.solve)

    def _flip_them(self, dot, append=True):
        ''' flip the dot and its neighbors '''
        if append:
            self._move_list.append(dot)
        x, y = self._dot_to_grid(dot)
        self._flip(self._dots[dot])
        if x > 0:
            self._flip(self._dots[dot - 1])
        if y > 0:
            self._flip(self._dots[dot - self._edge])
        if x < self._edge - 1:
            self._flip(self._dots[dot + 1])
        if y < self._edge - 1:
            self._flip(self._dots[dot + self._edge])

    def _flip(self, spr):
        ''' flip a dot '''
        spr.type += 1
        spr.type %= 2
        spr.set_shape(self._new_dot(self._colors[spr.type]))

    def remote_button_press(self, dot):
        ''' Receive a button press from a sharer '''
        self._flip_them(dot)
        self._test_game_over()

    def set_sharing(self, share=True):
        _logger.debug('enabling sharing')
        self.we_are_sharing = share

    def _smile(self):
        for dot in self._dots:
            dot.set_label(':)')

    def _test_game_over(self):
        ''' Check to see if game is over: all dots the same color '''
        match = self._dots[0].type
        for y in range(self._edge):
            for x in range(self._edge):
                if self._dots[y * self._edge + x].type != match:
                    self._set_label(_('keep trying'))
                    return False
        self._set_label(_('good work'))
        self._smile()
        GObject.timeout_add(2000, self.more_dots)
        return True

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * self._edge

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % self._edge, int(dot / self._edge)]

    def game_over(self, msg=_('Game over')):
        ''' Nothing left to do except show the results. '''
        self._set_label(msg)

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y, event.area.width,
                     event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if not color in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            pixbuf = svg_str_to_pixbuf(
                self._header() + \
                self._circle(self._dot_size / 2., self._dot_size / 2.,
                             self._dot_size / 2.) + \
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, self._svg_width,
                                         self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 51
0
class Game():

    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.add_events(Gdk.EventMask.KEY_PRESS_MASK)
        self._canvas.connect('key-press-event', self._keypress_cb)

        self._canvas.set_can_focus(True)
        self._canvas.grab_focus()

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._first_time = True
        self._loco_pos = (0, 0)
        self._loco_dim = (0, 0)
        self._loco_quadrant = 3
        self._drag_pos = [0, 0]
        self._counter = 0
        self._correct = 0
        self._timeout_id = None
        self._pause = 200
        self._press = None
        self._clicked = False
        self._dead_key = None
        self._waiting_for_delete = False
        self._waiting_for_enter = False
        self._seconds = 0
        self._timer_id = None
        self.level = 0
        self.score = 0

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._BG = ['background0.jpg', 'background0.jpg', 'background0.jpg',
                    'background1.jpg', 'background2.jpg', 'background2.jpg',
                    'background2.jpg']
        self._backgrounds = []
        for bg in self._BG:
            self._backgrounds.append(Sprite(
                    self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
                        os.path.join(self._path, 'images', bg),
                        self._width, self._height)))
            self._backgrounds[-1].type = 'background'
            self._backgrounds[-1].hide()

        self._panel = Sprite(
            self._sprites, int(400 * self._scale), int(400 * self._scale),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'ventana.png'),
                int(720 * self._scale), int(370 * self._scale)))
        self._panel.type = 'panel'
        self._panel.set_label(LABELS[0])
        self._panel.set_label_attributes(20)
        self._panel.hide()

        self._LOCOS = glob.glob(
                os.path.join(self._path, 'images', 'loco*.png'))
        self._loco_cards = []
        for loco in self._LOCOS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._loco_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._loco_cards[-1].type = 'loco'
        self._loco_dim = (int(150 * self._scale), int(208 * self._scale))

        self._MEN = glob.glob(
                os.path.join(self._path, 'images', 'man*.png'))
        self._man_cards = []
        for loco in self._MEN:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._man_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._man_cards[-1].type = 'loco'

        self._TAUNTS = glob.glob(
                os.path.join(self._path, 'images', 'taunt*.png'))
        self._taunt_cards = []
        for loco in self._TAUNTS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._taunt_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._taunt_cards[-1].type = 'loco'

        self._GHOSTS = glob.glob(
                os.path.join(self._path, 'images', 'ghost*.png'))
        self._ghost_cards = []
        for loco in self._GHOSTS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._ghost_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._ghost_cards[-1].type = 'loco'

        self._sticky_cards = []
        self._loco_pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            self._LOCOS[0], int(150 * self._scale), int(208 * self._scale))
        self._man_pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            self._MEN[0], int(150 * self._scale), int(208 * self._scale))
        self._ghost_pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            self._GHOSTS[0], int(150 * self._scale), int(208 * self._scale))
        for i in range(len(MSGS[1])):  # Check re i18n
            self._sticky_cards.append(Sprite(self._sprites, 0, 0,
                                             self._loco_pixbuf))
            self._sticky_cards[-1].type = 'loco'
            self._sticky_cards[-1].set_label_attributes(24,
                                                        vert_align='bottom')

        self._all_clear()

    def _time_increment(self):
        ''' Track seconds since start_time. '''
        self._seconds = int(GObject.get_current_time() - self._start_time)
        self.timer_id = GObject.timeout_add(1000, self._time_increment)

    def _timer_reset(self):
        ''' Reset the timer for each level '''
        self._start_time = GObject.get_current_time()
        if self._timer_id is not None:
            GObject.source_remove(self._timer_id)
            self._timer_id = None
        self.score += self._seconds
        self._time_increment()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        for p in self._loco_cards:
            p.hide()
        for p in self._man_cards:
            p.hide()
        for p in self._taunt_cards:
            p.hide()
        for p in self._ghost_cards:
            p.hide()
        for p in self._sticky_cards:
            p.set_shape(self._loco_pixbuf)
            p.set_label('')
            p.set_label_color('white')
            p.hide()
        self._backgrounds[self.level].set_layer(BG_LAYER)

    def _show_time(self):
        self.level = 0
        self._all_clear()
        x = int(self._width / 4.)
        y = int(self._height / 8.)
        for i in range(len(str(self.score))):
            self._sticky_cards[i].move((x, y))
            self._sticky_cards[i].set_layer(LOCO_LAYER)
            self._sticky_cards[i].set_label(str(self.score)[i])
            x += int(self._loco_dim[0] / 2.)
        self.score = 0
        self._parent.unfullscreen()
        GObject.idle_add(play_audio_from_file, self, os.path.join(
                self._path, 'sounds', 'sonar.ogg'))
        GObject.timeout_add(5000, self.new_game, True)

    def new_game(self, first_time):
        ''' Start a new game at the current level. '''
        self._first_time = first_time
        self._clicked = False

        # It may be time to advance to the next level.
        if (self.level == 6 and self._counter == len(MSGS)) or \
           self._counter > 4:
            self._first_time = True
            self.level += 1
            self._counter = 0
            self._correct = 0
            self._pause = 200
            if self.level == len(self._backgrounds):
                self._show_time()
                return

        self._all_clear()

        if self._first_time:
            # Every game starts by putting up a panel with instructions
            # The panel disappears on mouse movement
            self._panel.set_label(LABELS[self.level])
            self._panel.set_layer(PANEL_LAYER)
            play_audio_from_file(self, os.path.join(
                    self._path, 'sounds', 'drip.ogg'))
            self._timer_reset()

        if self.level == 0:
            # Choose a random location for the Loco
            self._loco_quadrant += int(uniform(1, 4))
            self._loco_quadrant %= 4
            x, y = self._quad_to_xy(self._loco_quadrant)
            play_audio_from_file(self, os.path.join(
                    self._path, 'sounds', 'bark.ogg'))
            self._loco_cards[0].move((x, y))
            self._loco_pos = (x, y)
        elif self.level == 1:
            play_audio_from_file(self, os.path.join(
                    self._path, 'sounds', 'glass.ogg'))
        elif self.level == 2:
            play_audio_from_file(self, os.path.join(
                    self._path, 'sounds', 'glass.ogg'))
            # Place some Locos on the canvas
            for i in range(self._counter + 1):
                self._loco_quadrant += int(uniform(1, 4))
                self._loco_quadrant %= 4
                x, y = self._quad_to_xy(self._loco_quadrant)
                self._sticky_cards[i].move((x, y))
                self._sticky_cards[i].type = 'loco'
                self._sticky_cards[i].set_layer(LOCO_LAYER)
        elif self.level == 3:
            play_audio_from_file(self, os.path.join(
                    self._path, 'sounds', 'bark.ogg'))
            # Place some Locos on the left-side of the canvas
            for i in range(self._counter + 1):
                self._loco_quadrant = int(uniform(2, 4))
                x, y = self._quad_to_xy(self._loco_quadrant)
                self._sticky_cards[i].move((x, y))
                self._sticky_cards[i].type = 'loco'
                self._sticky_cards[i].set_layer(LOCO_LAYER)
        elif self.level == 4:
            # Place some Locos on the canvas with letters as labels
            # Just lowercase
            for i in range(self._counter + 1):
                self._loco_quadrant = int(uniform(0, 4))
                x, y = self._quad_to_xy(self._loco_quadrant)
                self._sticky_cards[i].move((x, y))
                self._sticky_cards[i].type = 'loco'
                self._sticky_cards[i].set_layer(LOCO_LAYER)
                self._sticky_cards[i].set_label(
                    ALPHABETLC[int(uniform(0, len(ALPHABETLC)))])
        elif self.level == 5:
            # Place some Locos on the canvas with letters as labels
            # Uppercase
            for i in range(self._counter + 1):
                self._loco_quadrant = int(uniform(0, 4))
                x, y = self._quad_to_xy(self._loco_quadrant)
                self._sticky_cards[i].move((x, y))
                self._sticky_cards[i].type = 'loco'
                self._sticky_cards[i].set_layer(LOCO_LAYER)
                self._sticky_cards[i].set_label(
                    ALPHABETUC[int(uniform(0, len(ALPHABETUC)))])
        elif self.level == 6:
            x = 0
            y = 0
            c = 0
            for i in range(len(MSGS[self._counter])):
                if MSGS[self._counter][i] == ' ':
                    y += self._loco_dim[1]
                    x = 0
                else:
                    self._sticky_cards[c].move((x, y))
                    self._sticky_cards[c].type = i
                    self._sticky_cards[c].set_layer(LOCO_LAYER)
                    self._sticky_cards[c].set_label(MSGS[self._counter][i])
                    c += 1
                    x += int(self._loco_dim[0] / 2.)

        if self.level in [0, 1]:
            self._loco_quadrant += int(uniform(1, 4))
            self._loco_quadrant %= 4
            x, y = self._quad_to_xy(self._loco_quadrant)
            if self.level == 0:
                self._move_loco(x, y, 0)
            else:
                self._taunt(x, y, 0)

    def _quad_to_xy(self, q):
        x = int(max(0, (self._width / 2.) * uniform(0, 1) - self._loco_dim[0]))
        if q in [0, 1]:
            x += int(self._width / 2.)
        y = int(max(0, (self._height / 2.) * uniform(0, 1) - self._loco_dim[1]))
        if q in [1, 2]:
            y += int(self._height / 2.)
        return x, y

    def _taunt(self, x, y, i):
        n = len(self._taunt_cards)
        self._taunt_cards[(i + 1) % n].hide()
        if self._clicked:
            self._timeout_id = None
            return True
        else:
            self._taunt_cards[i % n].move((x, y))
            self._taunt_cards[i % n].set_layer(LOCO_LAYER)
            self._timeout_id = GObject.timeout_add(
                200, self._taunt, x, y, i + 1)

    def _move_loco(self, x, y, i):
        j = (i + 1) % len(self._loco_cards)
        cx, cy = self._loco_cards[i].get_xy()
        dx = cx - x
        dy = cy - y
        if dx * dx + dy * dy < 100:
            self._loco_cards[j].move((x, y))
            self._loco_pos = (x, y)
            self._loco_cards[j].hide()
            self._loco_cards[i].hide()
            self._man_cards[0].move((x, y))
            self._man_cards[0].set_layer(LOCO_LAYER)
            self._timeout_id = None
            if self._pause > 50:
                self._pause -= 10
            return True
        else:
            if dx > 0:
                cx -= 5
            elif dx < 0:
                cx += 5
            if dy > 0:
                cy -= 5
            elif dy < 0:
                cy += 5
            self._loco_cards[j].move((cx, cy))
            self._loco_pos = (cx, cy)
            self._loco_cards[j].set_layer(LOCO_LAYER)
            self._loco_cards[i].hide()
            self._timeout_id = GObject.timeout_add(
                self._pause, self._move_loco, x, y, j)

    def _keypress_cb(self, area, event):
        ''' Keypress '''
        # Games 4, 5, and 6 use the keyboard
        print 'keypress event'
        if self.level not in [4, 5, 6]:
            return True
        k = Gdk.keyval_name(event.keyval)
        u = Gdk.keyval_to_unicode(event.keyval)

        if self._waiting_for_enter:
            if k == 'Return':
                self._waiting_for_enter = False
                self._panel.hide()
                self._counter += 1
                self._correct = 0
                GObject.timeout_add(1000, self.new_game, False)
            return

        if k in NOISE_KEYS or k in WHITE_SPACE:
            return True

        if self.level == 6 and self._waiting_for_delete:
            if k in ['BackSpace', 'Delete']:
                self._waiting_for_delete = False
                self._sticky_cards[self._correct].set_label_color('white')
                self._sticky_cards[self._correct].set_label(
                    MSGS[self._counter][
                        self._sticky_cards[self._correct].type])
                self._panel.hide()
                self._panel.set_label_color('black')
            return

        if k[0:5] == 'dead_':
            self._dead_key = k[5:]
            return

        if self.level == 6:
            n = len(MSGS[self._counter])
        else:
            n = self._counter + 1

        if self.level == 6:
            i = self._correct
            if self._dead_key is not None:
                k = DEAD_DICTS[DEAD_KEYS.index(self._dead_key)][k]
                self._dead_key = None
            elif k in PUNCTUATION:
                k = PUNCTUATION[k]
            elif k in SPECIAL:
                k = SPECIAL[k]
            elif len(k) > 1:
                return True
            if self._sticky_cards[i].labels[0] == k:
                self._sticky_cards[i].set_label_color('blue')
                self._sticky_cards[i].set_label(k)
                self._correct += 1
            else:
                self._sticky_cards[i].set_label_color('red')
                self._sticky_cards[i].set_label(k)
                self._panel.set_label_color('red')
                self._panel.set_label(ALERTS[1])
                self._panel.set_layer(PANEL_LAYER)
                self._waiting_for_delete = True
                play_audio_from_file(self, os.path.join(
                        self._path, 'sounds', 'glass.ogg'))
        else:
            for i in range(n):
                if self._sticky_cards[i].labels[0] == k:
                    self._sticky_cards[i].set_label('')
                    self._sticky_cards[i].hide()
                    break

        # Test for end condition
        if self.level == 6 and \
           self._correct == len(MSGS[self._counter]) - \
                            MSGS[self._counter].count(' '):
            c = 0
            for i in range(len(MSGS[self._counter])):
                if MSGS[self._counter][i] == ' ':
                    continue
                elif MSGS[self._counter][i] != self._sticky_cards[c].labels[0]:
                    return True
                c += 1
            self._panel.set_label(ALERTS[0])
            self._panel.set_layer(PANEL_LAYER)
            self._waiting_for_enter = True
            GObject.idle_add(play_audio_from_file, self, os.path.join(
                    self._path, 'sounds', 'drip.ogg'))
            return
        else:
            for i in range(n):
                if len(self._sticky_cards[i].labels[0]) > 0:
                    return True
        self._counter += 1
        self._correct = 0
        GObject.timeout_add(1000, self.new_game, False)

    def _mouse_move_cb(self, win, event):
        ''' Move the mouse. '''
        # Games 0, 3, 4, and 5 use move events
        x, y = map(int, event.get_coords())
        if self._seconds > 1:
            self._panel.hide()
        if not self._clicked and self.level == 0:
            # For Game 0, see if the mouse is on the Loco
            dx = x - self._loco_pos[0] - self._loco_dim[0] / 2.
            dy = y - self._loco_pos[1] - self._loco_dim[1] / 2.
            if dx * dx + dy * dy < 200:
                self._clicked = True
                if self._timeout_id is not None:
                    GObject.source_remove(self._timeout_id)
                # Play again
                self._all_clear()
                self._man_cards[0].move((x - int(self._loco_dim[0] / 2.),
                                         y - int(self._loco_dim[1] / 2.)))
                self._man_cards[0].set_layer(LOCO_LAYER)
                self._correct += 1
                self._counter += 1
                GObject.timeout_add(1000, self.new_game, False)
        elif self.level in [4, 5]:
            # For Game 4 and 5, we allow dragging
            if self._press is None:
                self._drag_pos = [0, 0]
                return True
            dx = x - self._drag_pos[0]
            dy = y - self._drag_pos[1]
            self._press.move_relative((dx, dy))
            self._drag_pos = [x, y]
        elif self.level == 3:
            # For Game 3, we are dragging
            if self._press is None:
                self._drag_pos = [0, 0]
                return True
            dx = x - self._drag_pos[0]
            dy = y - self._drag_pos[1]
            self._press.move_relative((dx, dy))
            self._drag_pos = [x, y]
            if x > self._width / 2.:
                self._press.set_shape(self._man_pixbuf)
                if self._press.type == 'loco':
                    self._correct += 1
                    self._press.type = 'man'
        return True

    def _button_release_cb(self, win, event):
        # Game 3 uses release
        if self.level == 3:
            # Move to release
            if self._correct == self._counter + 1:
                self._counter += 1
                self._correct = 0
                GObject.timeout_add(2000, self.new_game, False)
        self._press = None
        self._drag_pos = [0, 0]
        return True

    def _button_press_cb(self, win, event):
        self._press = None
        x, y = map(int, event.get_coords())
        if self.level == 0:
            return
        spr = self._sprites.find_sprite((x, y))
        if spr is None:
            return
        if spr.type != 'loco':
            return
        if self.level < 2 and self._timeout_id is None:
            return
        if self._clicked:
            return

        # Games 1, 2, and 3 involve clicks; Games 4 and 5 allow click to drag
        if self.level == 1:
            self._all_clear()
            self._man_cards[0].move((x - int(self._loco_dim[0] / 2.),
                                     y - int(self._loco_dim[1] / 2.)))
            self._man_cards[0].set_layer(LOCO_LAYER)
            self._clicked = True
            self._counter += 1
            self._correct += 1
            if self._timeout_id is not None:
                GObject.source_remove(self._timeout_id)
            GObject.timeout_add(2000, self.new_game, False)
        elif self.level == 2:
            spr.set_shape(self._ghost_pixbuf)
            spr.type = 'ghost'
            if self._correct == self._counter:
                self._counter += 1
                self._correct = 0
                GObject.timeout_add(2000, self.new_game, False)
            else:
                self._correct += 1
        elif self.level in [3, 4, 5]:
            # In Games 4 and 5, dragging is used to remove overlaps
            self._press = spr
            self._drag_pos = [x, y]
        return True

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()
Ejemplo n.º 52
0
class Game():
    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._target = 0
        self._tries = 0

        self.level = 0

        self._picture_cards = []
        self._small_picture_cards = []
        self.food_cards = []
        self._group_cards = []
        self._quantity_cards = []
        self._balance_cards = []
        self._last_twenty = []
        self._background = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._background = Sprite(
            self._sprites, 0, 0,
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'background.png'),
                self._width, self._height))
        self._background.set_layer(0)
        self._background.type = None
        self._background.hide()

        self.pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(self._path, 'images', 'word-box.png'),
            int(350 * self._scale), int(100 * self._scale))

        for i in range(len(FOOD_DATA) / 4):
            FOOD.append([
                FOOD_DATA[i * 4 + NAME], FOOD_DATA[i * 4 + CALS],
                FOOD_DATA[i * 4 + GROUP], FOOD_DATA[i * 4 + IMAGE]
            ])
            self.food_cards.append(None)
            self._picture_cards.append(None)
            for j in range(6):
                self._small_picture_cards.append(None)
        self.allocate_food(0)

        x = 10
        dx, dy = self.food_cards[0].get_dimensions()

        y = 10
        for i in range(len(MYPLATE)):
            self.word_card_append(self._group_cards, self.pixbuf)
            self._group_cards[-1].type = i
            self._group_cards[-1].set_label(MYPLATE[i][0])
            self._group_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(QUANTITIES)):
            self.word_card_append(self._quantity_cards, self.pixbuf)
            self._quantity_cards[-1].type = i
            self._quantity_cards[-1].set_label(QUANTITIES[i])
            self._quantity_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(BALANCE)):
            self.word_card_append(self._balance_cards, self.pixbuf)
            self._balance_cards[-1].type = i
            self._balance_cards[-1].set_label(BALANCE[i])
            self._balance_cards[-1].move((x, y))
            y += int(dy * 1.25)

        self._smile = Sprite(
            self._sprites, int(self._width / 4), int(self._height / 4),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'correct.png'),
                int(self._width / 2), int(self._height / 2)))
        self._smile.set_label_attributes(36)
        self._smile.set_margins(10, 0, 10, 0)

        self._frown = Sprite(
            self._sprites, int(self._width / 4), int(self._height / 4),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'wrong.png'),
                int(self._width / 2), int(self._height / 2)))
        self._frown.set_label_attributes(36)
        self._frown.set_margins(10, 0, 10, 0)

        self.build_food_groups()

        self._all_clear()

    def allocate_food(self, i):
        self.picture_append(
            os.path.join(self._path, 'images', FOOD_DATA[i * 4 + IMAGE]), i)
        self.small_picture_append(
            os.path.join(self._path, 'images', FOOD_DATA[i * 4 + IMAGE]), i)
        self.word_card_append(self.food_cards, self.pixbuf, i)
        self.food_cards[i].type = i
        self.food_cards[i].set_label(FOOD_DATA[i * 4 + NAME])

    def word_card_append(self, card_list, pixbuf, i=-1):
        if i == -1:
            card_list.append(Sprite(self._sprites, 10, 10, pixbuf))
        else:
            card_list[i] = Sprite(self._sprites, 10, 10, pixbuf)
        card_list[i].set_label_attributes(36)
        card_list[i].set_margins(10, 0, 10, 0)
        card_list[i].hide()

    def picture_append(self, path, i=-1):
        spr = Sprite(
            self._sprites, int(self._width / 2.), int(self._height / 4.),
            GdkPixbuf.Pixbuf.new_from_file_at_size(path, int(self._width / 3.),
                                                   int(9 * self._width / 12.)))
        if i == -1:
            self._picture_cards.append(spr)
        else:
            self._picture_cards[i] = spr
        self._picture_cards[i].type = 'picture'
        self._picture_cards[i].hide()

    def small_picture_append(self, path, i=-1):
        x = int(self._width / 3.)
        y = int(self._height / 6.)
        pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            path, int(self._width / 6.), int(3 * self._width / 8.))
        for j in range(6):  # up to 6 of each card
            if i == -1:
                self._small_picture_cards.append(
                    Sprite(self._sprites, x, y, pixbuf))
                self._small_picture_cards[-1].type = 'picture'
                self._small_picture_cards[-1].hide()
            else:
                self._small_picture_cards[i * 6 + j] = Sprite(
                    self._sprites, x, y, pixbuf)
                self._small_picture_cards[i * 6 + j].type = 'picture'
                self._small_picture_cards[i * 6 + j].hide()
            x += int(self._width / 6.)
            if j == 2:
                x = int(self._width / 3.)
                y += int(3 * self._width / 16.)

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        for p in self._picture_cards:
            if p is not None:
                p.hide()
        for p in self._small_picture_cards:
            if p is not None:
                p.hide()
        for i, w in enumerate(self.food_cards):
            if w is not None:
                w.set_label_color('black')
                w.set_label(FOOD[i][NAME])
                w.hide()
        for i, w in enumerate(self._group_cards):
            w.set_label_color('black')
            w.set_label(MYPLATE[i][0])
            w.hide()
        for i, w in enumerate(self._quantity_cards):
            w.set_label_color('black')
            w.set_label(QUANTITIES[i])
            w.hide()
        for i, w in enumerate(self._balance_cards):
            w.set_label_color('black')
            w.set_label(BALANCE[i])
            w.hide()
        self._smile.hide()
        self._frown.hide()

        self._background.set_layer(1)

    def build_food_groups(self):
        self._my_plate = [[], [], [], []]
        for i, food in enumerate(FOOD):
            self._my_plate[MYPLATE[food[GROUP]][QUANT]].append(i)

    def new_game(self):
        ''' Start a new game. '''
        games = {
            0: self._name_that_food,
            1: self._name_that_food_group,
            2: self._compare_calories,
            3: self._how_much_to_eat,
            4: self._balanced_meal
        }
        self._all_clear()

        games[self.level]()

        self._frown.set_label('')
        self._smile.set_label('')
        self._tries = 0

    def _name_that_food(self):
        ''' Choose food cards and one matching food picture '''
        x = 10
        y = 10
        dx, dy = self.food_cards[0].get_dimensions()

        # Select some cards
        word_list = []
        for i in range(NCARDS):
            j = int(uniform(0, len(FOOD)))
            while j in word_list:
                j = int(uniform(0, len(FOOD)))
            word_list.append(j)

        # Show the word cards from the list
        for i in word_list:
            if self.food_cards[i] is None:
                self.allocate_food(i)
            self.food_cards[i].set_layer(100)
            self.food_cards[i].move((x, y))
            y += int(dy * 1.25)

        # Choose a random food image from the list and show it.
        self._target = self.food_cards[word_list[int(uniform(0, NCARDS))]].type
        while self._target in self._last_twenty:
            self._target = self.food_cards[word_list[int(uniform(
                0, NCARDS))]].type
        self._last_twenty.append(self._target)
        if len(self._last_twenty) > 20:
            self._last_twenty.remove(self._last_twenty[0])

        self._picture_cards[self._target].set_layer(100)

    def _name_that_food_group(self):
        ''' Show group cards and one food picture '''
        for i in range(len(MYPLATE)):
            self._group_cards[i].set_layer(100)

        # Choose a random food image and show it.
        self._target = int(uniform(0, len(FOOD)))
        if self.food_cards[self._target] is None:
            self.allocate_food(self._target)
        self._picture_cards[self._target].set_layer(100)

    def _compare_calories(self):
        ''' Choose food cards and compare the calories '''
        x = 10
        y = 10
        dx, dy = self.food_cards[0].get_dimensions()

        # Select some cards
        word_list = []
        for i in range(6):
            j = int(uniform(0, len(FOOD)))
            while j in word_list:
                j = int(uniform(0, len(FOOD)))
            word_list.append(j)
            if self.food_cards[j] is None:
                self.allocate_food(j)

        # Show the word cards from the list
        for i in word_list:
            self.food_cards[i].set_layer(100)
            self.food_cards[i].move((x, y))
            y += int(dy * 1.25)

        # Show food images
        self._target = word_list[0]
        for i in range(5):
            if FOOD[word_list[i + 1]][CALS] > FOOD[self._target][CALS]:
                self._target = word_list[i + 1]
        self._small_picture_cards[word_list[0] * 6].set_layer(100)
        self._small_picture_cards[word_list[1] * 6 + 1].set_layer(100)
        self._small_picture_cards[word_list[2] * 6 + 2].set_layer(100)
        self._small_picture_cards[word_list[3] * 6 + 3].set_layer(100)
        self._small_picture_cards[word_list[4] * 6 + 4].set_layer(100)
        self._small_picture_cards[word_list[5] * 6 + 5].set_layer(100)

    def _how_much_to_eat(self):
        ''' Show quantity cards and one food picture '''
        for i in range(len(QUANTITIES)):
            self._quantity_cards[i].set_layer(100)

        # Choose a random image from the list and show it.
        self._target = int(uniform(0, len(FOOD)))
        if self.food_cards[self._target] is None:
            self.allocate_food(self._target)
        self._picture_cards[self._target].set_layer(100)

    def _balanced_meal(self):
        ''' A well-balanced meal '''
        for i in range(2):
            self._balance_cards[i].set_layer(100)

        # Determine how many foods from each group
        n = [0, 0, 0, 0]
        n[0] = int(uniform(0, 2.5))
        n[1] = int(uniform(0, 3 - n[0]))
        n[2] = 3 - n[0] - n[1]
        n[3] = 6 - n[0] - n[1] - n[2]

        # Fill a plate with foods from different groups
        meal = []
        for i in range(n[0]):  # Sweets
            j = int(uniform(0, len(self._my_plate[0])))
            meal.append(self._my_plate[0][j])
        for i in range(n[1]):  # Dairy
            j = int(uniform(0, len(self._my_plate[1])))
            meal.append(self._my_plate[1][j])
        for i in range(n[2]):  # Protein and Fruits
            j = int(uniform(0, len(self._my_plate[2])))
            meal.append(self._my_plate[2][j])
        for i in range(n[3]):  # Veggies and Grains
            j = int(uniform(0, len(self._my_plate[3])))
            meal.append(self._my_plate[3][j])

        if n[0] < 2 and n[1] < 2 and n[2] < n[3]:
            self._target = 0  # Balanced meal
        else:
            self._target = 1

        for i in range(6):
            if self.food_cards[meal[i]] is None:
                self.allocate_food(meal[i])
        # Randomly position small cards
        self._small_picture_cards[meal[3] * 6].set_layer(100)
        self._small_picture_cards[meal[4] * 6 + 1].set_layer(100)
        self._small_picture_cards[meal[1] * 6 + 2].set_layer(100)
        self._small_picture_cards[meal[2] * 6 + 3].set_layer(100)
        self._small_picture_cards[meal[5] * 6 + 4].set_layer(100)
        self._small_picture_cards[meal[0] * 6 + 5].set_layer(100)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = list(map(int, event.get_coords()))
        spr = self._sprites.find_sprite((x, y))
        if spr == None:
            return
        # We only care about clicks on word cards
        if type(spr.type) != int:
            return

        # Which card was clicked? Set its label to red.
        spr.set_label_color('red')
        label = spr.labels[0]
        spr.set_label(label)

        if self.level == 0:
            if spr.type == self._target:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self.food_cards[self._target].set_label_color('blue')
                label = self.food_cards[self._target].labels[0]
                self.food_cards[self._target].set_label(label)
        elif self.level == 1:
            i = FOOD[self._target][GROUP]
            if spr.type == i:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self._group_cards[i].set_label_color('blue')
                label = self._group_cards[i].labels[0]
                self._group_cards[i].set_label(label)
        elif self.level == 2:
            if spr.type == self._target:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self.food_cards[self._target].set_label_color('blue')
                label = self.food_cards[self._target].labels[0]
                self.food_cards[self._target].set_label(label)
        elif self.level == 3:
            i = MYPLATE[FOOD[self._target][GROUP]][QUANT]
            if spr.type == i:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self._quantity_cards[i].set_label_color('blue')
                label = self._quantity_cards[i].labels[0]
                self._quantity_cards[i].set_label(label)
        elif self.level == 4:
            if self._target == spr.type:
                self._smile.set_layer(200)
                self._tries = 3
            else:
                self._frown.set_layer(200)
                self._tries += 1
            if self._tries == 3:
                self._balance_cards[self._target].set_label_color('blue')
                label = self._balance_cards[self._target].labels[0]
                self._balance_cards[self._target].set_label(label)
        else:
            _logger.debug('unknown play level %d' % (self.level))

        # Play again
        if self._tries == 3:
            GObject.timeout_add(2000, self.new_game)
        else:
            GObject.timeout_add(1000, self._reset_game)
        return True

    def _reset_game(self):
        self._frown.hide()
        if self.level in [0, 2]:
            for i, w in enumerate(self.food_cards):
                w.set_label_color('black')
                w.set_label(FOOD[i][NAME])
        elif self.level == 1:
            for i, w in enumerate(self._group_cards):
                w.set_label_color('black')
                w.set_label(MYPLATE[i][0])
        elif self.level == 3:
            for i, w in enumerate(self._quantity_cards):
                w.set_label_color('black')
                w.set_label(QUANTITIES[i])
        elif self.level == 4:
            for i, w in enumerate(self._balance_cards):
                w.set_label_color('black')
                w.set_label(BALANCE[i])

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y, event.area.width,
                     event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()
Ejemplo n.º 53
0
    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.add_events(Gdk.EventMask.KEY_PRESS_MASK)
        self._canvas.connect('key-press-event', self._keypress_cb)

        self._canvas.set_can_focus(True)
        self._canvas.grab_focus()

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._first_time = True
        self._loco_pos = (0, 0)
        self._loco_dim = (0, 0)
        self._loco_quadrant = 3
        self._drag_pos = [0, 0]
        self._counter = 0
        self._correct = 0
        self._timeout_id = None
        self._pause = 200
        self._press = None
        self._clicked = False
        self._dead_key = None
        self._waiting_for_delete = False
        self._waiting_for_enter = False
        self._seconds = 0
        self._timer_id = None
        self.level = 0
        self.score = 0

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._BG = ['background0.jpg', 'background0.jpg', 'background0.jpg',
                    'background1.jpg', 'background2.jpg', 'background2.jpg',
                    'background2.jpg']
        self._backgrounds = []
        for bg in self._BG:
            self._backgrounds.append(Sprite(
                    self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
                        os.path.join(self._path, 'images', bg),
                        self._width, self._height)))
            self._backgrounds[-1].type = 'background'
            self._backgrounds[-1].hide()

        self._panel = Sprite(
            self._sprites, int(400 * self._scale), int(400 * self._scale),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'ventana.png'),
                int(720 * self._scale), int(370 * self._scale)))
        self._panel.type = 'panel'
        self._panel.set_label(LABELS[0])
        self._panel.set_label_attributes(20)
        self._panel.hide()

        self._LOCOS = glob.glob(
                os.path.join(self._path, 'images', 'loco*.png'))
        self._loco_cards = []
        for loco in self._LOCOS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._loco_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._loco_cards[-1].type = 'loco'
        self._loco_dim = (int(150 * self._scale), int(208 * self._scale))

        self._MEN = glob.glob(
                os.path.join(self._path, 'images', 'man*.png'))
        self._man_cards = []
        for loco in self._MEN:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._man_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._man_cards[-1].type = 'loco'

        self._TAUNTS = glob.glob(
                os.path.join(self._path, 'images', 'taunt*.png'))
        self._taunt_cards = []
        for loco in self._TAUNTS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._taunt_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._taunt_cards[-1].type = 'loco'

        self._GHOSTS = glob.glob(
                os.path.join(self._path, 'images', 'ghost*.png'))
        self._ghost_cards = []
        for loco in self._GHOSTS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._ghost_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._ghost_cards[-1].type = 'loco'

        self._sticky_cards = []
        self._loco_pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            self._LOCOS[0], int(150 * self._scale), int(208 * self._scale))
        self._man_pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            self._MEN[0], int(150 * self._scale), int(208 * self._scale))
        self._ghost_pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            self._GHOSTS[0], int(150 * self._scale), int(208 * self._scale))
        for i in range(len(MSGS[1])):  # Check re i18n
            self._sticky_cards.append(Sprite(self._sprites, 0, 0,
                                             self._loco_pixbuf))
            self._sticky_cards[-1].type = 'loco'
            self._sticky_cards[-1].set_label_attributes(24,
                                                        vert_align='bottom')

        self._all_clear()
Ejemplo n.º 54
0
class Game():
    def __init__(self, canvas, path, parent=None):
        self.activity = parent
        self.path = path

        # starting from command line
        # we have to do all the work that was done in CardSortActivity.py
        if parent is None:
            self.sugar = False
            self.canvas = canvas

        # starting from Sugar
        else:
            self.sugar = True
            self.canvas = canvas
            parent.show_all()

        self.canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self.canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self.canvas.connect("draw", self.__draw_cb)
        self.canvas.connect("button-press-event", self._button_press_cb)
        self.canvas.connect("button-release-event", self._button_release_cb)
        self.width = Gdk.Screen.width()
        self.height = Gdk.Screen.height() - style.GRID_CELL_SIZE
        self.card_dim = CARD_DIM
        self.scale = 0.8 * self.height / (self.card_dim * 3)

        # Initialize the sprite repository
        self.sprites = Sprites(self.canvas)

        # Initialize the grid
        self.grid = Grid(self)

        # Start solving the puzzle
        self.press = -1
        self.release = -1
        self.start_drag = [0, 0]

    #
    # Button press
    #
    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())
        self.start_drag = [x, y]
        self.grid.hide_masks()
        spr = self.sprites.find_sprite((x, y))
        if spr is None:
            self.press = -1
            self.release = -1
            return True
        # take note of card under button press
        self.press = int(spr.labels[0])
        return True

    #
    # Button release
    #
    def _button_release_cb(self, win, event):
        win.grab_focus()
        self.grid.hide_masks()
        x, y = map(int, event.get_coords())
        spr = self.sprites.find_sprite((x, y))
        if spr is None:
            self.press = -1
            self.release = -1
            return True
        # take note of card under button release
        self.release = int(spr.labels[0])
        # if the same card (click) then rotate
        if self.press == self.release:
            # check to see if it was an aborted move
            if self.distance(self.start_drag, [x, y]) < 20:
                self.grid.card_table[self.press].rotate_ccw()
                # self.grid.card_table[self.press].print_card()
        # if different card (drag) then swap
        else:
            self.grid.swap(self.press, self.release)
            # self.grid.print_grid()
        self.press = -1
        self.release = -1
        if self.test() is True:
            if self.sugar is True:
                self.activity.results_label.set_text(
                    _("You solved the puzzle."))
                self.activity.results_label.show()
            else:
                self.win.set_title(
                    _("CardSort") + ": " + _("You solved the puzzle."))
        else:
            if self.sugar is True:
                self.activity.results_label.set_text(_("Keep trying."))
                self.activity.results_label.show()
            else:
                self.win.set_title(_("CardSort") + ": " + _("Keep trying."))
        return True

    #
    # Measure length of drag between button press and button release
    #
    def distance(self, start, stop):
        dx = start[0] - stop[0]
        dy = start[1] - stop[1]
        return sqrt(dx * dx + dy * dy)

    #
    # Repaint
    #
    def __draw_cb(self, canvas, cr):
        self.sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self.canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y, event.area.width,
                     event.area.height)
        cr.clip()
        # Refresh sprite list
        self.sprites.redraw_sprites(cr=cr)

    #
    # callbacks
    #
    def _destroy_cb(self, win, event):
        Gtk.main_quit()
Ejemplo n.º 55
0
class SlideRule():

    def __init__(self, canvas, path, parent=None, sugar=True):
        """ Handle launch from both within and without of Sugar environment. """
        self.SLIDES = {'C':[C_slide_generator], 'CI':[CI_slide_generator],
                       'A':[A_slide_generator], 'K':[K_slide_generator],
                       'S':[S_slide_generator], 'T':[T_slide_generator],
                       'L':[L_slide_generator], 'LLn':[LLn_slide_generator],
                       'Log':[Log_slide_generator],
                       'custom':[Custom_slide_generator]}

        self.STATORS = {'D':[D_stator_generator], 'DI':[DI_stator_generator],
                        'B':[B_stator_generator], 'K2':[K_stator_generator],
                        'S2':[S_stator_generator], 'T2':[T_stator_generator],
                        'L2':[L_stator_generator],
                        'LLn2':[LLn_stator_generator],
                        'Log2':[Log_stator_generator],
                        'custom2':[Custom_stator_generator]}

        self.path = path

        self.sugar = sugar
        self.canvas = canvas
        self.parent = parent
        parent.show_all()

        self.canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self.canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self.canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self.canvas.add_events(Gdk.EventMask.KEY_PRESS_MASK)
        self.canvas.connect("draw", self.__draw_cb)
        self.canvas.connect("button-press-event", self._button_press_cb)
        self.canvas.connect("button-release-event", self._button_release_cb)
        self.canvas.connect("motion-notify-event", self._mouse_move_cb)
        self.canvas.connect("key-press-event", self._keypress_cb)
        self.canvas.set_can_focus(True)
        self.canvas.grab_focus()
        self.width = Gdk.Screen.width()
        self.height = Gdk.Screen.height() - GRID_CELL_SIZE
        self.sprites = Sprites(self.canvas)
        self.slides = []
        self.stators = []
        self.scale = 1

        locale.setlocale(locale.LC_NUMERIC, '')
        self.decimal_point = locale.localeconv()['decimal_point']
        if self.decimal_point == '' or self.decimal_point is None:
            self.decimal_point = '.'

        self.error_msg = None
        self.result_function = [None, None]
        self.label_function = [None, None]

        _logger.debug("creating slides, stators, and reticule")
        self.result_label = Stator(self.sprites, self.path, 'label',
                                        int((self.width - 600) / 2),
                                        SCREENOFFSET + 4 * SHEIGHT,
                                        800, SHEIGHT)

        for slide in self.SLIDES:
            self.make_slide(slide, SLIDE)

        for stator in self.STATORS:
            self.make_slide(stator, STATOR)

        self.reticule = Reticule(self.sprites, self.path, 'reticule',
                          150, SCREENOFFSET + SHEIGHT, 100, 2 * SHEIGHT)
        self.reticule.draw(2000)

        self.press = None
        self.last = None
        self.dragpos = 0

        # We need textviews for keyboard input from the on-screen keyboard
        self._set_screen_dpi()
        font_desc = Pango.font_description_from_string('12')
        self.text_entries = []
        self.text_buffers = []

        w = self.reticule.tabs[0].spr.label_safe_width()
        h = int(self.reticule.tabs[0].spr.label_safe_height() / 2)
        for i in range(4):  # Reticule top & bottom; Slider left & right
            self.text_entries.append(Gtk.TextView())
            self.text_entries[-1].set_justification(Gtk.Justification.CENTER)
            self.text_entries[-1].set_pixels_above_lines(4)
            ''' Not necessary (and doesn't work on OS8)
            self.text_entries[-1].override_background_color(
                Gtk.StateType.NORMAL, Gdk.RGBA(0, 0, 0, 0))
            '''
            self.text_entries[-1].modify_font(font_desc)
            self.text_buffers.append(self.text_entries[-1].get_buffer())
            self.text_entries[-1].set_size_request(w, h)
            self.text_entries[-1].show()
            self.parent.fixed.put(self.text_entries[-1], 0, 0)
            self.parent.fixed.show()
            self.text_entries[-1].connect('focus-out-event',
                                          self._text_focus_out_cb)
        self.reticule.add_textview(self.text_entries[0], i=BOTTOM)
        self.reticule.add_textview(self.text_entries[1], i=TOP)
        self.reticule.set_fixed(self.parent.fixed)
        for slide in self.slides:
            slide.add_textview(self.text_entries[2], i=LEFT)
            slide.add_textview(self.text_entries[3], i=RIGHT)
            slide.set_fixed(self.parent.fixed)

        if not self.sugar:
            self.update_textview_y_offset(self.parent.menu_height)

        self.active_slide = self.name_to_slide('C')
        self.active_stator = self.name_to_stator('D')
        self.update_slide_labels()
        self.update_result_label()

    def update_textview_y_offset(self, dy):
        ''' Need to account for menu height in GNOME '''
        self.reticule.tabs[0].textview_y_offset += dy
        self.reticule.tabs[1].textview_y_offset += dy
        for slide in self.slides:
            slide.tabs[0].textview_y_offset += dy
            slide.tabs[1].textview_y_offset += dy

    def _text_focus_out_cb(self, widget=None, event=None):
        ''' One of the four textviews was in focus '''
        i = None
        if widget in self.text_entries:
            i = self.text_entries.index(widget)
            bounds = self.text_buffers[i].get_bounds()
            text = self.text_buffers[i].get_text(bounds[0], bounds[1], True)
            text = text.strip()
            self._process_numeric_input(i, text)

    def _set_screen_dpi(self):
        dpi = _get_screen_dpi()
        font_map_default = PangoCairo.font_map_get_default()
        font_map_default.set_resolution(dpi)

    def __draw_cb(self, canvas, cr):
        self.sprites.redraw_sprites(cr=cr)

    # Handle the expose-event by drawing
    def do_expose_event(self, event):

        # Create the cairo context
        cr = self.canvas.window.cairo_create()
        print 'set cr in do_expose'
        self.sprites.set_cairo_context(cr)

        # Restrict Cairo to the exposed area; avoid extra work
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()

        # Refresh sprite list
        self.sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _keypress_cb(self, area, event):
        """ Keypress: moving the slides with the arrow keys """
        k = Gdk.keyval_name(event.keyval)
        if not self.sugar:
            return
        if k == 'a':
            self.parent.show_a()
        elif k == 'k':
            self.parent.show_k()
        elif k in ['c', 'asterisk', 'x']:
            self.parent.show_c()
        elif k in ['i', '/']:
            self.parent.show_ci()
        elif k == 's':
            self.parent.show_s()
        elif k == 't':
            self.parent.show_t()
        elif k in ['l', 'plus']:
            self.parent.show_l()
        elif k in ['Left', 'less']:
            if self.last is not None:
                self._move_slides(self.last, -1)
        elif k in ['Right', 'greater']:
            if self.last is not None:
                self._move_slides(self.last, 1)
        elif k in ['Home', 'Pause', 'Up', '^']:
            self._move_slides(self.name_to_stator('D').spr,
                              - self.name_to_stator('D').spr.get_xy()[0])
        elif k == 'r':
            self.reticule.move(150, self.reticule.spr.get_xy()[1])
            self.update_slide_labels()
            self.update_result_label()
        elif k in ['Down', 'v']:
            self.parent.realign_cb()
            self.reticule.move(150, self.reticule.spr.get_xy()[1])
            self.update_slide_labels()
            self.update_result_label()
        return True

    def _process_numeric_input(self, i, text):
        try:
            n = float(text.replace(self.decimal_point, '.'))
            if i == 0:
                self._move_reticule_to_stator_value(n)                    
            elif i == 1:
                self._move_reticule_to_slide_value(n)
            elif i == 2:
                self._move_slide_to_stator_value(n)
            elif i == 3:
                self._move_slide_to_stator_value(self._left_from_right(n))
        except ValueError:
            self.result_label.spr.labels[0] = _('NaN') + ' ' + text
        return

    def _process_text_field(self, text_field):
        """ Process input from numeric text fields: could be a function. """
        try:
            my_min = "def f(): return " + text_field.replace('import','')
            userdefined = {}
            exec my_min in globals(), userdefined
            return userdefined.values()[0]()
        except OverflowError, e:
            self.result_label.spr.labels[0] = _('Overflow Error') + \
                ': ' + str(e)
            self.result_label.draw(1000)
        except NameError, e:
            self.result_label.spr.labels[0] = _('Name Error') + ': ' + str(e)
            self.result_label.draw(1000)
Ejemplo n.º 56
0
class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.max_levels = len(LEVELS_TRUE)
        self.this_pattern = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        self._generate_grid()

    def _generate_grid(self):
        ''' Make a new set of dots for a grid of size edge '''
        i = 0
        for y in range(GRID):
            for x in range(GRID):
                xoffset = int((self._width - GRID * self._dot_size -
                               (GRID - 1) * self._space) / 2.)
                if i < len(self._dots):
                    self._dots[i].move(
                        (xoffset + x * (self._dot_size + self._space),
                         y * (self._dot_size + self._space) + self._space))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space) +
                               self._space,
                               self._new_dot(self._colors[0])))
                self._dots[i].type = 0
                self._dots[-1].set_label_attributes(40)
                i += 1

    def show(self, dot_list):
        for i in range(GRID * GRID):
            self._dots[i].set_shape(self._new_dot(self._colors[dot_list[i]]))
            self._dots[i].type = dot_list[i]

    def show_true(self):
        self.show(self._generate_pattern(LEVELS_TRUE[self._activity.level]))
        self.this_pattern = True

    def show_false(self):
        self.show(self._generate_pattern(LEVELS_FALSE[self._activity.level]))
        self.this_pattern = False

    def show_random(self):
        ''' Fill the grid with a true or false pattern '''
        if int(uniform(0, 2)) == 0:
            self.show_true()
        else:
            self.show_false()

    def _initiating(self):
        return self._activity._collab.props.leader

    def new_game(self):
        ''' Start a new game. '''
        self.show_random()

    def restore_grid(self, dot_list, boolean, color):
        ''' Restore a grid from the share '''
        self.show(dot_list)
        self.this_pattern = boolean
        self._colors = color

    def save_grid(self):
        ''' Return dot list for sharing '''
        dot_list = []
        for dot in self._dots:
            dot_list.append(dot.type)
        return dot_list, self.this_pattern, self._colors

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * GRID

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % GRID, int(dot // GRID)]

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)

    def _generate_pattern(self, f):
        ''' Run Python code passed as argument '''
        userdefined = {}
        try:
            exec(f, globals(), userdefined)
            return userdefined['generate_pattern'](self)
        except ZeroDivisionError as e:
            self._set_label('Python zero-divide error: %s' % (str(e)))
        except ValueError as e:
            self._set_label('Python value error: %s' % (str(e)))
        except SyntaxError as e:
            self._set_label('Python syntax error: %s' % (str(e)))
        except NameError as e:
            self._set_label('Python name error: %s' % (str(e)))
        except OverflowError as e:
            self._set_label('Python overflow error: %s' % (str(e)))
        except TypeError as e:
            self._set_label('Python type error: %s' % (str(e)))
        except BaseException:
            self._set_label('Python error')
        traceback.print_exc()
        return None

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                     event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        if cr is not None:
            self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if color not in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            pixbuf = svg_str_to_pixbuf(
                self._header() +
                self._circle(self._dot_size / 2., self._dot_size / 2.,
                             self._dot_size / 2.) +
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'
Ejemplo n.º 57
0
    def __init__(self, canvas, path, parent=None, sugar=True):
        """ Handle launch from both within and without of Sugar environment. """
        self.SLIDES = {'C':[C_slide_generator], 'CI':[CI_slide_generator],
                       'A':[A_slide_generator], 'K':[K_slide_generator],
                       'S':[S_slide_generator], 'T':[T_slide_generator],
                       'L':[L_slide_generator], 'LLn':[LLn_slide_generator],
                       'Log':[Log_slide_generator],
                       'custom':[Custom_slide_generator]}

        self.STATORS = {'D':[D_stator_generator], 'DI':[DI_stator_generator],
                        'B':[B_stator_generator], 'K2':[K_stator_generator],
                        'S2':[S_stator_generator], 'T2':[T_stator_generator],
                        'L2':[L_stator_generator],
                        'LLn2':[LLn_stator_generator],
                        'Log2':[Log_stator_generator],
                        'custom2':[Custom_stator_generator]}

        self.path = path

        self.sugar = sugar
        self.canvas = canvas
        self.parent = parent
        parent.show_all()

        self.canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self.canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self.canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self.canvas.add_events(Gdk.EventMask.KEY_PRESS_MASK)
        self.canvas.connect("draw", self.__draw_cb)
        self.canvas.connect("button-press-event", self._button_press_cb)
        self.canvas.connect("button-release-event", self._button_release_cb)
        self.canvas.connect("motion-notify-event", self._mouse_move_cb)
        self.canvas.connect("key-press-event", self._keypress_cb)
        self.canvas.set_can_focus(True)
        self.canvas.grab_focus()
        self.width = Gdk.Screen.width()
        self.height = Gdk.Screen.height() - GRID_CELL_SIZE
        self.sprites = Sprites(self.canvas)
        self.slides = []
        self.stators = []
        self.scale = 1

        locale.setlocale(locale.LC_NUMERIC, '')
        self.decimal_point = locale.localeconv()['decimal_point']
        if self.decimal_point == '' or self.decimal_point is None:
            self.decimal_point = '.'

        self.error_msg = None
        self.result_function = [None, None]
        self.label_function = [None, None]

        _logger.debug("creating slides, stators, and reticule")
        self.result_label = Stator(self.sprites, self.path, 'label',
                                        int((self.width - 600) / 2),
                                        SCREENOFFSET + 4 * SHEIGHT,
                                        800, SHEIGHT)

        for slide in self.SLIDES:
            self.make_slide(slide, SLIDE)

        for stator in self.STATORS:
            self.make_slide(stator, STATOR)

        self.reticule = Reticule(self.sprites, self.path, 'reticule',
                          150, SCREENOFFSET + SHEIGHT, 100, 2 * SHEIGHT)
        self.reticule.draw(2000)

        self.press = None
        self.last = None
        self.dragpos = 0

        # We need textviews for keyboard input from the on-screen keyboard
        self._set_screen_dpi()
        font_desc = Pango.font_description_from_string('12')
        self.text_entries = []
        self.text_buffers = []

        w = self.reticule.tabs[0].spr.label_safe_width()
        h = int(self.reticule.tabs[0].spr.label_safe_height() / 2)
        for i in range(4):  # Reticule top & bottom; Slider left & right
            self.text_entries.append(Gtk.TextView())
            self.text_entries[-1].set_justification(Gtk.Justification.CENTER)
            self.text_entries[-1].set_pixels_above_lines(4)
            ''' Not necessary (and doesn't work on OS8)
            self.text_entries[-1].override_background_color(
                Gtk.StateType.NORMAL, Gdk.RGBA(0, 0, 0, 0))
            '''
            self.text_entries[-1].modify_font(font_desc)
            self.text_buffers.append(self.text_entries[-1].get_buffer())
            self.text_entries[-1].set_size_request(w, h)
            self.text_entries[-1].show()
            self.parent.fixed.put(self.text_entries[-1], 0, 0)
            self.parent.fixed.show()
            self.text_entries[-1].connect('focus-out-event',
                                          self._text_focus_out_cb)
        self.reticule.add_textview(self.text_entries[0], i=BOTTOM)
        self.reticule.add_textview(self.text_entries[1], i=TOP)
        self.reticule.set_fixed(self.parent.fixed)
        for slide in self.slides:
            slide.add_textview(self.text_entries[2], i=LEFT)
            slide.add_textview(self.text_entries[3], i=RIGHT)
            slide.set_fixed(self.parent.fixed)

        if not self.sugar:
            self.update_textview_y_offset(self.parent.menu_height)

        self.active_slide = self.name_to_slide('C')
        self.active_stator = self.name_to_stator('D')
        self.update_slide_labels()
        self.update_result_label()
Ejemplo n.º 58
0
    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = ['#FFFFFF']
        self._colors.append(colors[0])
        self._colors.append(colors[1])
        self._colors.append('#000000')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (20 * DOT_SIZE * 1.1)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self.we_are_sharing = False
        self._sum = 0
        self._mode = 'ten'
        self.custom = [1, 1, 1, 1, 10]

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        Sprite(self._sprites, 0, 0, self._box(self._width, self._height,
                                              color=colors[1]))

        self._number_box = Sprite(self._sprites, 0, 0, self._box(
                self._width, 2 * self._dot_size, color=colors[1]))
        self._number_box.set_label_attributes(48)

        self._dots = []
        for p in range(SIX):
            y = self._height - self._space
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int(p * self._width / 6) + self._space
            y -= self._dot_size
            for d in range(3):  # bottom of fives row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space
            x = int((p * self._width / 6.) + self._dot_size / 2.) + self._space
            y -= self._dot_size + self._space
            for d in range(2):  # top of fives row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int((p * self._width / 6.) + self._dot_size / 2.) + self._space
            y -= self._dot_size
            for d in range(2):  # bottom of threes row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space
            x = int((p * self._width / 6.) + self._dot_size) + self._space
            y -= self._dot_size + self._space
            for d in range(1):  # top of threes row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int((p * self._width / 6.) + self._dot_size / 2.) + self._space
            y -= self._dot_size
            for d in range(2):  # twos row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

            x = int((p * self._width / 6.) + self._dot_size) + self._space
            y -= self._dot_size
            for d in range(1):  # ones row
                self._dots.append(
                    Sprite(self._sprites, x, y,
                           self._new_dot(self._colors[0])))
                self._dots[-1].type = 0  # not set
                # self._dots[-1].set_label_color('white')
                x += self._dot_size + self._space

            y -= self._dot_size
            Sprite(self._sprites, 0, y, self._line(vertical=False))

        for p in range(SIX - 1):
            x = int((p + 1) * self._width / 6)
            Sprite(self._sprites, x - 1, y,
                   self._line(vertical=True))

        # and initialize a few variables we'll need.
        self._all_clear()
Ejemplo n.º 59
0
class Game():
    ''' OLPC XO man color changer designed in memory of Nat Jacobson '''

    def __init__(self, canvas, parent=None, mycolors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self.colors = [mycolors[0]]
        self.colors.append(mycolors[1])

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        self._scale = self._width / 1200.

        self.press = None
        self.dragpos = [0, 0]
        self.startpos = [0, 0]

        self._dot_cache = {}
        self._xo_cache = {}

        self._radius = 22.5
        self._stroke_width = 9.5

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._sprites.set_delay(True)
        self._dots = []
        self._xo_man = None
        self._generate_bg('#FFF')

        # First dot, starting angle
        self._cxy = [self._width / 2, self._height / 2]
        self._xy = [self._width / 2 + 120 * self._scale,
                    self._height / 2 - self._radius * self._scale]
        self._angle = 0
        self._dot_size_plus = self._radius * 3 * self._scale
        self._min = -self._dot_size_plus / 3
        self._max = self._height - (self._dot_size_plus / 2.2)

        self._zones = []
        self._calc_zones()
        self._generate_spiral()
        self._sprites.draw_all()

    def _calc_zones(self):
        for color in colors:
            rgb1 = _from_hex(color[0])
            rgb2 = _from_hex(color[1])
            dv = _contrast(rgb1, rgb2)
            dh = _delta_hue(rgb1, rgb2)
            self._zones.append(_zone(dv, dh))

    def _calc_next_dot_position(self):
        ''' calculate spiral coordinates '''
        dx = self._xy[0] - self._cxy[0]
        dy = self._xy[1] - self._cxy[1]
        r = sqrt(dx * dx + dy * dy)
        c = 2 * r * pi
        a = atan2(dy, dx)
        da = (self._dot_size_plus / c) * 2 * pi
        a += da
        r += self._dot_size_plus / (c / self._dot_size_plus)
        self._xy[0] = r * cos(a) + self._cxy[0]
        self._xy[1] = r * sin(a) + self._cxy[1]
        if self._xy[1] < self._min or self._xy[1] > self._max:
            self._calc_next_dot_position()

    def _generate_spiral(self):
        ''' Make a new set of dots for a sprial '''
        for z in range(4):
            for i in range(len(colors)):
                if self._zones[i] == z:
                    self._dots.append(
                        Sprite(self._sprites, self._xy[0], self._xy[1],
                               self._new_dot(colors[i])))
                    self._dots[-1].type = i
                    self._calc_next_dot_position()
        if self._xo_man is None:
            x = 510 * self._scale
            y = 280 * self._scale
            self._xo_man = Sprite(self._sprites, x, y,
                                 self._new_xo_man(self.colors))
            self._xo_man.type = None

    def move_dot(self, i, x, y):
        self._dots[i].move((x, y))

    def get_dot_xy(self, i):
        return self._dots[i].get_xy()

    def move_xo_man(self, x, y):
        self._xo_man.move((x, y))

    def get_xo_man_xy(self):
        return self._xo_man.get_xy()

    def rotate(self):
        x, y = self._dots[0].get_xy()
        for i in range(len(colors) - 1):
            self._dots[i].move(self._dots[i + 1].get_xy())
        self._dots[-1].move((x, y))

    def _generate_bg(self, color):
        ''' a background color '''
        self._bg = Sprite(self._sprites, 0, 0, self._new_background(color))
        self._bg.set_layer(0)
        self._bg.type = None

    def adj_background(self, color):
        ''' Change background '''
        self._bg.set_image(self._new_background(color))
        self._bg.set_layer(0)

    def _button_press_cb(self, win, event):
        win.grab_focus()
        x, y = map(int, event.get_coords())
        self.dragpos = [x, y]

        spr = self._sprites.find_sprite((x, y))
        if spr == None or spr == self._bg:
            return
        self.startpos = spr.get_xy()
        self.press = spr

    def _mouse_move_cb(self, win, event):
        """ Drag a rule with the mouse. """
        if self.press is None:
            self.dragpos = [0, 0]
            return True
        win.grab_focus()
        x, y = map(int, event.get_coords())
        dx = x - self.dragpos[0]
        dy = y - self.dragpos[1]
        self.press.move_relative((dx, dy))
        self.dragpos = [x, y]

    def _button_release_cb(self, win, event):
        if self.press == None:
            return True
        if _distance(self.press.get_xy(), self.startpos) < 20:
            if type(self.press.type) == int:
                self.i = self.press.type
                self._new_surface()
            self.press.move(self.startpos)
        self.press = None

    def _new_surface(self):
        self.colors[0] = colors[self.i][0]
        self.colors[1] = colors[self.i][1]
        self._xo_man.set_image(self._new_xo_man(colors[self.i]))
        self._xo_man.set_layer(100)

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        if True: # not color in self._dot_cache:
            self._stroke = color[0]
            self._fill = color[1]
            self._svg_width = int(60 * self._scale)
            self._svg_height = int(60 * self._scale)
            pixbuf = svg_str_to_pixbuf(
                self._header() + \
                '<circle cx="%f" cy="%f" r="%f" stroke="%s" fill="%s" \
stroke-width="%f" visibility="visible" />' % (
                        30 * self._scale, 30 * self._scale,
                        self._radius * self._scale, self._stroke,
                        self._fill, self._stroke_width * self._scale) + \
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            # self._dot_cache[color] = surface

        return surface  # self._dot_cache[color]

    def _new_background(self, color):
        ''' Background color '''
        self._svg_width = int(self._width)
        self._svg_height = int(self._height)
        string = \
            self._header() + \
            '<rect width="%f" height="%f" x="%f" \
y="%f" fill="%s" stroke="none" visibility="visible" />' % (
                    self._width, self._height, 0, 0, color) + \
            self._footer()
        pixbuf = svg_str_to_pixbuf(string)
        surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                     self._svg_width, self._svg_height)
        context = cairo.Context(surface)
        Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
        context.rectangle(0, 0, self._svg_width, self._svg_height)
        context.fill()
        return surface

    def _new_xo_man(self, color):
        ''' generate a xo-man of a color color '''
        if True: # not color in self._xo_cache:
            self._stroke = color[0]
            self._fill = color[1]
            self._svg_width = int(240. * self._scale)
            self._svg_height = int(260. * self._scale)
            string = \
                self._header() + \
                '<g>' + \
                '<g id="XO">' + \
                '<path id="Line1" d="M%f,%f C%f,%f %f,%f %f,%f" stroke="%s" \
stroke-width="%f" stroke-linecap="round" fill="none" visibility="visible" />' \
% (
                        165.5 * self._scale, 97 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        74.5 * self._scale, 188 * self._scale,
                        self._stroke, 37 * self._scale) + \
                '<path id="Line2" d="M%f,%f C%f,%f %f,%f %f,%f" stroke="%s" \
stroke-width="%f" stroke-linecap="round" fill="none" visibility="visible" />' \
% (
                        165.5 * self._scale, 188 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        74.5 * self._scale, 97 * self._scale,
                        self._stroke, 37 * self._scale) + \
                '<path id="Fill1" d="M%f,%f C%f,%f %f,%f %f,%f" stroke="%s" \
stroke-width="%f" stroke-linecap="round" fill="none" visibility="visible" />' \
% (
                        165.5 * self._scale, 97 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        74.5 * self._scale, 188 * self._scale,
                        self._fill, 17 * self._scale) + \
                '<path id="Fill2" d="M%f,%f C%f,%f %f,%f %f,%f" stroke="%s" \
stroke-width="%f" stroke-linecap="round" fill="none" visibility="visible" />' \
% (
                        165.5 * self._scale, 188 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        120 * self._scale, 140.5 * self._scale,
                        74.5 * self._scale, 97 * self._scale,
                        self._fill, 17 * self._scale) + \
                '<circle id="Circle" cx="%f" cy="%f" r="%f" \
fill="%s" stroke="%s" stroke-width="%f" visibility="visible" />' % (
                        120 * self._scale, 61.5 * self._scale,
                        27.5 * self._scale,
                        self._fill, self._stroke, 11 * self._scale) + \
                '</g></g>' + \
                self._footer()
            pixbuf = svg_str_to_pixbuf(string)

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            # self._xo_cache[color] = surface
        return surface # self._xo_cache[color]

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http:#www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _footer(self):
        return '</svg>\n'