Example #1
0
def query(request):
        context = RequestContext(request, {})
        gid = ''
        data = {}
        if request.COOKIES.has_key('gid'):
            gid = request.COOKIES['gid']
        game = retrieve_game(gid)
        if game:
            game.issue_query()
            store_game(gid, game)
            data = game.get_game_state()

        new_high = False
        if game.is_game_over():
            # check if this is a high score
            # update userprofile stats
            new_high = end_game(request.user, game)

        return render_to_response('asg/game.html', {'sid':gid, 'data': data, 'new_high':new_high}, context)
Example #2
0
def endGame(request):
    context = RequestContext(request, {})
    gid = ''
    star_info = [0, 0, 0]
    star_thisGame = 0
    data = {}
    global access_limit
    access_limit = 10

    nextTreasureNo = 10 - access_limit

    if request.COOKIES.has_key('gid'):
        gid = request.COOKIES['gid']
    game = retrieve_game(gid)
    if game:

        # # check if query success or not
        # if query_msg == True:
        #     log_move_event(request.user.id, game, False, False)

        # gems coating here
        gain_list = []
        round = game.current_round
        for i in range(len(round)):
            r = round[i]
            gain_list.append(str(r['gain']))

        global treasure_display_list
        treasure_display_list = []

        # global current_display_list
        # current_display_list = gems_coating(gameId, gain_list)

        log_move_event(request.user.id, game, current_display_list, False,
                       True)
        store_game(gid, game)
        data = game.get_game_state()
        data['gameover'] = True

        rounds_list = data['round']
        zipped_data = zip(current_display_list, rounds_list)

    if game.id != 6:
        star_info = star_game(game.id)
        star_thisGame = star_calculate(data['points'], unlockScore[game.id])
        new_high = False

    # check if this is a high score
    # update userprofile stats
    log_move_event(request.user.id, game, current_display_list, False, True)
    new_high = end_game(request.user, game)

    global noise
    noise = 4

    if game.id == 6:
        return render_to_response(
            'asg/game.html', {
                'sid': gid,
                'data': data,
                'zipped_data': zipped_data,
                'new_high': new_high,
                'gameId': gameId,
                'next': nextTreasureNo,
                'noise': noise
            }, context)

    return render_to_response(
        'asg/game.html', {
            'sid': gid,
            'data': data,
            'zipped_data': zipped_data,
            'new_high': new_high,
            'gameId': gameId,
            'starInfo': star_info,
            'star': star_thisGame,
            'next': nextTreasureNo,
            'noise': noise
        }, context)
Example #3
0
def endGame(request):
    context = RequestContext(request, {})
    gid = ''
    star_info = [0, 0, 0]
    star_thisGame = 0
    data = {}
    global access_limit
    access_limit = 10

    nextTreasureNo = 10 - access_limit

    if request.COOKIES.has_key('gid'):
        gid = request.COOKIES['gid']
    game = retrieve_game(gid)
    if game:

        # # check if query success or not
        # if query_msg == True:
        #     log_move_event(request.user.id, game, False, False)

        # gems coating here
        gain_list = []
        round = game.current_round
        for i in range(len(round)):
            r = round[i]
            gain_list.append(str(r['gain']))

        global treasure_display_list
        treasure_display_list = []

        # global current_display_list
        # current_display_list = gems_coating(gameId, gain_list)

        log_move_event(request.user.id, game, current_display_list, False, True)
        store_game(gid, game)
        data = game.get_game_state()
        data['gameover'] = True

        rounds_list = data['round']
        zipped_data = zip(current_display_list, rounds_list)

    if game.id != 6:
        star_info = star_game(game.id)
        star_thisGame = star_calculate(data['points'], unlockScore[game.id])
        new_high = False

    # check if this is a high score
    # update userprofile stats
    log_move_event(request.user.id, game, current_display_list, False, True)
    new_high = end_game(request.user, game)

    global noise
    noise = 4

    if game.id == 6:
        return render_to_response('asg/game.html',
                                  {'sid': gid, 'data': data, 'zipped_data': zipped_data, 'new_high': new_high,
                                   'gameId': gameId,
                                   'next': nextTreasureNo, 'noise': noise},
                                  context)

    return render_to_response('asg/game.html',
                              {'sid': gid, 'data': data, 'zipped_data': zipped_data, 'new_high': new_high,
                               'gameId': gameId,
                               'starInfo': star_info, 'star': star_thisGame,
                               'next': nextTreasureNo, 'noise': noise},
                              context)
Example #4
0
def assess(request):
    context = RequestContext(request, {})
    gid = ''
    star_info = [0, 0, 0]
    star_thisGame = 0
    if request.COOKIES.has_key('gid'):
        gid = request.COOKIES['gid']

    data = {}
    access_msg = True

    game = retrieve_game(gid)
    if game:
        global access_limit
        if access_limit > 0:
            game.examine_document()
            access_limit -= 1
        else:
            access_msg = False

        nextTreasureNo = 10 - access_limit

        store_game(gid, game)
        data = game.get_game_state()

        rounds_list = data['round']
        zipped_data = zip(access_display_list, rounds_list)
        # -----------------------------------------
    if game.id != 6:
        star_info = star_game(game.id)
        star_thisGame = star_calculate(data['points'], unlockScore[game.id])

    global noise
    noise = 1

    new_high = False
    if game.is_game_over():
        # check if this is a high score
        # update userprofile stats
        log_move_event(request.user.id, game, current_display_list, False,
                       True)
        new_high = end_game(request.user, game)
        global noise
        noise = 4

        if game.id == 6:
            return render_to_response(
                'asg/game.html', {
                    'sid': gid,
                    'data': data,
                    'zipped_data': zipped_data,
                    'gameId': gameId,
                    'new_high': new_high,
                    'access_msg': access_msg,
                    'gameId': gameId,
                    'next': nextTreasureNo,
                    'noise': noise
                }, context)

    if data['tokens'] == 1 and access_msg == False:
        special_msg = True
        return render_to_response(
            'asg/game.html', {
                'sid': gid,
                'data': data,
                'zipped_data': zipped_data,
                'gameId': gameId,
                'new_high': new_high,
                'special_msg': special_msg,
                'gameId': gameId,
                'next': nextTreasureNo,
                'noise': noise
            }, context)

    return render_to_response(
        'asg/game.html', {
            'sid': gid,
            'data': data,
            'zipped_data': zipped_data,
            'new_high': new_high,
            'access_msg': access_msg,
            'gameId': gameId,
            'starInfo': star_info,
            'star': star_thisGame,
            'next': nextTreasureNo,
            'noise': noise
        }, context)
Example #5
0
def assess(request):
    context = RequestContext(request, {})
    gid = ''
    star_info = [0, 0, 0]
    star_thisGame = 0
    if request.COOKIES.has_key('gid'):
        gid = request.COOKIES['gid']

    data = {}
    access_msg = True

    game = retrieve_game(gid)
    if game:
        global access_limit
        if access_limit > 0:
            game.examine_document()
            access_limit -= 1
        else:
            access_msg = False

        nextTreasureNo = 10 - access_limit

        store_game(gid, game)
        data = game.get_game_state()

        rounds_list = data['round']
        zipped_data = zip(access_display_list, rounds_list)
        # -----------------------------------------
    if game.id != 6:
        star_info = star_game(game.id)
        star_thisGame = star_calculate(data['points'], unlockScore[game.id])

    global noise
    noise = 1

    new_high = False
    if game.is_game_over():
        # check if this is a high score
        # update userprofile stats
        log_move_event(request.user.id, game, current_display_list, False, True)
        new_high = end_game(request.user, game)
        global noise
        noise = 4

        if game.id == 6:
            return render_to_response('asg/game.html',
                                      {'sid': gid, 'data': data, 'zipped_data': zipped_data, 'gameId': gameId,
                                       'new_high': new_high, 'access_msg': access_msg,
                                       'gameId': gameId, 'next': nextTreasureNo, 'noise': noise},
                                      context)

    if data['tokens'] == 1 and access_msg == False:
        special_msg = True
        return render_to_response('asg/game.html',
                                  {'sid': gid, 'data': data, 'zipped_data': zipped_data, 'gameId': gameId,
                                   'new_high': new_high, 'special_msg': special_msg,
                                   'gameId': gameId, 'next': nextTreasureNo, 'noise': noise},
                                  context)

    return render_to_response('asg/game.html',
                              {'sid': gid, 'data': data, 'zipped_data': zipped_data, 'new_high': new_high,
                               'access_msg': access_msg,
                               'gameId': gameId, 'starInfo': star_info, 'star': star_thisGame, 'next': nextTreasureNo,
                               'noise': noise},
                              context)