Esempio n. 1
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    def on_sio_game_over(self, data):
        # Callback for when the game ends
        print 'socketio: game_over'

        # Parse parameters
        winner = data['winner']

        # Disable swings
        self.enable_swings = False

        # Chose which color and which end-state
        color = SocketRacket.COLOR_WIN
        if (self.player_num == winner):
            self.state = GameState.END_GAME_WIN
        else:
            color = SocketRacket.COLOR_LOSE
            self.state = GameState.END_GAME_LOST

        # Parameterize the transition with animations
        self.state_data = {
            'events':
            [(event.Event(SocketRacket.COLOR_TRANS_TIME,
                          self.generic_color_trans(None, color)), None),
             (event.Event(SocketRacket.OVER_TIME,
                          self.generic_flash(freq=5)), color),
             (clear_event.ClearEvent(clear_color=True), color),
             (event.Event(
                 SocketRacket.COLOR_TRANS_TIME,
                 self.generic_color_trans(color,
                                          SocketRacket.COLOR_CLEAR)), None)]
        }
Esempio n. 2
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    def on_sio_game_won_rally(self):
        # Callback for when a player wins the rally
        print 'socketio: game_won_rally'

        # Keep swings enabled
        self.enable_swings = True

        # Parameterize the transition with animations
        self.state = GameState.WON_RALLY
        self.state_data = {
            'events': [
                (event.Event(
                    SocketRacket.COLOR_TRANS_TIME,
                    self.generic_color_trans(None,
                                             SocketRacket.COLOR_WIN)), None),
                (event.Event(SocketRacket.WON_RALLY_TIME,
                             self.generic_flash(freq=2)),
                 SocketRacket.COLOR_WIN),
                (clear_event.ClearEvent(clear_color=True),
                 SocketRacket.COLOR_WIN),
                (event.Event(
                    SocketRacket.COLOR_TRANS_TIME,
                    self.generic_color_trans(SocketRacket.COLOR_WIN,
                                             None)), None),
            ]
        }
Esempio n. 3
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    def on_sio_game_is_server(self):
        # Callback for when the player becomes the person serving the ball
        print 'socketio: game_is_server'

        # Keep swings enabled
        self.enable_swings = True

        # Parameterize the transition with animations
        self.state = GameState.SERVER
        self.state_data = {
            'events': [(event.Event(SocketRacket.SERVER_TIME,
                                    self.generic_flash(freq=2)), None),
                       (clear_event.ClearEvent(), None)]
        }
Esempio n. 4
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    def on_button(self, controller, pressed, held, released):
        # Method to parse button presses

        # Forceful reset
        if ((self.state != GameState.RESET_WAIT)
                and (psmoveapi.Button.SELECT in held)
                and (psmoveapi.Button.START in held)
                and (psmoveapi.Button.PS in held)):
            self.sio_game_reset()
            self.state = GameState.RESET_WAIT

        # Color choosing logic
        if (self.state == GameState.COLOR_SELECTION):
            choices = (psmoveapi.Button.SQUARE, psmoveapi.Button.TRIANGLE,
                       psmoveapi.Button.CROSS, psmoveapi.Button.CIRCLE)

            # Cycle through button options
            for button in choices:
                if (button in pressed):
                    self.color_choice = SocketRacket.COLORS[button]
                    controller.color = psmoveapi.RGB(*self.color_choice)
                    return

            # Generic animation for a confirmation
            confirm_data = {
                'events': [(event.Event(
                    SocketRacket.COLOR_WAIT_TIME,
                    self.generic_flash(rumble_scale=0.75,
                                       color_scale=0.75)), None),
                           (clear_event.ClearEvent(), None)]
            }

            # Handedness confirmation
            if (psmoveapi.Button.SELECT in pressed):
                self.hand = 0
                self.state_data = confirm_data

            elif (psmoveapi.Button.START in pressed):
                self.hand = 1
                self.state_data = confirm_data

            # Color confirmation logic
            elif ((self.color_choice is not None)
                  and (psmoveapi.Button.MOVE in pressed)):
                self.sio_init_color_choice(self.color_choice, self.hand)

                # Signal a transition to the next state
                self.state = GameState.COLOR_WAIT
                self.state_data = confirm_data
Esempio n. 5
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    def on_sio_init_color_confirm(self):
        # Callback for a color confirmation event
        print 'socketio: init_color_confirm'

        # Ready for swings!
        self.enable_swings = True

        # Parameterize the transition with animations
        self.state = GameState.START_WAIT
        self.state_data = {
            'events':
            [(event.Event(SocketRacket.COLOR_CONFIRM_TIME,
                          self.generic_flash(freq=3, color_scale=0.75)), None),
             (clear_event.ClearEvent(), None)]
        }
Esempio n. 6
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    def on_sio_game_hit_ball(self, data):
        # Callback for a hit ball event
        print 'socketio: game_hit_ball'

        # Parse parameters
        strength = data['strength']

        # Keep swings enabled
        self.enable_swings = True

        # Parameterize the transition with animations
        self.state = GameState.HIT_BALL
        self.state_data = {
            'events':
            [(event.Event(SocketRacket.HIT_TIME,
                          self.generic_flash(color_scale=strength)), None),
             (clear_event.ClearEvent(), None)]
        }
Esempio n. 7
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    def on_sio_game_restart(self, data):
        # Callback for when the game ends
        print 'socketio: game_restart'

        # Disable swings
        self.enable_swings = False

        # Restart the state machine
        self.state = GameState.COLOR_SELECTION

        # Parameterize the transition with animations
        self.state_data = {
            'events':
            [(event.Event(SocketRacket.RESET_TIME,
                          self.generic_flash(color=False)), None),
             (event.Event(
                 SocketRacket.COLOR_TRANS_TIME,
                 self.generic_color_trans(None,
                                          SocketRacket.COLOR_CLEAR)), None),
             (clear_event.ClearEvent(), None)]
        }
Esempio n. 8
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    def on_sio_init_color_reject(self):
        # Callback for a color rejection event
        print 'socketio: init_color_reject'

        # Disable swings (not at the game yet)
        self.enable_swings = False

        # Parameterize the transition with animations
        self.state = GameState.COLOR_SELECTION
        self.state_data = {
            'events':
            [(event.Event(SIORacket.COLOR_TRANS_TIME,
                          self.generic_color_trans(None, SIORacket.COLOR_BAD)),
              None),
             (event.Event(SIORacket.COLOR_REJECT_TIME,
                          self.generic_flash()), SIORacket.COLOR_BAD),
             (clear_event.ClearEvent(clear_color=True), SIORacket.COLOR_BAD),
             (event.Event(SIORacket.COLOR_TRANS_TIME,
                          self.generic_color_trans(SIORacket.COLOR_BAD,
                                                   None)), None)]
        }
Esempio n. 9
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    def on_sio_game_missed_ball(self):
        # Callback for a missed ball event
        print 'socketio: game_missed_ball'

        # Keep swings enabled
        self.enable_swings = True

        # Parameterize the transition with animations
        self.state = GameState.LOST_RALLY
        self.state_data = {
            'events':
            [(event.Event(SIORacket.COLOR_TRANS_TIME,
                          self.generic_color_trans(None,
                                                   SIORacket.COLOR_LOSE)),
              None),
             (event.Event(SIORacket.LOST_RALLY_TIME,
                          self.generic_flash(freq=2)), SIORacket.COLOR_LOSE),
             (clear_event.ClearEvent(clear_color=True), SIORacket.COLOR_LOSE),
             (event.Event(SIORacket.COLOR_TRANS_TIME,
                          self.generic_color_trans(SIORacket.COLOR_LOSE,
                                                   None)), None)]
        }
Esempio n. 10
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    def on_button(self, controller, buttons):
        # Method to parse button presses

        # Temporary to cycle through animations
        # Pressing the PS button simulates an in-order server event
        if (psmoveapi.Button.PS in buttons):
            if (self.state == GameState.COLOR_WAIT):
                if (bool(random.randint(0, 1))):
                    self.on_sio_init_color_reject()
                else:
                    self.on_sio_init_color_confirm()

            elif (self.state == GameState.START_WAIT):
                self.on_sio_game_is_server()

            elif (self.state == GameState.GAMEPLAY):
                end_rally = False

                if (bool(random.randint(0, 3))):
                    self.on_sio_game_hit_ball({'strength': 0.75})
                    if (not bool(random.randint(0, 5))):
                        self.on_sio_game_won_rally()
                        end_rally = True
                else:
                    self.on_sio_game_missed_ball()
                    end_rally = True

                if (end_rally and not bool(random.randint(0, 5))):
                    if (bool(random.randint(0, 1))):
                        self.on_sio_game_over({'is_winner': False})
                    else:
                        self.on_sio_game_over({'is_winner': True})

            return

        # Color choosing logic
        if (self.state == GameState.COLOR_SELECTION):
            choices = (psmoveapi.Button.SQUARE, psmoveapi.Button.TRIANGLE,
                       psmoveapi.Button.CROSS, psmoveapi.Button.CIRCLE)

            # Cycle through button options
            for button in choices:
                if (button in buttons):
                    self.color_choice = SIORacket.COLORS[button]
                    controller.color = psmoveapi.RGB(*self.color_choice)
                    return

        # Color confirmation logic
        if ((self.color_choice is not None)
                and (psmoveapi.Button.MOVE in buttons)):
            self.sio_init_color_choice(self.color_choice)

            # Signal a transition to the next state
            self.state = GameState.COLOR_WAIT
            self.state_data = {
                'events': [(event.Event(
                    SIORacket.COLOR_WAIT_TIME,
                    self.generic_flash(rumble_scale=0.75,
                                       color_scale=0.75)), None),
                           (clear_event.ClearEvent(), None)]
            }