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game.py
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game.py
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# -*- coding: utf-8 -*-
#Copyright (c) 2009,12 Walter Bender
#Copyright (c) 2009 Michele Pratusevich
#Copyright (c) 2009 Vincent Le
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
# You should have received a copy of the GNU General Public License
# along with this library; if not, write to the Free Software
# Foundation, 51 Franklin Street, Suite 500 Boston, MA 02110-1335 USA
import gi
from gi.repository import Gtk
from gi.repository import Gdk
from gi.repository import GdkPixbuf
from gi.repository import GObject
from gi.repository import Pango
import os
from gettext import gettext as _
from math import sqrt
from sugar3.graphics.objectchooser import ObjectChooser
from sugar3.graphics import style
from sugar3.datastore import datastore
from sugar3 import mime
from sugar3.activity import activity
import logging
_logger = logging.getLogger('dimensions-activity')
GRID_CELL_SIZE = style.GRID_CELL_SIZE
from constants import (LOW, MEDIUM, HIGH, MATCHMASK, ROW, COL, CARD_WIDTH,
WORD_CARD_INDICIES, DEAD_DICTS, DEAD_KEYS, WHITE_SPACE,
NOISE_KEYS, WORD_CARD_MAP, KEYMAP, CARD_HEIGHT, DEAL,
DIFFICULTY_LEVEL, BACKGROUNDMASK, DECKSIZE,
CUSTOM_CARD_INDICIES, SHAPES, COLORS, NUMBER, FILLS,
CARDS_IN_A_MATCH, LABELH)
from grid import Grid
from deck import Deck
from card import Card
from sprites import Sprites, Sprite
from gencards import (generate_match_card, generate_frowny_shape,
generate_smiley, generate_frowny_texture,
generate_frowny_color, generate_frowny_number,
generate_label)
CURSOR = '█'
def _distance(pos1, pos2):
''' simple distance function '''
return sqrt((pos1[0] - pos2[0]) * (pos1[0] - pos2[0]) +
(pos1[1] - pos2[1]) * (pos1[1] - pos2[1]))
def _find_the_number_in_the_name(name):
''' Find which element in an array (journal entry title) is a number '''
parts = name.split('.')
before = ''
after = ''
for i in range(len(parts)):
ii = len(parts) - i - 1
try:
int(parts[ii])
for j in range(ii):
before += (parts[j] + '.')
for j in range(ii + 1, len(parts)):
after += ('.' + parts[j])
return before, after, ii
except ValueError:
pass
return '', '', -1
def _construct_a_name(before, i, after):
''' Make a numbered filename from parts '''
return '%s%s%s' % (before, str(i), after)
class Click():
''' A simple class to hold a clicked card '''
def __init__(self):
self.spr = None
self.pos = [0, 0]
def reset(self):
self.spr = None
self.pos = [0, 0]
def hide(self):
if self.spr is not None:
self.spr.hide()
self.reset()
class Game():
''' The game play -- called from within Sugar or GNOME '''
def __init__(self, canvas, parent=None):
''' Initialize the playing surface '''
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_can_focus(True)
self._canvas.add_events(Gdk.EventMask.TOUCH_MASK)
self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
self._canvas.add_events(Gdk.EventMask.BUTTON_MOTION_MASK)
self._canvas.connect('event', self.__event_cb)
self._canvas.connect('draw', self.__draw_cb)
self._width = Gdk.Screen.width()
self._height = Gdk.Screen.height() - GRID_CELL_SIZE * 2
if self._width < self._height:
self.portrait = True
self._scale = 0.8 * self._width / (CARD_HEIGHT * 5.5)
else:
self.portrait = False
self._scale = 0.8 * self._height / (CARD_HEIGHT * 5.5)
self._card_width = CARD_WIDTH * self._scale
self._card_height = CARD_HEIGHT * self._scale
self.custom_paths = [None, None, None, None, None, None, None, None,
None]
self._sprites = Sprites(self._canvas)
self._sprites.set_delay(True)
self._press = None
self.matches = 0
self.robot_matches = 0
self._match_area = []
self._matches_on_display = False
self._smiley = []
self._frowny = []
self._help = []
self._stop_help = True
self._failure = None
self.clicked = []
self.last_click = None
self._drag_pos = [0, 0]
self._start_pos = [0, 0]
self.low_score = [-1, -1, -1]
self.all_scores = []
self.robot = False
self.robot_time = 0
self.total_time = 0
self.numberC = 0
self.numberO = 0
self.word_lists = None
self.editing_word_list = False
self.editing_custom_cards = False
self._edit_card = None
self._dead_key = None
self._found_a_match = False
self.level = 0
self.card_type = 'pattern'
self.buddies = []
self._dealing = False
self._the_game_is_over = False
self.grid = Grid(self._width, self._height, self._card_width,
self._card_height)
self._cards = []
for i in range(DECKSIZE):
self._cards.append(Card(scale=self._scale))
self.deck = Deck(self._cards, scale=self._scale)
for i in range(CARDS_IN_A_MATCH):
self.clicked.append(Click())
self._match_area.append(Card(scale=self._scale))
self._match_area[-1].create(
generate_match_card(self._scale), sprites=self._sprites)
self._match_area[-1].spr.move(self.grid.match_to_xy(i))
for i in range((ROW - 1) * COL):
self._smiley.append(Card(scale=self._scale))
self._smiley[-1].create(
generate_smiley(self._scale), sprites=self._sprites)
self._smiley[-1].spr.move(self.grid.grid_to_xy(i))
self._smiley.append(Card(scale=self._scale))
self._smiley[-1].create(
generate_smiley(self._scale), sprites=self._sprites)
self._smiley[-1].spr.move(self.grid.match_to_xy(3))
self._smiley[-1].spr.hide()
# A different frowny face for each type of error
self._frowny.append(Card(self._scale))
self._frowny[-1].create(
generate_frowny_shape(self._scale), sprites=self._sprites)
self._frowny[-1].spr.move(self.grid.match_to_xy(3))
self._frowny.append(Card(self._scale))
self._frowny[-1].create(
generate_frowny_color(self._scale), sprites=self._sprites)
self._frowny[-1].spr.move(self.grid.match_to_xy(3))
self._frowny.append(Card(self._scale))
self._frowny[-1].create(
generate_frowny_texture(self._scale), sprites=self._sprites)
self._frowny[-1].spr.move(self.grid.match_to_xy(3))
self._frowny.append(Card(self._scale))
self._frowny[-1].create(
generate_frowny_number(self._scale), sprites=self._sprites)
self._frowny[-1].spr.move(self.grid.match_to_xy(3))
self._label = Card()
self._label.create(generate_label(min(self._width, self._height),
LABELH),
sprites=self._sprites)
self._label.spr.move((0, 0))
self._label.spr.set_label_attributes(24, horiz_align="left")
self._labels = {'deck': '', 'match': '', 'clock': '', 'status': ''}
Gdk.Screen.get_default().connect('size-changed', self._configure_cb)
def _configure_cb(self, event):
self.grid.stop_animation = True
self._width = Gdk.Screen.width()
self._height = Gdk.Screen.height() - GRID_CELL_SIZE * 2
if self._width < self._height:
self.portrait = True
else:
self.portrait = False
self.grid.rotate(self._width, self._height)
for i in range(CARDS_IN_A_MATCH):
self._match_area[i].spr.move(self.grid.match_to_xy(i))
self._smiley[-1].spr.move(self.grid.match_to_xy(3))
for c in self._frowny:
c.spr.move(self.grid.match_to_xy(3))
for i, c in enumerate(self.clicked):
if c.spr is not None:
c.spr.move(self.grid.match_to_xy(i))
def new_game(self, saved_state=None, deck_index=0):
''' Start a new game '''
# If we were editing the word list, time to stop
self.grid.stop_animation = True
self.editing_word_list = False
self.editing_custom_cards = False
self._edit_card = None
self._saved_state = saved_state
self._deck_index = deck_index
# Wait for any animations to stop before starting new game
timeout = GObject.timeout_add(200, self._prepare_new_game)
def _prepare_new_game(self):
# If there is already a deck, hide it.
if hasattr(self, 'deck'):
self.deck.hide()
self._dealing = False
self._hide_clicked()
self._matches_on_display = False
self._failure = None
self._hide_frowny()
self._smiley[-1].spr.hide()
if self._saved_state is not None:
_logger.debug('Restoring state: %s' % (str(self._saved_state)))
if self.card_type == 'custom':
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC],
self.custom_paths,
DIFFICULTY_LEVEL[self.level])
else:
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC], self.word_lists,
DIFFICULTY_LEVEL[self.level])
self.deck.hide()
self.deck.index = self._deck_index
deck_start = ROW * COL + 3
deck_stop = deck_start + self.deck.count()
self._restore_word_list(self._saved_state[deck_stop +
3 * self.matches:])
if self._saved_state[deck_start] is not None:
self.deck.restore(self._saved_state[deck_start: deck_stop])
self.grid.restore(self.deck, self._saved_state[0: ROW * COL])
self._restore_matches(
self._saved_state[deck_stop: deck_stop + 3 * self.matches])
self._restore_clicked(
self._saved_state[ROW * COL: ROW * COL + 3])
else:
self.deck.hide()
self.deck.shuffle()
self.grid.deal(self.deck)
if not self._find_a_match():
self.grid.deal_extra_cards(self.deck)
self.matches = 0
self.robot_matches = 0
self.match_list = []
self.total_time = 0
elif not self.joiner():
_logger.debug('Starting new game.')
if self.card_type == 'custom':
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC],
self.custom_paths,
DIFFICULTY_LEVEL[self.level])
else:
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC], self.word_lists,
DIFFICULTY_LEVEL[self.level])
self.deck.hide()
self.deck.shuffle()
self.grid.deal(self.deck)
if not self._find_a_match():
self.grid.deal_extra_cards(self.deck)
self.matches = 0
self.robot_matches = 0
self.match_list = []
self.total_time = 0
# When sharer starts a new game, joiners should be notified.
if self.sharer():
self.activity._send_event('J')
self._update_labels()
self._the_game_is_over = False
if self._game_over():
if hasattr(self, 'timeout_id') and self.timeout_id is not None:
GObject.source_remove(self.timeout_id)
else:
if hasattr(self, 'match_timeout_id') and \
self.match_timeout_id is not None:
GObject.source_remove(self.match_timeout_id)
self._timer_reset()
for i in range((ROW - 1) * COL):
self._smiley[i].hide_card()
self._sprites.draw_all()
def _sharing(self):
''' Are we sharing? '''
if self._sugar and hasattr(self.activity, 'chattube') and \
self.activity.chattube is not None:
return True
return False
def joiner(self):
''' Are you the one joining? '''
if self._sharing() and not self.activity.initiating:
return True
return False
def sharer(self):
''' Are you the one sharing? '''
if self._sharing() and self.activity.initiating:
return True
return False
def edit_custom_card(self):
''' Update the custom cards from the Journal '''
if not self.editing_custom_cards:
return
# Set the card type to custom, and generate a new deck.
self._hide_clicked()
self.deck.hide()
self.card_type = 'custom'
if len(self.custom_paths) < 3:
for i in range(len(self.custom_paths), 81):
self.custom_paths.append(None)
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC], self.custom_paths,
DIFFICULTY_LEVEL.index(HIGH))
self.deck.hide()
self.matches = 0
self.robot_matches = 0
self.match_list = []
self.total_time = 0
self._edit_card = None
self._dead_key = None
if hasattr(self, 'timeout_id') and self.timeout_id is not None:
GObject.source_remove(self.timeout_id)
# Fill the grid with custom cards.
self.grid.restore(self.deck, CUSTOM_CARD_INDICIES)
self.set_label('deck', '')
self.set_label('match', '')
self.set_label('clock', '')
self.set_label('status', _('Edit the custom cards.'))
def edit_word_list(self):
''' Update the word cards '''
if not self.editing_word_list:
if hasattr(self, 'text_entry'):
self.text_entry.hide()
self.text_entry.disconnect(self.text_event_id)
return
# Set the card type to words, and generate a new deck.
self._hide_clicked()
self.deck.hide()
self.card_type = 'word'
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC], self.word_lists,
DIFFICULTY_LEVEL.index(HIGH))
self.deck.hide()
self.matches = 0
self.robot_matches = 0
self.match_list = []
self.total_time = 0
self._edit_card = None
self._dead_key = None
if hasattr(self, 'timeout_id') and self.timeout_id is not None:
GObject.source_remove(self.timeout_id)
# Fill the grid with word cards.
self.grid.restore(self.deck, WORD_CARD_INDICIES)
self.set_label('deck', '')
self.set_label('match', '')
self.set_label('clock', '')
self.set_label('status', _('Edit the word cards.'))
if not hasattr(self, 'text_entry'):
self.text_entry = Gtk.TextView()
self.text_entry.set_wrap_mode(Gtk.WrapMode.WORD)
self.text_entry.set_pixels_above_lines(0)
self.text_entry.set_size_request(self._card_width,
self._card_height)
'''
rgba = Gdk.RGBA()
rgba.red, rgba.green, rgba.blue = rgb(self._colors[1])
rgba.alpha = 1.
self.text_entry.override_background_color(
Gtk.StateFlags.NORMAL, rgba)
'''
font_text = Pango.font_description_from_string('24')
self.text_entry.modify_font(font_text)
self.activity.fixed.put(self.text_entry, 0, 0)
def _text_focus_out_cb(self, widget=None, event=None):
if self._edit_card is None:
self.text_entry.hide()
self.text_entry.disconnect(self.text_event_id)
self._update_word_card()
self.text_entry.hide()
def _update_word_card(self):
bounds = self.text_buffer.get_bounds()
text = self.text_buffer.get_text(bounds[0], bounds[1], True)
self._edit_card.spr.set_label(text)
(i, j) = WORD_CARD_MAP[self._edit_card.index]
self.word_lists[i][j] = text
self._edit_card = None
def __event_cb(self, widget, event):
''' Handle touch events '''
if event.type in (Gdk.EventType.TOUCH_BEGIN,
Gdk.EventType.TOUCH_END,
Gdk.EventType.TOUCH_UPDATE,
Gdk.EventType.BUTTON_PRESS,
Gdk.EventType.BUTTON_RELEASE,
Gdk.EventType.MOTION_NOTIFY):
x = event.get_coords()[1]
y = event.get_coords()[2]
if event.type == Gdk.EventType.TOUCH_BEGIN or \
event.type == Gdk.EventType.BUTTON_PRESS:
self._button_press(x, y)
elif event.type == Gdk.EventType.TOUCH_UPDATE or \
event.type == Gdk.EventType.MOTION_NOTIFY:
self._drag_event(x, y)
elif event.type == Gdk.EventType.TOUCH_END or \
event.type == Gdk.EventType.BUTTON_RELEASE:
self._button_release(x, y)
def _button_press_cb(self, win, event):
''' Look for a card under the button press and save its position. '''
win.grab_focus()
x, y = map(int, event.get_coords())
self._button_press(x, y)
def _button_press(self, x, y):
# Turn off help animation
if not self._stop_help:
self._stop_help = True
return True
# Don't do anything if the game is over
if self._the_game_is_over:
return True
# Don't do anything during a deal
if self._dealing:
return True
# Find the sprite under the mouse.
spr = self._sprites.find_sprite((x, y))
# If there is a match showing, hide it.
if self._matches_on_display:
self.clean_up_match(share=True)
# Nothing else to do.
if spr is None:
return True
# Don't grab cards in the match pile.
if spr in self.match_list:
return True
# Don't grab a card being animated.
if True in self.grid.animation_lock:
return True
# Don't do anything if a card is already in motion
if self._in_motion(spr):
return True
# Keep track of starting drag position.
self._drag_pos = [x, y]
self._start_pos = [x, y]
# If the match area is full, we need to move a card back to the grid
if self._failure is not None:
if not self.grid.xy_in_match(spr.get_xy()):
return True
# We are only interested in cards in the deck.
if self.deck.spr_to_card(spr) is not None:
self._press = spr
# Save its starting position so we can restore it if necessary
if self._where_in_clicked(spr) is None:
i = self._none_in_clicked()
if i is None:
self._press = None
else:
self.clicked[i].spr = spr
self.clicked[i].pos = spr.get_xy()
self.last_click = i
else:
self._press = None
return True
def clean_up_match(self, share=False):
''' Unselect clicked cards that are now in the match pile '''
self._matches_on_display = False
self._hide_clicked()
self._smiley[-1].spr.hide()
if share and self._sharing():
self.activity._send_event('r:')
def clean_up_no_match(self, spr, share=False):
''' Return last card played to grid '''
if self.clicked[2].spr is not None and self.clicked[2].spr != spr:
self.return_card_to_grid(2)
self.last_click = 2
if share and self._sharing():
self.activity._send_event('R:2')
self._hide_frowny()
self._failure = None
def _mouse_move_cb(self, win, event):
''' Drag the card with the mouse. '''
win.grab_focus()
x, y = map(int, event.get_coords())
self._drag_event(x, y)
def _drag_event(self, x, y):
if self._press is None or self.editing_word_list or \
self.editing_custom_cards:
self._drag_pos = [0, 0]
return True
dx = x - self._drag_pos[0]
dy = y - self._drag_pos[1]
self._press.set_layer(5000)
self._press.move_relative((dx, dy))
self._drag_pos = [x, y]
def _button_release_cb(self, win, event):
''' Lots of possibilities here between clicks and drags '''
win.grab_focus()
x, y = map(int, event.get_coords())
self._button_release(x, y)
def _button_release(self, x, y):
# Maybe there is nothing to do.
if self._press is None:
if self.editing_word_list:
self._text_focus_out_cb()
self._drag_pos = [0, 0]
return True
self._press.set_layer(2000)
# Determine if it was a click, a drag, or an aborted drag
d = _distance((x, y), (self._start_pos[0], self._start_pos[1]))
if d < self._card_width / 10: # click
move = 'click'
elif d < self._card_width / 2: # aborted drag
move = 'abort'
else:
move = 'drag'
# Determine status of card
status = self.grid.spr_to_grid(self._press)
if move == 'click':
if self.editing_word_list:
# Only edit one card at a time, so unselect other cards
for i, c in enumerate(self.clicked):
if c.spr is not None and c.spr != self._press:
c.spr.set_label(
c.spr.labels[0].replace(CURSOR, ''))
c.spr = None # Unselect
elif self.editing_custom_cards:
pass
else:
self.process_click(self._press)
elif move == 'abort':
i = self._where_in_clicked(self._press)
self._press.move(self.clicked[i].pos)
else: # move == 'drag'
move = self._process_drag(self._press, x, y)
if move == 'abort':
self._press = None
return
if self._sharing():
if self.deck.spr_to_card(self._press) is not None:
# Tell everyone about the card we just clicked
self.activity._send_event(
'B:%d' % (self.deck.spr_to_card(self._press).index))
i = self._where_in_clicked(self._press)
if i is not None:
self.activity._send_event('S:%d' % (i))
elif self.last_click is not None:
self.activity._send_event('S:%d' % (self.last_click))
else:
_logger.error('WARNING: Cannot find last click')
self.last_click = None
self.process_selection(self._press)
self._press = None
return
def process_click(self, spr):
''' Either move the card to the match area or back to the grid.'''
if self.grid.spr_to_grid(spr) is None: # Return card to grid
i = self._where_in_clicked(spr)
if i is not None:
self.return_card_to_grid(i)
self.last_click = i
self._hide_frowny()
self._failure = None
else:
i = self._where_in_clicked(spr)
if i is None:
spr.move((self._start_pos))
else:
spr.set_layer(5000)
self.grid.grid[self.grid.spr_to_grid(spr)] = None
self.grid.display_match(spr, i)
def _process_drag(self, spr, x, y):
''' Either drag to the match area, back to the grid, or to a
new slot. '''
move = 'drag'
if self.grid.spr_to_grid(spr) is None:
# Returning a card to the grid
if (self.portrait and y < self.grid.bottom) or \
(not self.portrait and x > self.grid.left):
i = self.grid.xy_to_grid((x, y))
if self.grid.grid[i] is not None:
i = self.grid.find_an_empty_slot()
spr.move(self.grid.grid_to_xy(i))
self.grid.grid[i] = self.deck.spr_to_card(spr)
i = self._where_in_clicked(spr)
self.last_click = i
self.clicked[i].reset()
self._hide_frowny()
self._failure = None
# Move a click to a different match slot
else:
i = self._where_in_clicked(spr)
j = self.grid.xy_to_match((x, y))
if i == j:
spr.move(self.clicked[i].pos)
else:
temp_spr = self.clicked[i].spr
self.clicked[i].spr = self.clicked[j].spr
self.clicked[j].spr = temp_spr
if self.clicked[i].spr is not None:
self.clicked[i].spr.move(self.grid.match_to_xy(i))
if self.clicked[j].spr is not None:
self.clicked[j].spr.move(self.grid.match_to_xy(j))
move = 'abort'
else:
i = self._where_in_clicked(spr)
if i is None:
move = 'abort'
# Moving a card to the match area
elif (self.portrait and y > self.grid.bottom) or \
(not self.portrait and x < self.grid.left):
self.grid.grid[self.grid.spr_to_grid(spr)] = None
spr.move(self._match_area[i].spr.get_xy())
else: # Shuffle positions in match area
j = self.grid.xy_to_grid((x, y))
k = self.grid.xy_to_grid(self.clicked[i].pos)
if j < 0 or k < 0 or j > 15 or k > 15 or j == k:
spr.move(self.clicked[i].pos)
else:
tmp_card = self.grid.grid[k]
if self.grid.grid[j] is not None:
self.grid.grid[j].spr.move(self.grid.grid_to_xy(k))
spr.move(self.grid.grid_to_xy(j))
self.grid.grid[k] = self.grid.grid[j]
self.grid.grid[j] = tmp_card
else:
spr.move(self.grid.grid_to_xy(j))
self.grid.grid[j] = self.grid.grid[k]
self.grid.grid[k] = None
move = 'abort'
self.clicked[i].reset()
self._consistency_check()
return move
def _consistency_check(self):
''' Make sure that the cards in the grid are really in the grid '''
# Root cause: a race condition?
for i in range(3):
spr = self.clicked[i].spr
if spr is not None:
if not self.grid.xy_in_match(spr.get_xy()):
_logger.debug('card in both the grid and '
'match area (%d)' % (i))
spr.move(self.grid.match_to_xy(i))
def process_selection(self, spr):
''' After a card has been selected... '''
if self.editing_word_list: # Edit label of selected card
x, y = spr.get_xy()
if self._edit_card is not None:
self._update_word_card()
self._edit_card = self.deck.spr_to_card(spr)
self.text_buffer = self.text_entry.get_buffer()
self.text_entry.show()
self.text_buffer.set_text(self._edit_card.spr.labels[0])
self.activity.fixed.move(self.text_entry, x, y)
self.text_event_id = self.text_entry.connect(
'focus-out-event', self._text_focus_out_cb)
self.text_entry.grab_focus()
elif self.editing_custom_cards:
# Only edit one card at a time, so unselect other cards
for i, c in enumerate(self.clicked):
if c.spr is not None and c.spr != spr:
c.spr = None
# Choose an image from the Journal for a card
self._edit_card = self.deck.spr_to_card(spr)
self._choose_custom_card()
# Regenerate the deck with the new card definitions
self.deck.create(self._sprites, self.card_type,
[self.numberO, self.numberC],
self.custom_paths, DIFFICULTY_LEVEL[1])
self.deck.hide()
self.grid.restore(self.deck, CUSTOM_CARD_INDICIES)
elif self._none_in_clicked() == None:
# If we have three cards selected, test for a match.
self._test_for_a_match()
if self._matches_on_display:
self._smiley[-1].spr.set_layer(100)
elif not self._the_game_is_over and self._failure is not None:
self._frowny[self._failure].spr.set_layer(100)
return
def _none_in_clicked(self):
''' Look for room on the click list '''
for i, c in enumerate(self.clicked):
if c.spr is None:
return i
return None
def _where_in_clicked(self, spr):
''' Is the card already selected? '''
for i, c in enumerate(self.clicked):
if c.spr == spr:
return i
return None
def add_to_clicked(self, spr, pos=[0, 0]):
''' Add a card to the selected list '''
i = self._where_in_clicked(spr)
if i is not None:
self.last_click = i
else:
i = self._none_in_clicked()
if i is None:
_logger.error('WARNING: No room in clicked')
self.last_click = None
return
self.clicked[i].spr = spr
self.clicked[i].pos = pos
self.last_click = i
def _hide_clicked(self):
''' Hide the clicked cards '''
for c in self.clicked:
if c is not None:
c.hide()
def _hide_frowny(self):
''' Hide the frowny cards '''
for c in self._frowny:
c.spr.hide()
def return_card_to_grid(self, i):
''' "Unclick" '''
j = self.grid.find_an_empty_slot()
if j is not None:
self.grid.return_to_grid(self.clicked[i].spr, j, i)
self.grid.grid[j] = self.deck.spr_to_card(self.clicked[i].spr)
self.clicked[i].reset()
def _game_over(self):
''' Game is over when the deck is empty and no more matches. '''
if self.deck.empty() and not self._find_a_match():
self._hide_frowny()
self.set_label('deck', '')
self.set_label('clock', '')
self.set_label('status', '%s (%d:%02d)' %
(_('Game over'), int(self.total_time / 60),
int(self.total_time % 60)))
for i in range((ROW - 1) * COL):
if self.grid.grid[i] == None:
self._smiley[i].show_card()
self.match_timeout_id = GObject.timeout_add(
2000, self._show_matches, 0)
self._the_game_is_over = True
elif self.grid.cards_in_grid() == DEAL + 3 \
and not self._find_a_match():
self._hide_frowny()
self.set_label('deck', '')
self.set_label('clock', '')
self.set_label('status', _('unsolvable'))
self._the_game_is_over = True
return self._the_game_is_over
def _test_for_a_match(self):
''' If we have a match, then we have work to do. '''
if self._match_check([self.deck.spr_to_card(self.clicked[0].spr),
self.deck.spr_to_card(self.clicked[1].spr),
self.deck.spr_to_card(self.clicked[2].spr)],
self.card_type):
# Stop the timer.
if hasattr(self, 'timeout_id'):
if self.timeout_id is not None:
GObject.source_remove(self.timeout_id)
self.total_time += GObject.get_current_time() - self.start_time
# Increment the match counter and add the match to the match list.
self.matches += 1
for c in self.clicked:
self.match_list.append(c.spr)
self._matches_on_display = True
# Test to see if the game is over.
if self._game_over():
if hasattr(self, 'timeout_id'):
GObject.source_remove(self.timeout_id)
if self.low_score[self.level] == -1:
self.low_score[self.level] = self.total_time
elif self.total_time < self.low_score[self.level]:
self.low_score[self.level] = self.total_time
self.set_label('status', '%s (%d:%02d)' %
(_('New record'), int(self.total_time / 60),
int(self.total_time % 60)))
# Round to nearest second
self.all_scores.append(int(self.total_time + 0.5))
if not self._sugar:
self.activity.save_score()
else:
self._auto_increase_difficulty()
return True
else:
# Wait a few seconds before dealing new cards.
self._dealing = True
GObject.timeout_add(2000, self._deal_new_cards)
# Keep playing.
self._update_labels()
self._timer_reset()
else:
self._matches_on_display = False
def _auto_increase_difficulty(self):
''' Auto advance levels '''
if self.level == 2 and len(self.all_scores) > 3:
sum = 0
for i in range(3):
sum += self.all_scores[-i - 1]
if sum < 120:
self.level = 0
self.activity.intermediate_button.set_active(True)
elif self.level == 0 and len(self.all_scores) > 8:
sum = 0
for i in range(3):
sum += self.all_scores[-i - 1]
if sum < 240:
self.level = 1
self.activity.expert_button.set_active(True)
def _deal_new_cards(self):
''' Deal three new cards. '''
self.grid.replace(self.deck)
self.set_label('deck', '%d %s' %
(self.deck.cards_remaining(), _('cards')))
# Consolidate the grid.
self.grid.consolidate()
# Test to see if we need to deal extra cards.
if not self._find_a_match():
self.grid.deal_extra_cards(self.deck)
self._failure = None
self._dealing = False
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):
''' This is the end '''
Gtk.main_quit()
def _update_labels(self):
''' Write strings to a label in the toolbar. '''
self.set_label('deck', '%d %s' %
(self.deck.cards_remaining(), _('cards')))
self.set_label('status', '')
if self.matches == 1:
if self.robot_matches > 0:
self.set_label('match', '%d (%d) %s' % (
self.matches - self.robot_matches, self.robot_matches,
_('match')))
else:
self.set_label('match', '%d %s' % (self.matches, _('match')))
else:
if self.robot_matches > 0:
self.set_label('match', '%d (%d) %s' % (
self.matches - self.robot_matches, self.robot_matches,
_('matches')))
else:
self.set_label('match', '%d %s' % (self.matches, _('matches')))
def set_label(self, label, s):
''' Update the toolbar labels '''
if label in self._labels:
self._labels[label] = s