def set_level(self,level=1): """Start of the game at level number level""" self.gcomprisBoard.level=level self.data = self.load_data( level ) gcompris.bar_set_level(self.gcomprisBoard) self.set_sublevel(1)
def set_level(self, level): self.board.level = level self.board.sublevel = 1 gcompris.bar_set_level(self.board) self.trog_wait = 2000 - self.board.level * 100 self.stopGame() self.startGame()
def display_level(self): w = 40 # Less trial when the level increases self.trial = 12 - (self.gcomprisBoard.level - 1) / self.wordlist.number_of_level gcompris.bar_set_level(self.gcomprisBoard); gcompris.score.start(gcompris.score.STYLE_NOTE, gcompris.BOARD_WIDTH / 2 - 100, 170, self.trial) gcompris.score.set(self.trial) # Display the word to find self.word = self.get_next_word() self.letters = [] self.keys= [] x = (gcompris.BOARD_WIDTH - (len(self.word) * w)) / 2 for i in range(0, len(self.word)): self.letters.append(Letter(self, x + i*w, 70, self.word[i], self.get_equiv(self.word[i]))) # Display the virtual keyboard (group_vowels, y_vowels) = self.display_letter_set(self.vowels, 0, 0xFF6633AAL, 0xFF33CCBBL) (group_cons, y_cons) = self.display_letter_set(self.consonants, y_vowels + 20, 0x66FF33AAL, 0xFF33CCBBL) group_vowels.translate(0, gcompris.BOARD_HEIGHT - y_cons - 40) group_cons.translate(0, gcompris.BOARD_HEIGHT - y_cons - 40)
def set_level(self, level=1): """Start of the game at level number level""" self.gcomprisBoard.level = level self.data = self.load_data(level) gcompris.bar_set_level(self.gcomprisBoard) self.set_sublevel(1)
def start(self): # load pixmaps for the ui. # pixmap = gcompris.utils.load_pixmap( gcompris.skin.image_to_skin("button_reload.png")) if (pixmap): gcompris.bar_set_repeat_icon(pixmap) gcompris.bar_set(gcompris.BAR_LEVEL | gcompris.BAR_OK | gcompris.BAR_REPEAT_ICON) else: gcompris.bar_set(gcompris.BAR_LEVEL | gcompris.BAR_OK | gcompris.BAR_REPEAT) gcompris.bar_set_level(self.gcomprisBoard) # Create persistent over levels root item canvas for the board self.rootitem_p = self.gcomprisBoard.canvas.root().add( gnomecanvas.CanvasGroup, x=0, y=0) self.profbutton = self.prof_button(self, self.rootitem_p, profs[self.gcomprisBoard.level - 1]) self.answer = self.answer_button( self.rootitem_p, self.scales[self.gcomprisBoard.sublevel - 1], self.pixmap_green_ball, self.number_balls[self.gcomprisBoard.sublevel - 1]) # self.newGame()
def next_level(self): self.help_item.props.visibility = goocanvas.ITEM_VISIBLE # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard); self.balloon.reset() if self.timer_indic: gobject.source_remove(self.timer_indic) self.timer_indic = 0 if(self.gcomprisBoard.level == 1): winlimit = 1000 elif(self.gcomprisBoard.level == 2): winlimit = 800 elif(self.gcomprisBoard.level == 3): winlimit = 600 elif(self.gcomprisBoard.level == 4): winlimit = 400 elif(self.gcomprisBoard.level == 5): winlimit = 250 elif(self.gcomprisBoard.level == 6): winlimit = 200 elif(self.gcomprisBoard.level == 7): winlimit = 180 elif(self.gcomprisBoard.level == 8): winlimit = 170 elif(self.gcomprisBoard.level == 9): winlimit = 160 self.counter = [0, 0, 0] for i in self.indicator: i.reset() i.winlimit = winlimit
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_location(300,-1,0.8) # Set a background image gcompris.set_default_background(self.gcomprisBoard.canvas.get_root_item()) #Boolean variable declaration self.mapActive = False #REPEAT ICON gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT_ICON) gcompris.bar_location(300,-1,0.6) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.rootitem = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) gcompris.bar_set_level(self.gcomprisBoard) #Display title of activity goocanvas.Text(parent = self.rootitem, x=400.0, y=100.0, text=_("Dicey - Dicey"), fill_color="black", anchor = gtk.ANCHOR_CENTER, alignment = pango.ALIGN_CENTER, font = 'SANS 20' ) self.display_function(self.gcomprisBoard.level)
def start(self): # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.game_complete = False self.rootitem = goocanvas.Group(parent=self.gcomprisBoard.canvas.get_root_item()) self.background = goocanvas.Image( parent=self.rootitem, pixbuf=gcompris.utils.load_pixmap("place_your_satellite/background.jpg"), x=1, y=1 ) image = "place_your_satellite/planet" + str(self.gcomprisBoard.level) + ".png" self.planet = goocanvas.Image( parent=self.rootitem, pixbuf=gcompris.utils.load_pixmap(image), x=gcompris.BOARD_WIDTH / 2 - 50 - (self.gcomprisBoard.level * 10), y=gcompris.BOARD_HEIGHT / 2 - 50 - (self.gcomprisBoard.level * 10), ) self.instructions( _("Click anywhere on the screen to place the satellite " "at a distance from the planet.") + "\n" + _("Then click on the satellite and drag a line that sets " "the speed of the satellite") ) self.message = Message(self.rootitem, 400, 50, 20) self.distanceIndicator = Message(self.rootitem, 400, 480, 5) self.satellite = Satellite(self, self.rootitem, self.gcomprisBoard.level) self.speed = Speed(self.satellite, self.rootitem) # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_REPEAT | gcompris.BAR_LEVEL) gcompris.bar_location(2, -1, 0.5) gcompris.bar_set_level(self.gcomprisBoard)
def set_level(self, level): self.board.level = level; self.board.sublevel = 1; gcompris.bar_set_level(self.board); self.trog_wait = 2000 - self.board.level*100 self.stopGame() self.startGame()
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.bar_location(275, -1, 0.8) self.saved_policy = gcompris.sound.policy_get() gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) gcompris.sound.pause() # Set a background image gcompris.set_default_background( self.gcomprisBoard.canvas.get_root_item()) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.rootitem = goocanvas.Group( parent=self.gcomprisBoard.canvas.get_root_item()) self.display_level(self.gcomprisBoard.level) if not (gcompris.get_properties().fx): gcompris.utils.dialog( _("Error: This activity cannot be \ played with the\nsound effects disabled.\nGo to the configuration \ dialogue to\nenable the sound."), None)
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_location(300,-1,0.6) gcompris.bar_set_level(self.gcomprisBoard) #REPEAT ICON pixmap = gcompris.utils.load_svg("braille_alphabets/target.svg") gcompris.bar_set_repeat_icon(pixmap) gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT_ICON) gcompris.bar_location(300,-1,0.7) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.root = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) #To create a group item for horizontal and vertical text self.horizontalTextRoot = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) self.verticalTextRoot = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) #Display the sublevel gcompris.score.start(gcompris.score.STYLE_NOTE, 530, 460, self.gcomprisBoard.number_of_sublevel) gcompris.score.set(self.gcomprisBoard.sublevel) # Set a background image gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "braille_fun/hillside.svg") self.display_game(self.gcomprisBoard.level)
def set_level(self,level): self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.newGame() pass
def next_level(self): self.help_item.props.visibility = goocanvas.ITEM_VISIBLE # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard) self.balloon.reset() if self.timer_indic: gobject.source_remove(self.timer_indic) self.timer_indic = 0 if (self.gcomprisBoard.level == 1): winlimit = 1000 elif (self.gcomprisBoard.level == 2): winlimit = 800 elif (self.gcomprisBoard.level == 3): winlimit = 600 elif (self.gcomprisBoard.level == 4): winlimit = 400 elif (self.gcomprisBoard.level == 5): winlimit = 250 elif (self.gcomprisBoard.level == 6): winlimit = 200 elif (self.gcomprisBoard.level == 7): winlimit = 180 elif (self.gcomprisBoard.level == 8): winlimit = 170 elif (self.gcomprisBoard.level == 9): winlimit = 160 self.counter = [0, 0, 0] for i in self.indicator: i.reset() i.winlimit = winlimit
def set_level(self, level): self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.play( self.dataset.get_level(self.gcomprisBoard.level, self.gcomprisBoard.sublevel))
def set_level(self, level): gcompris.sound.play_ogg("sounds/receive.wav") self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.end() self.start()
def start(self): # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.game_complete = False self.rootitem = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) self.background = goocanvas.Image( parent = self.rootitem, pixbuf = gcompris.utils.load_pixmap( "place_your_satellite/background.jpg"), x = 1, y = 1) image = "place_your_satellite/planet" + str(self.gcomprisBoard.level) +\ ".png" self.planet = goocanvas.Image( parent = self.rootitem, pixbuf = gcompris.utils.load_pixmap(image), x = gcompris.BOARD_WIDTH/2 - 50 - (self.gcomprisBoard.level * 10), y = gcompris.BOARD_HEIGHT/2 - 50 - (self.gcomprisBoard.level * 10)) self.instructions() self.satellite = Satellite(self, self.rootitem, self.gcomprisBoard.level) self.speed = Speed(self.satellite, self.rootitem) # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_REPEAT | gcompris.BAR_LEVEL) gcompris.bar_location(2,-1,0.5) gcompris.bar_set_level(self.gcomprisBoard)
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) # Set a background image gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "morse/morse.png") self.rootitem = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) for i in ascii_uppercase: if i < "E": rect = MorseDes(self.rootitem,self.xaxis1,self.yaxis,100,True,False,"rectangle",self.on,self.off,"brown","black",i,"A") self.xaxis1 = self.xaxis1 + self.space if "E" < i and i <= "J": rect = MorseDes(self.rootitem,self.xaxis2,self.yaxis+70,100,True,False,"rectangle",self.on,self.off,"brown","black",i,"B") self.xaxis2 = self.xaxis2 + self.space self.w = gtk.Button ("Start Animation") self.rootitem.add_child(self.w) gcompris.bar_set(0) gcompris.bar_location(5,-1, 0.6) gcompris.bar_set_level(self.gcomprisBoard)
def start(self): self.board_paused = False self.game_start = False # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.rootitem = goocanvas.Group( parent=self.gcomprisBoard.canvas.get_root_item()) land_rootitem = goocanvas.Group(parent=self.rootitem) # Set a background image level = str(self.gcomprisBoard.level) image = 'land_safe/background' + level + '.jpg' gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), image) #Set the land image = 'land_safe/land' + str(level) + '.png' pixbuf = gcompris.utils.load_pixmap(image) land = goocanvas.Image(parent=land_rootitem, pixbuf=pixbuf, x=-550, y=gcompris.BOARD_HEIGHT - 125) land.lower(None) # Text for Gravity gravity = str(0.58 * self.gcomprisBoard.level) text = _('Gravity: %s') % (gravity) gravity_text = goocanvas.Text(parent=self.rootitem, x=760, y=50, fill_color="white", anchor=gtk.ANCHOR_E, alignment=pango.ALIGN_CENTER, text=_(text)) bounds = gravity_text.get_bounds() gap = 20 gravity_back = goocanvas.Rect(parent=self.rootitem, radius_x=6, radius_y=6, x=bounds.x1 - gap, y=bounds.y1 - gap, width=bounds.x2 - bounds.x1 + gap * 2, height=bounds.y2 - bounds.y1 + gap * 2, stroke_color_rgba=0xFFFFFFFFL, fill_color_rgba=0xCCCCCC44L) # Load spaceship self.space_ship = Spaceship(self, self.rootitem, land_rootitem, self.gcomprisBoard.level) gcompris.bar_set_level(self.gcomprisBoard) # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_location(2, -1, 0.5) self.ready_button(self.rootitem)
def set_level(self, level): ''' updates the level for the game when child clicks on bottom left navigation bar to increment level ''' self.gcomprisBoard.level = level gcompris.bar_set_level(self.gcomprisBoard) self.display_level(self.gcomprisBoard.level)
def set_level(self, level): print("dicey_dicey set level. %i" % level) gcompris.sound.play_ogg("sounds/receive.wav") self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.end() self.start()
def increment_level(self): # Try the next level self.gcomprisBoard.level += 1 # Set the level in the control bar if(self.gcomprisBoard.level > self.gcomprisBoard.maxlevel): self.gcomprisBoard.level = self.gcomprisBoard.maxlevel gcompris.bar_set_level(self.gcomprisBoard);
def next_level(self): self.cleanup() # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard) self.init_board()
def increment_level(self): # Try the next level self.gcomprisBoard.level += 1 # Set the level in the control bar if (self.gcomprisBoard.level > self.gcomprisBoard.maxlevel): self.gcomprisBoard.level = self.gcomprisBoard.maxlevel gcompris.bar_set_level(self.gcomprisBoard)
def next_level(self): self.cleanup() # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard); self.init_board()
def start(self): self.board_paused = False self.game_start = False # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.rootitem = goocanvas.Group(parent=self.gcomprisBoard.canvas.get_root_item()) land_rootitem = goocanvas.Group(parent=self.rootitem) # Set a background image level = str(self.gcomprisBoard.level) image = "land_safe/background" + level + ".jpg" gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), image) # Set the land image = "land_safe/land" + str(level) + ".png" pixbuf = gcompris.utils.load_pixmap(image) land = goocanvas.Image(parent=land_rootitem, pixbuf=pixbuf, x=-550, y=gcompris.BOARD_HEIGHT - 125) land.lower(None) # Text for Gravity gravity = str(0.58 * self.gcomprisBoard.level) text = _("Gravity: %s") % (gravity) gravity_text = goocanvas.Text( parent=self.rootitem, x=760, y=50, fill_color="white", font=gcompris.skin.get_font("gcompris/board/small"), anchor=gtk.ANCHOR_E, alignment=pango.ALIGN_CENTER, text=_(text), ) bounds = gravity_text.get_bounds() gap = 20 gravity_back = goocanvas.Rect( parent=self.rootitem, radius_x=6, radius_y=6, x=bounds.x1 - gap, y=bounds.y1 - gap, width=bounds.x2 - bounds.x1 + gap * 2, height=bounds.y2 - bounds.y1 + gap * 2, stroke_color_rgba=0xFFFFFFFFL, fill_color_rgba=0xCCCCCC44L, ) # Load spaceship self.space_ship = Spaceship(self, self.rootitem, land_rootitem, self.gcomprisBoard.level) gcompris.bar_set_level(self.gcomprisBoard) # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_location(2, -1, 0.5) self.ready_button(self.rootitem)
def set_level(self, level): if level > self.maxLevel: level = 1 self.gcomprisBoard.level=level self.gcomprisBoard.sublevel=1 gcompris.bar_set_level(self.gcomprisBoard) self.player1.setDifficulty(level) self.player2.setDifficulty(level) self.update_scores([0, 0]) self.newGame()
def base_setup(self): gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "encryption/background.jpg") gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT_ICON) gcompris.bar_location(630, -1, 0.5) p = key_value(self.rootitem, self.VALUE) self.display_arrow() self.display_images(p.get_pair())
def set_level(self, level): if level > self.maxLevel: level = 1 self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.player1.setDifficulty(level) self.player2.setDifficulty(level) self.update_scores([0, 0]) self.newGame()
def set_level(self, level): self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard) self.cleanup_game() self.display_game()
def set_level(self, level): self.gcomprisBoard.level=level; self.gcomprisBoard.sublevel=1; # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard); self.cleanup_game() self.display_game()
def set_level(self, level): #This is to hide the Repeat board in case set_level button gets pressed if self.mapActive == True: self.root.props.visibility = goocanvas.ITEM_INVISIBLE self.reset_level() self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.end() self.start()
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_location(-1,-1,0.8) # Set a background image gcompris.set_default_background(self.gcomprisBoard.canvas.get_root_item()) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.rootitem = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) #set background gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "dice_area.svg") gcompris.score.start(gcompris.score.STYLE_NOTE, 570, 490, self.gcomprisBoard.number_of_sublevel) gcompris.bar_set_level(self.gcomprisBoard) gcompris.score.set(self.gcomprisBoard.sublevel) #Display title of activity goocanvas.Text(parent = self.rootitem, x=400.0, y=100.0, text="Dicey - Dicey", fill_color="black", anchor = gtk.ANCHOR_CENTER, alignment = pango.ALIGN_CENTER, font = 'SANS 20' ) goocanvas.Text(parent = self.rootitem, x=280.0, y=200.0, text="___", anchor = gtk.ANCHOR_CENTER, font='SANS 25') goocanvas.Text(parent = self.rootitem, x=520.0,y=200.0, text="=", anchor = gtk.ANCHOR_CENTER, font='SANS 25') goocanvas.Text(parent = self.rootitem, x=650.0,y=300.0, text="___", anchor = gtk.ANCHOR_CENTER, font='SANS 25') goocanvas.Text(parent = self.rootitem, x=350.0,y=352.0, text="Choose an operator to begin", anchor = gtk.ANCHOR_CENTER, font='SANS 15') self.display_function(self.gcomprisBoard.level)
def set_level(self, level): #This is to hide the Repeat board in case set_level button gets pressed if self.mapActive == True: self.rootitem.props.visibility = goocanvas.ITEM_INVISIBLE self.declare() gcompris.sound.play_ogg("sounds/receive.wav") self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) self.end() self.start()
def play_scale_game(self, widget=None, target=None, event=None): ''' button to move to the next level and have kids play the game. Also possible to just click the level arros at bottom of screen ''' if self.gcomprisBoard.level == 1: self.gcomprisBoard.level = 2 else: self.gcomprisBoard.level = 12 gcompris.bar_set_level(self.gcomprisBoard) self.display_level(self.gcomprisBoard.level)
def start(self): self.gcomprisBoard.level=1 self.gcomprisBoard.maxlevel=9 self.gcomprisBoard.sublevel=1 self.gcomprisBoard.number_of_sublevel=1 gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.set_default_background(self.gcomprisBoard.canvas.get_root_item()) gcompris.bar_set_level(self.gcomprisBoard) gcompris.bar_location(-1, -1, 0.8) self.set_level(1) self.game_start()
def play_scale_game(self, widget=None, target=None, event=None): ''' button to move to the next level and have kids play the game. Also possible to just click the level arros at bottom of screen ''' if self.gcomprisBoard.level == 1: self.gcomprisBoard.level = 2 else: self.gcomprisBoard.level = 6 gcompris.bar_set_level(self.gcomprisBoard) self.display_level(self.gcomprisBoard.level)
def set_level(self, level): self.gcomprisBoard.level = level; self.gcomprisBoard.sublevel = 1; gcompris.bar_set_level(self.gcomprisBoard) if self.currentExercise: self.currentExercise.stop() self.currentLesson = self.langLib.getLesson(self.currentChapterId, self.gcomprisBoard.level - 1) self.displayLesson( self.currentLesson )
def set_level(self, level): self.gcomprisBoard.level = level self.gcomprisBoard.sublevel = 1 gcompris.bar_set_level(self.gcomprisBoard) if self.currentExercise: self.currentExercise.stop() self.currentLesson = self.langLib.getLesson( self.currentChapterId, self.gcomprisBoard.level - 1) self.displayLesson(self.currentLesson)
def start(self): #definition of attributs self.MAX = 0 self.gcomprisBoard.level = 1 self.gcomprisBoard.maxlevel = 3 #self.data[0] #Display and configuration of menu bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) #Start of level 1 self.set_level()
def start(self): # Set a background image gcompris.set_default_background(self.gcomprisBoard.canvas.get_root_item()) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.root = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) #Creating a Red Border goocanvas.Rect( parent = self.root, x = 10, y = 10, width = 780, height = 500, stroke_color = "dark red", line_width=40) # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_location(300,-1,0.6) gcompris.bar_set_level(self.gcomprisBoard) #REPEAT ICON gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT_ICON) gcompris.bar_location(300,-1,0.7) goocanvas.Text( parent = self.root, x=400.0, y=50.0, text=_("Braille these Objects"), fill_color="black", anchor = gtk.ANCHOR_CENTER, alignment = pango.ALIGN_CENTER, font = 'SANS 20' ) goocanvas.Text( parent = self.root, x=320.0, y=100.0, text=_("Category : "), fill_color="black", anchor = gtk.ANCHOR_CENTER, alignment = pango.ALIGN_CENTER, font = 'SANS 15' ) self.read_data() self.display_game(self.gcomprisBoard.level)
def increment_level(self): self.gcomprisBoard.sublevel += 1 if(self.gcomprisBoard.sublevel>self.gcomprisBoard.number_of_sublevel): # Try the next level self.gcomprisBoard.sublevel=1 self.gcomprisBoard.level += 1 gcompris.bar_set_level(self.gcomprisBoard) if(self.gcomprisBoard.level>self.gcomprisBoard.maxlevel): self.gcomprisBoard.level = self.gcomprisBoard.maxlevel return 1
def set_level(self, level): self.gcomprisBoard.level = level; self.gcomprisBoard.sublevel = 1; gcompris.bar_set_level(self.gcomprisBoard) if self.currentExercise: self.currentExercise.stop() self.currentExercise = None self.currentLesson = self.langLib.getLesson(self.currentChapterName, self.gcomprisBoard.level - 1) self.displayLesson( self.currentLesson ) self.displayImage( self.currentLesson.getTriplets()[self.currentTripletId] )
def start(self): #definition of attributs self.MAX = 0 self.gcomprisBoard.level = 1 self.load_activity() self.gcomprisBoard.maxlevel = len(self.data_activity) #Display and configuration of menu bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.bar_location(gcompris.BOARD_WIDTH - 190, -1, 0.7) #Start of level 1 self.set_level()
def start(self): #definition of attributs self.MAX=0 self.gcomprisBoard.level=1 self.load_activity() self.gcomprisBoard.maxlevel = len(self.data_activity) #Display and configuration of menu bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.bar_location(gcompris.BOARD_WIDTH - 160, -1, 0.7) #Start of level 1 self.set_level()
def increment_level(self): self.gcomprisBoard.sublevel += 1 if(self.gcomprisBoard.sublevel>self.gcomprisBoard.number_of_sublevel): # Try the next level self.gcomprisBoard.sublevel=1 self.gcomprisBoard.level += 1 gcompris.bar_set_level(self.gcomprisBoard) if(self.gcomprisBoard.level > self.gcomprisBoard.maxlevel): # the current board is finished : stay on the last level self.gcomprisBoard.level = self.gcomprisBoard.maxlevel return 1
def start(self): print "lang start" self.saved_policy = gcompris.sound.policy_get() gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) # init config to default values self.config_dict = self.init_config() print "init self.config_dict :", self.config_dict # change configured values print "gcompris.get_board_conf() : ", gcompris.get_board_conf() self.config_dict.update(gcompris.get_board_conf()) print "self.config_dict final :", self.config_dict if self.config_dict.has_key('locale_sound'): gcompris.set_locale(self.config_dict['locale_sound']) # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL | gcompris.BAR_REPEAT | gcompris.BAR_CONFIG) gcompris.bar_location(gcompris.BOARD_WIDTH / 2 - 100, -1, 0.6) # Set a background image gcompris.set_default_background( self.gcomprisBoard.canvas.get_root_item()) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains # automaticaly. self.rootitem = goocanvas.Group( parent=self.gcomprisBoard.canvas.get_root_item()) self.langLib = LangLib(gcompris.DATA_DIR + "/lang/lang.xml") self.chapters = self.langLib.getChapters() # FIXME Do not manage Chapter yet self.currentChapterId = 0 # Manage levels (a level is a lesson in the lang model) self.gcomprisBoard.level = 1 self.gcomprisBoard.maxlevel = \ len ( self.chapters.getChapters()[self.currentChapterId].getLessons() ) gcompris.bar_set_level(self.gcomprisBoard) self.currentExercise = None self.currentLesson = self.langLib.getLesson( self.currentChapterId, self.gcomprisBoard.level - 1) self.displayLesson(self.currentLesson)
def set_level(self, level): """ Initialize new level and start it. """ self.end_level() self.is_tutorial_enabled = False # store new level self.gcomprisBoard.level = level gcompris.bar_set_level(self.gcomprisBoard) # load level specific values if level == 1: self.nuggets_to_collect = 3 self.is_tutorial_startable = True # add the tutorials blocking area, to avoid the nugget being placed behind # the tutorial mouse or touchpad self.placer.add_blocker(self.tutorial.get_blocking_area()) elif level == 2: self.nuggets_to_collect = 6 self.is_tutorial_startable = False elif level == 3: self.nuggets_to_collect = 9 self.is_tutorial_startable = False else: print( "Warning: No level specific values defined for level %i! Keeping current settings." % level) # prepare new game self.is_game_won = False self.nugget_count = 0 self.need_new_nugget = False self.nugget.hide() self.update_lorry() self.viewport.reset(level) self.placer.add_blocker(self.gc_bar_blocker) self.placer.add_blocker(self.lorry) for blocking_area in self.viewport.get_nugget_blocker(): self.placer.add_blocker(blocking_area) self.decorations.decorate_viewport(10) self.place_new_nugget()
def display_current_level(self): gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), self.melodylist[self.theme][0]['background']) gcompris.bar_set_level(self.gcomprisBoard) gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains automaticaly. self.rootitem = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item()) # Put the theme switcher button self.switch_item =goocanvas.Image( parent = self.rootitem, pixbuf = gcompris.utils.load_pixmap("melody/switch.png"), x=10, y=10 ) self.switch_item.connect("button_press_event", self.switch_item_event) # This item is clickeable and it must be seen gcompris.utils.item_focus_init(self.switch_item, None) # Put the sound buttons self.sound_list = self.melodylist[self.theme][1] for i in self.sound_list: self.sound_item =goocanvas.Image( parent = self.rootitem, pixbuf = gcompris.utils.load_pixmap(i['image']), x=i['x'], y=i['y'] ) self.sound_item.connect("button_press_event", self.sound_item_event, i) # This item is clickeable and it must be seen gcompris.utils.item_focus_init(self.sound_item, None) self.bang_item = goocanvas.Image( parent = self.rootitem, pixbuf = gcompris.utils.load_pixmap(self.melodylist[self.theme][0]['hittool']), ) self.bang_item.props.visibility = goocanvas.ITEM_INVISIBLE self.hitofset_x = self.melodylist[self.theme][0]['hitofset_x'] self.hitofset_y = self.melodylist[self.theme][0]['hitofset_y'] self.waitOK(self.rootitem)
def start(self): self.gcomprisBoard.level = 1 self.gcomprisBoard.maxlevel = 4 self.gcomprisBoard.sublevel = 1 self.gcomprisBoard.number_of_sublevel = 1 gcompris.bar_set(gcompris.BAR_OK | gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.set_background(self.gcomprisBoard.canvas.root(), "guessnumber/cave.png") self.display_game()
def start(self): self.gcomprisBoard.level = 1 self.gcomprisBoard.maxlevel = 6 self.gcomprisBoard.sublevel = 1 self.gcomprisBoard.number_of_sublevel = 1 gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "mosaic/mosaic_bg.svgz") self.display_game()
def display_current_level(self): gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), self.melodylist[self.theme][0]['background']) gcompris.bar_set_level(self.gcomprisBoard) gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) # Create our rootitem. We put each canvas item in it so at the end we # only have to kill it. The canvas deletes all the items it contains automaticaly. self.rootitem = goocanvas.Group( parent=self.gcomprisBoard.canvas.get_root_item()) # Put the theme switcher button self.switch_item = goocanvas.Image( parent=self.rootitem, pixbuf=gcompris.utils.load_pixmap("melody/switch.png"), x=10, y=10) self.switch_item.connect("button_press_event", self.switch_item_event) # This item is clickeable and it must be seen gcompris.utils.item_focus_init(self.switch_item, None) # Put the sound buttons self.sound_list = self.melodylist[self.theme][1] for i in self.sound_list: self.sound_item = goocanvas.Image( parent=self.rootitem, pixbuf=gcompris.utils.load_pixmap(i['image']), x=i['x'], y=i['y']) self.sound_item.connect("button_press_event", self.sound_item_event, i) # This item is clickeable and it must be seen gcompris.utils.item_focus_init(self.sound_item, None) self.bang_item = goocanvas.Image( parent=self.rootitem, pixbuf=gcompris.utils.load_pixmap( self.melodylist[self.theme][0]['hittool']), ) self.bang_item.props.visibility = goocanvas.ITEM_INVISIBLE self.hitofset_x = self.melodylist[self.theme][0]['hitofset_x'] self.hitofset_y = self.melodylist[self.theme][0]['hitofset_y'] self.waitOK(self.rootitem)
def next_level(self): # Set the level in the control bar gcompris.bar_set_level(self.gcomprisBoard) self.init_balloon() self.left_continue = True self.right_continue = True self.counter_left = 0 self.counter_right = 0 if self.timer_inc: gobject.source_remove(self.timer_inc) self.timer_inc = 0 if (self.gcomprisBoard.level == 1): self.timerinc = 900 gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "ballcatch/beach1.svgz") elif (self.gcomprisBoard.level == 2): self.timerinc = 350 elif (self.gcomprisBoard.level == 3): self.timerinc = 300 gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "ballcatch/beach2.svgz") elif (self.gcomprisBoard.level == 4): self.timerinc = 200 elif (self.gcomprisBoard.level == 5): self.timerinc = 150 gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "ballcatch/beach3.svgz") elif (self.gcomprisBoard.level == 6): self.timerinc = 100 elif (self.gcomprisBoard.level == 7): self.timerinc = 60 gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "ballcatch/beach4.svgz") elif (self.gcomprisBoard.level == 8): self.timerinc = 30 elif (self.gcomprisBoard.level == 9): gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "ballcatch/beach4.svgz") self.timerinc = 15 if (self.timerinc < 1): self.timerinc = 1 # Restart the timer self.timer_inc = gobject.timeout_add(self.timerinc, self.timer_inc_display)
def increment_level(self): self.gcomprisBoard.sublevel += 1 if (self.gcomprisBoard.sublevel > self.gcomprisBoard.number_of_sublevel): # Try the next level self.gcomprisBoard.sublevel = 1 self.gcomprisBoard.level += 1 gcompris.bar_set_level(self.gcomprisBoard) if (self.gcomprisBoard.level > self.gcomprisBoard.maxlevel): # the current board is finished : bail out gcompris.bonus.board_finished(gcompris.bonus.FINISHED_RANDOM) return 0 return 1
def start(self): self.gcomprisBoard.level=1 self.gcomprisBoard.maxlevel=4 self.gcomprisBoard.sublevel=1 self.gcomprisBoard.number_of_sublevel=1 gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) gcompris.bar_location(gcompris.BOARD_WIDTH - 160, -1, 0.7) gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "guessnumber/cave.png") self.display_game()