Exemplo n.º 1
0
class StatsDisplay(ServiceModeList):
	"""Coil Test"""
	def __init__(self, game, priority, font, name, itemlist):
		super(StatsDisplay, self).__init__(game, priority, font)
		self.name = name
		self.value_layer = TextLayer(128/2, 22, font, "center")
		self.items = []
		for item in sorted(itemlist.iterkeys()):
			if type(itemlist[item])==type({}):
				self.items.append( HighScoreItem(str(item), itemlist[item]['name'], itemlist[item]['score']) )
			else:
				self.items.append( StatsItem(str(item), itemlist[item]) )
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.value_layer])

	def mode_started(self):
		super(StatsDisplay, self).mode_started()

	def change_item(self):
		super(StatsDisplay, self).change_item()
		try:
			self.item.score
		except:
			self.item.score = 'None'

		if self.item.score == 'None':
			self.value_layer.set_text(str(self.item.value))
		else:
			self.value_layer.set_text(self.item.value + ": " + str(self.item.score))

	def sw_enter_active(self, sw):
		return True
Exemplo n.º 2
0
class ServiceModeSkeleton(Mode):
	"""Service Mode List base class."""
	def __init__(self, game, priority, font):
		super(ServiceModeSkeleton, self).__init__(game, priority)
		self.name = ""
		self.title_layer = TextLayer(1, 1, font, "left")
		self.item_layer = TextLayer(128/2, 12, font, "center")
		self.instruction_layer = TextLayer(1, 25, font, "left")
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.instruction_layer])
		self.no_exit_switch = game.machine_type == 'sternWhitestar'

	def mode_started(self):
		self.title_layer.set_text(str(self.name))
		self.game.sound.play('service_enter')

	def mode_stopped(self):
		self.game.sound.play('service_exit')

	def disable(self):
		pass

	def sw_down_active(self, sw):
		if self.game.switches.enter.is_active():
			self.game.modes.remove(self)
			return True

	def sw_exit_active(self, sw):
		self.game.modes.remove(self)
		return True
Exemplo n.º 3
0
class StatsDisplay(ServiceModeList):
	"""Coil Test"""
	def __init__(self, game, priority, font, name, itemlist):
		super(StatsDisplay, self).__init__(game, priority, font)
		self.name = name
		self.value_layer = TextLayer(128/2, 22, font, "center")
		self.items = []
		for item in itemlist:
			value = game.data[item["key"]]
			self.items.append( StatsItem(str(item["name"]).upper(), value) )
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.value_layer])

	def mode_started(self):
		super(StatsDisplay, self).mode_started()

	def change_item(self):
		super(StatsDisplay, self).change_item()
		try:
			self.item.score
		except:
			self.item.score = 'None'

		if self.item.score == 'None':
			self.value_layer.set_text(str(self.item.value))
		else:
			self.value_layer.set_text(self.item.value + ": " + str(self.item.score))

	def sw_serviceEnter_active(self, sw):
		return True
Exemplo n.º 4
0
	def __init__(self, game, priority, font):
		super(ServiceModeSkeleton, self).__init__(game, priority)
		self.name = ""
		self.title_layer = TextLayer(1, 1, font, "left")
		self.item_layer = TextLayer(128/2, 12, font, "center")
		self.instruction_layer = TextLayer(1, 25, font, "left")
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.instruction_layer])
		self.no_exit_switch = game.machine_type == 'sternWhitestar'
Exemplo n.º 5
0
	def __init__(self, game, priority, font, name, itemlist):
		super(StatsDisplay, self).__init__(game, priority, font)
		self.name = name
		self.value_layer = TextLayer(128/2, 22, font, "center")
		self.items = []
		for item in sorted(itemlist.iterkeys()):
			if type(itemlist[item])==type({}):
				self.items.append( HighScoreItem(str(item), itemlist[item]['name'], itemlist[item]['score']) )
			else:
				self.items.append( StatsItem(str(item), itemlist[item]) )
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.value_layer])
Exemplo n.º 6
0
	def __init__(self, game, priority, font, name, itemlist):
		super(SettingsEditor, self).__init__(game, priority, font)
		self.title_layer = TextLayer(1, 1, font, "left")
		self.item_layer = TextLayer(128/2, 12, font, "center")
		self.instruction_layer = TextLayer(1, 25, font, "left")
		self.no_exit_switch = game.machine_type == 'sternWhitestar'
		#self.title_layer.set_text('Settings')
		self.name = name
		self.items = []
		self.value_layer = TextLayer(128/2, 19, font, "center")
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.value_layer, self.instruction_layer])
		for item in sorted(itemlist.iterkeys()):
			#self.items.append( EditItem(str(item), itemlist[item]['options'], itemlist[item]['value'] ) )
			if 'increments' in itemlist[item]:
				num_options = (itemlist[item]['options'][1]-itemlist[item]['options'][0]) / itemlist[item]['increments']
				option_list = []
				for i in range(0,num_options):
					option_list.append(itemlist[item]['options'][0] + (i * itemlist[item]['increments']))
				self.items.append( EditItem(str(item), option_list, self.game.user_settings[self.name][item]) )
			else:
				self.items.append( EditItem(str(item), itemlist[item]['options'], self.game.user_settings[self.name][item]) )
		self.state = 'nav'
		self.stop_blinking = True
		self.item = self.items[0]
		self.value_layer.set_text(str(self.item.value))
		self.option_index = self.item.options.index(self.item.value)
Exemplo n.º 7
0
	def __init__(self, game, priority, font, name, itemlist):
		super(StatsDisplay, self).__init__(game, priority, font)
		self.name = name
		self.value_layer = TextLayer(128/2, 22, font, "center")
		self.items = []
		for item in itemlist:
			value = game.data[item["key"]]
			self.items.append( StatsItem(str(item["name"]).upper(), value) )
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.value_layer])
Exemplo n.º 8
0
class SettingsEditor(ServiceModeList):
	"""Service Mode."""
	def __init__(self, game, priority, font, name, itemlist):
		super(SettingsEditor, self).__init__(game, priority, font)
		self.title_layer = TextLayer(1, 1, font, "left")
		self.item_layer = TextLayer(128/2, 12, font, "center")
		self.instruction_layer = TextLayer(1, 25, font, "left")
		self.no_exit_switch = game.machine_type == 'sternWhitestar'
		#self.title_layer.set_text('Settings')
		self.name = name
		self.items = []
		self.value_layer = TextLayer(128/2, 19, font, "center")
		self.layer = GroupedLayer(128, 32, [self.title_layer, self.item_layer, self.value_layer, self.instruction_layer])
		for item in sorted(itemlist.iterkeys()):
			#self.items.append( EditItem(str(item), itemlist[item]['options'], itemlist[item]['value'] ) )
			if 'increments' in itemlist[item]:
				num_options = (itemlist[item]['options'][1]-itemlist[item]['options'][0]) / itemlist[item]['increments']
				option_list = []
				for i in range(0,num_options):
					option_list.append(itemlist[item]['options'][0] + (i * itemlist[item]['increments']))
				self.items.append( EditItem(str(item), option_list, self.game.user_settings[self.name][item]) )
			else:
				self.items.append( EditItem(str(item), itemlist[item]['options'], self.game.user_settings[self.name][item]) )
		self.state = 'nav'
		self.stop_blinking = True
		self.item = self.items[0]
		self.value_layer.set_text(str(self.item.value))
		self.option_index = self.item.options.index(self.item.value)

	def mode_started(self):
		super(SettingsEditor, self).mode_started()

	def mode_stopped(self):
		self.game.sound.play('service_exit')

	def sw_enter_active(self, sw):
		if not self.no_exit_switch:
			self.process_enter()
		return True

	def process_enter(self):
		if self.state == 'nav':
			self.state = 'edit'
			self.blink = True
			self.stop_blinking = False
			self.delay(name='blink', event_type=None, delay=.3, handler=self.blinker)
		else:
			self.state = 'nav'
			self.instruction_layer.set_text("Change saved")
			self.delay(name='change_complete', event_type=None, delay=1, handler=self.change_complete)
			self.game.sound.play('service_save')
			self.game.user_settings[self.name][self.item.name]=self.item.value
			self.stop_blinking = True
			self.game.save_settings()

	def sw_exit_active(self, sw):
		self.process_exit()
		return True

	def process_exit(self):
		if self.state == 'nav':
			self.game.modes.remove(self)
		else:
			self.state = 'nav'
			self.value_layer.set_text(str(self.item.value))
			self.stop_blinking = True
			self.game.sound.play('service_cancel')
			self.instruction_layer.set_text("Change cancelled")
			self.delay(name='change_complete', event_type=None, delay=1, handler=self.change_complete)
			
	def sw_up_active(self, sw):
		if self.game.switches.enter.is_inactive():
			self.process_up()

		else:
			self.process_enter()
		return True

	def process_up(self):
		if self.state == 'nav':
			self.item.disable()
			if (self.iterator < self.max):
				self.iterator += 1
			self.game.sound.play('service_next')
			self.change_item()
		else:
			if self.option_index < (len(self.item.options) - 1):
				self.option_index += 1
				self.item.value = self.item.options[self.option_index]
				self.value_layer.set_text(str(self.item.value))
				

	def sw_down_active(self, sw):
		if self.game.switches.enter.is_inactive():
			self.process_down()
		else:
			self.process_exit()
		return True

	def process_down(self):
		if self.state == 'nav':
			self.item.disable()
			if (self.iterator > 0):
				self.iterator -= 1
			self.game.sound.play('service_previous')
			self.change_item()
		else:
			if self.option_index > 0:
				self.option_index -= 1
				self.item.value = self.item.options[self.option_index]
				self.value_layer.set_text(str(self.item.value))

	def change_item(self):
		ctr = 0
                for item in self.items:
			if ctr == self.iterator:
				self.item = item
			ctr += 1
		self.max = ctr - 1
		self.item_layer.set_text(self.item.name)
		self.value_layer.set_text(str(self.item.value))
		self.option_index = self.item.options.index(self.item.value)
			
	def disable(self):
		pass

	def blinker(self):
		if self.blink: 
			self.value_layer.set_text(str(self.item.value))
			self.blink = False
		else:
			self.value_layer.set_text("")
			self.blink = True
		if not self.stop_blinking:
			self.delay(name='blink', event_type=None, delay=.3, handler=self.blinker)
		else:
			self.value_layer.set_text(str(self.item.value))
	
	def change_complete(self):
		self.instruction_layer.set_text("")