def update(self, time): if InputManager.getPressed("up"): self.selectionID -= 1 if self.selectionID < 0: self.selectionID = 5 AudioManager.sounds["menu"]["menuSound.ogg"].play() elif InputManager.getPressed("down"): self.selectionID = (self.selectionID + 1) % 6 AudioManager.sounds["menu"]["menuSound.ogg"].play() if InputManager.getPressed("enter"): AudioManager.sounds["menu"]["menuSound.ogg"].play() AudioManager.unloadSfxSet("menu") if self.selectionID == 0: self.enter_game() elif self.selectionID == 1: self.enter_map() elif self.selectionID == 2: self.enter_highscore() elif self.selectionID == 3: self.enter_settings() elif self.selectionID == 4: self.enter_main() elif self.selectionID == 5: self.exit_game() if InputManager.getPressed("esc"): self.enter_game() self.time += time if self.time < PauseScreen.FADEINTIME: ratio = self.time / PauseScreen.FADEINTIME value = int(ratio * 255) halfValue = int(ratio * 127) self.color = pygame.color.Color(value, value, value) self.selectedColor =\ pygame.color.Color(halfValue, value, halfValue)
def update(self, time): if InputManager.getPressed("up"): self.selectionID -= 1 if self.selectionID < 0: self.selectionID = 3 AudioManager.sounds["menu"]["menuSound.ogg"].play() elif InputManager.getPressed("down"): self.selectionID = (self.selectionID + 1) % 4 AudioManager.sounds["menu"]["menuSound.ogg"].play() if InputManager.getPressed("enter"): AudioManager.sounds["menu"]["menuSound.ogg"].play() AudioManager.unloadSfxSet("menu") if self.selectionID == 0: self.enter_game() elif self.selectionID == 1: Globals.STATE = SkillScreen.SkillScreen() elif self.selectionID == 2: Globals.STATE = MapScreen.MapScreen() elif self.selectionID == 3: self.enter_main() self.time += time if self.time < WinScreen.FADEINTIME: ratio = self.time / WinScreen.FADEINTIME value = int(ratio * 255) halfValue = int(ratio * 127) self.color = pygame.color.Color(value, value, value) self.selectedColor =\ pygame.color.Color(halfValue, value, halfValue)
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("black") self.selectedColor = pygame.color.Color("black") Globals.SCREEN.fill(pygame.color.Color("black")) self.selectionID = 0 AudioManager.loadSfxSet("menu")
def update(self, time): if InputManager.getPressed("up"): self.selectionID -= 1 if self.selectionID < 0: self.selectionID = 2 AudioManager.sounds["menu"]["menuSound.ogg"].play() elif InputManager.getPressed("down"): self.selectionID = (self.selectionID + 1) % 3 AudioManager.sounds["menu"]["menuSound.ogg"].play() if InputManager.getPressed("enter"): AudioManager.sounds["menu"]["menuSound.ogg"].play() AudioManager.unloadSfxSet("menu") if self.selectionID == 0: self.enter_csetup() elif self.selectionID == 1: Globals.LASTSCREENSETTING = True Globals.STATE = ControlScreen.ControlScreen() elif self.selectionID == 2: self.enter_back() if InputManager.getPressed("esc"): self.enter_back() self.time += time if self.time < SettingScreen.FADEINTIME: ratio = self.time / SettingScreen.FADEINTIME value = int(ratio * 255) halfValue = int(ratio * 127) self.color = pygame.color.Color(value, value, value) self.selectedColor =\ pygame.color.Color(halfValue, value, halfValue)
def getKeyPressed(self): try: while(True): for j in range(3): GPIO.output(self.COL[j],0) for i in range(4): if GPIO.input(self.ROW[i]) == 0: #print "Play " + self.MATRIX[i][j] AudioManager.play(self.MATRIX[i][j]) print self.MATRIX[i][j] + " pressed" self.preKeyPressed = self.preKeyPressed[1:] + self.MATRIX[i][j] #print "history = " + self.preKeyPressed GPIO.output(self.COL[j],1) #print "GPIO.output(self.COL[j],1)" if self.preKeyPressed == "**#" : #print "Throw Exception" raise ValueError("Re-enter Input") #print "sleep" time.sleep(0.5) #print "return " + self.MATRIX[i][j] return self.MATRIX[i][j] GPIO.output(self.COL[j],1) #time.sleep(0.2) except KeyboardInterrupt: print "Keyboard has problem!!!" GPIO.cleanup(); return '0'
def exitGame(self): ImageManager.unloadSet("debug") AudioManager.unloadSfxSet("debug") World.cleanupCompletely() Globals.PLAYER = None pygame.mixer.music.fadeout(1000) if Globals.CURRENT_LEVEL == "one": Globals.CURRENT_LEVEL = "two" if Globals.LEVELS_BEAT < 1: Globals.LEVELS_BEAT = 1 elif Globals.CURRENT_LEVEL == "two": Globals.CURRENT_LEVEL = "three" if Globals.LEVELS_BEAT < 2: Globals.LEVELS_BEAT = 2 elif Globals.CURRENT_LEVEL == "three": Globals.CURRENT_LEVEL = "four" if Globals.LEVELS_BEAT < 3: Globals.LEVELS_BEAT = 3 elif Globals.CURRENT_LEVEL == "four": Globals.CURRENT_LEVEL = "five" if Globals.LEVELS_BEAT < 4: Globals.LEVELS_BEAT = 4 Globals.MINI_SUNS_INLVL = 0 Globals.STATE = WinScreen.WinScreen() Globals.CHECKPOINT_SET = False
def run(self): while True: #print("My version is " + str(AudioManager.getMyVersionNumber())) #print("Current version is " + str(AudioManager.getCurrentVersionNumber())) AudioManager.updateAudioContent() AudioManager.updateHiAudioContent() #AudioManager.playRandomFile() time.sleep(5)
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("white") AudioManager.loadSfxSet("title") ImageManager.loadSet("cutscene") self.temp = ImageManager.levelRes["cutscene"]["YOUWIN.png"] self.state = 0 self.sceneTime = 0.0
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("black") self.selectedColor = pygame.color.Color("black") Globals.SCREEN.fill(pygame.color.Color("black")) self.temp = pygame.Surface((1, 1)) self.selectionID = 1 self.text = "LEVEL COMPLETE!" self.width, self.height = Globals.FONT.size(self.text) AudioManager.loadSfxSet("menu") Globals.LASTSCREENMAIN = False
def exitFinal(self): ImageManager.unloadSet("debug") AudioManager.unloadSfxSet("debug") World.cleanupCompletely() AudioManager.loadMusic("title") pygame.mixer.music.play(-1) if Globals.LEVELS_BEAT < 5: Globals.LEVELS_BEAT = 5 Globals.SCORE = Globals.SCORE + 5000*Globals.MINI_SUNS Globals.PLAYER = None Globals.STATE = CompletedGameScreen.CompletedGameScreen() Globals.CHECKPOINT_SET = False
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("black") self.selectedColor = pygame.color.Color("black") Globals.SCREEN.fill(pygame.color.Color("black")) #self.selectionID = 0 self.currentLevel() AudioManager.loadSfxSet("menu") ImageManager.loadSet("map") self.temp =\ ImageManager.levelRes["map"]["Astoria_Map_Grass_aftersnowboss.png"] ImageManager.levelRes["map"]["Astoria_Map_Grass_aftersnowboss.png"] =\ pygame.transform.scale(self.temp, (800, 600))
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("black") Globals.SCREEN.fill(pygame.color.Color("black")) self.text = "Noel's Journey ... " self.width, self.height = Globals.FONT.size(self.text) AudioManager.loadSfxSet("title") if AudioManager.loadedMusic != "title" or\ not pygame.mixer.music.get_busy(): AudioManager.loadMusic("title") pygame.mixer.music.play(-1) ImageManager.loadSet("title") self.temp = ImageManager.levelRes["title"]["Title_Screen.png"] ImageManager.levelRes["title"]["Title_Screen.png"] =\ pygame.transform.scale(self.temp, (1000, 600))
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("white") Globals.SCREEN.fill(pygame.color.Color("black")) self.text = "" self.width, self.height = Globals.FONT.size(self.text) AudioManager.loadSfxSet("title") if AudioManager.loadedMusic != "title" or\ not pygame.mixer.music.get_busy(): AudioManager.loadMusic("title") pygame.mixer.music.play(-1) ImageManager.loadSet("cutscene") self.temp = ImageManager.levelRes["cutscene"]["CutSceneSnowboss.png"] ImageManager.levelRes["cutscene"]["CutSceneSnowboss.png"] =\ pygame.transform.scale(self.temp, (800, 600))
def __init__(self): self.window_width = 800 self.window_height = 600 self.window = pygame.display.set_mode( (self.window_width, self.window_height)) self.running = True self.top_color = (255, 225, 200) self.bottom_color = (50, 0, 50) self.clock = pygame.time.Clock() self.audio_manager = AudioManager.AudioManager() self.part_sys = ParticleSystem.ParticleSystem(self.top_color, self.bottom_color) self.top_player = Player.Player(self.window_width // 2 - 12, -50, self.part_sys, self.audio_manager) self.bottom_player = Player.Player(self.window_width // 2 - 12, self.window_height, self.part_sys, self.audio_manager) self.immovable_num = 3 self.level_num = -1 self.max_level_num = 5 self.level = Level.Level() self.camera = Camera.Camera(self.window) self.game_state = GameState.MENU self.credits = Credits.Credits(self.window_width, self.window_height, self.top_color) self.menu = Menu.Menu(self.window_width, self.window_height, self.bottom_color, self.top_color) self.next_state = None self.transitioning = False self.animator = Animator.Animator() pygame.display.set_caption("Laws of Reflection") self.bottom_player.inverse() self.next_level()
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("black") Globals.SCREEN.fill(pygame.color.Color("black")) self.temp = pygame.Surface((1, 1)) self.text = "Gyration Games" self.width, self.height = Globals.FONT.size(self.text) self.FADEIN = True self.GGames = True self.soundPlaying = False AudioManager.loadSfxSet("title") ImageManager.loadSet("map") self.temp2 =\ ImageManager.levelRes["map"]["Astoria_Map_Grass_aftersnowboss.png"] ImageManager.levelRes["map"]["Astoria_Map_Grass_aftersnowboss.png"] =\ pygame.transform.scale(self.temp2, (800, 600))
def update(self, time): if InputManager.getPressed("up"): self.selectionID -= 1 if self.selectionID < 0: self.selectionID = 4 AudioManager.sounds["menu"]["menuSound.ogg"].play() elif InputManager.getPressed("down"): self.selectionID = (self.selectionID + 1) % 5 AudioManager.sounds["menu"]["menuSound.ogg"].play() if InputManager.getPressed("enter"): AudioManager.sounds["menu"]["menuSound.ogg"].play() AudioManager.unloadSfxSet("menu") if self.selectionID == 0: self.enter_game() elif self.selectionID == 1: self.enter_entry() elif self.selectionID == 2: self.enter_highScore() elif self.selectionID == 3: self.enter_settings() elif self.selectionID == 4: self.exit_title() if InputManager.getPressed("esc"): self.exit_title() self.time += time if self.time < MainScreen.FADEINTIME: ratio = self.time / MainScreen.FADEINTIME value = int(ratio * 255) halfValue = int(ratio * 127) self.color = pygame.color.Color(value, value, value) self.selectedColor =\ pygame.color.Color(halfValue, value, halfValue) self.astoriaToggleTime += time if self.astoriaToggleTime < self.astoriaToggleTimeInterval: ratio = self.astoriaToggleTime / self.astoriaToggleTimeInterval self.astoriaOpacity = int(ratio * 255) elif self.astoriaToggleTime < self.astoriaToggleTimeInterval * 2: ratio = self.astoriaToggleTime / self.astoriaToggleTimeInterval ratio = 1 -\ (self.astoriaToggleTime - self.astoriaToggleTimeInterval) /\ self.astoriaToggleTimeInterval self.astoriaOpacity = int(ratio * 255) else: self.astoriaToggleTime = 0
def findDirectionToGo(self, realHeading, destHeading): diffAngle = min(abs(destHeading - realHeading), 360 - abs(realHeading - destHeading)) print "find direction to go... real:", realHeading, "expect:", destHeading, "diff:", diffAngle,"mega:",self.curHeading,self.offsetDirection,self.curHeading+self.offsetDirection if (diffAngle < self.ANGLE_LIMIT) : print "Go straight" if (AudioManager.isBusy() == False): AudioManager.play("straight_ahead") elif (realHeading + diffAngle + 360) % 360 == destHeading: print "Turn right " + str(realHeading) + " " + str((realHeading + diffAngle + 360) % 360) + " " + str(destHeading) if (AudioManager.isBusy() == False) : AudioManager.play("right") else : print "Turn left " + str(realHeading) + " " + str((realHeading - diffAngle + 360) % 360) + " " + str(destHeading) if (AudioManager.isBusy() == False) : AudioManager.play("left")
def __init__(self): self.time = 0.0 self.color = pygame.color.Color("black") self.selectedColor = pygame.color.Color("black") Globals.SCREEN.fill(pygame.color.Color("black")) self.selectionID = 0 ImageManager.unloadAll() ImageManager.loadSet("Astoria") ImageManager.loadSet("debug") AudioManager.loadSfxSet("menu") AudioManager.loadSfxSet("game") if AudioManager.loadedMusic != "title" or\ not pygame.mixer.music.get_busy(): AudioManager.loadMusic("title") pygame.mixer.music.play(-1) Globals.LASTSCREENMAIN = True self.astoriaToggleTime = 0.0 self.astoriaToggleTimeInterval = 2 self.astoriaOpacity = 0 temp = ImageManager.levelRes["Astoria"]["Astoria1.png"] temp2 = ImageManager.levelRes["Astoria"]["Astoria2.png"] width = 500 height = 200 ImageManager.levelRes["Astoria"]["Astoria1.png"] =\ pygame.transform.scale(temp, (width, height)) ImageManager.levelRes["Astoria"]["Astoria2.png"] =\ pygame.transform.scale(temp2, (width, height))
def deadScreen(self): ImageManager.unloadSet("debug") AudioManager.unloadSfxSet("debug") World.cleanupCompletely() Globals.PLAYER = None pygame.mixer.music.stop() if Globals.MINI_SUNS_INLVL > 0: Globals.MINI_SUNS = Globals.MINI_SUNS - 1 Globals.SCORE = Globals.SCORE - 1000*Globals.MINI_SUNS_INLVL if Globals.CURRENT_LEVEL != "five": pickCount = random.randint(1, 10) index = 0 if Globals.MINI_SUNS_INLVL > 0: # remove sun code while pickCount > 0: index = (index + 1) % 5 if Globals.sunTr()[index]: continue pickCount -= 1 Globals.SUN_TRACKER[Globals.CURRENT_LEVEL][index] = True # Globals.SUN_TRACKER[Globals.CURRENT_LEVEL] = self.sunArray Globals.STATE = OverScreen.OverScreen() Globals.MINI_SUNS_INLVL = 0
socketCommunicator.closeConnection() print "Connection Failed!" else : print "finish setting up socket" return True except: print "Init has problem!!!" return False if __name__ == '__main__': while willProgramBeReseted: isProgramAlive = True willProgramBeReseted = False Thread(target = AudioManager.loadBGM).start() # play background music AudioManager.init() # create thread to play audio isEverythingReady = init() # check everything is ready AudioManager.stopBGM() # stop background music if isEverythingReady: print "Starting threads..." startThreads() print "Oops! Something went wrong. The program will be terminated..." AudioManager.closeAudio() if (cameraReader != None): cameraReader.close() print "Closed the camera" if (socketCommunicator != None and socketCommunicator.isConnectionSuccessful): socketCommunicator.closeConnection()
def enter_main(self): Globals.STATE = MainScreen.MainScreen() AudioManager.unloadSfxSet("title")
def __init__(self): ImageManager.loadSet("player") ImageManager.loadSet("effects") ImageManager.loadSet(Globals.CURRENT_LEVEL) if len(World.groups["HUD"].sprites()) == 0: healthHud = Entity.Entity() healthHud.componentList.append(CHUDHealth.CHUDHealth()) World.groups["HUD"].add(healthHud) #manaHud = Entity.Entity() #manaHud.componentList.append(CHUDMana.CHUDMana()) #World.groups["HUD"].add(manaHud) healthText = Entity.Entity() healthText.componentList.append(CHUDHealthText.CHUDHealthText()) World.groups["HUDText"].add(healthText) #manaText = Entity.Entity() #manaText.componentList.append(CHUDManaText.CHUDManaText()) #World.groups["HUDText"].add(manaText) scoreText = Entity.Entity() scoreText.componentList.append(CHUDScoreText.CHUDScoreText()) World.groups["HUDText"].add(scoreText) sunText = Entity.Entity() sunText.componentList.append(CHUDSunText.CHUDSunText()) World.groups["HUDText"].add(sunText) if Globals.CURRENT_LEVEL == "five": bossHUD = Entity.Entity() bossHUD.componentList.append(CHUDBoss.CHUDBoss()) World.groups["HUD"].add(bossHUD) if Globals.PLAYER is None: World.loadMap(Globals.CURRENT_LEVEL) World.loadBG(Globals.CURRENT_LEVEL) World.initialize() entity = Entity.Entity() entity.componentList.append(CAnimation.CAnimation( ImageManager.levelRes["player"]["Noel_SpriteSheet.png"], 6, 6, 0, 0.17)) entity.componentList.append(CPhysics.CPhysics()) entity.componentList.append(CBasicControl.CBasicControl()) entity.componentList.append(CCollision.CCollision()) entity.componentList.append(CView.CView()) entity.componentList.append( CLiving.CLiving(Globals.PLAYER_MAX_HEALTH)) entity.componentList.append(CDamage.CDamage(Globals.PLAYER_DAMAGE)) entity.componentList.append(CPlayer.CPlayer()) entity.componentList.append(CDeathParticle.CDeathParticle( ImageManager.levelRes["player"]["Noel_Dead.png"], 3, (0, -20), 0, pygame.BLEND_ADD)) World.groups["player"].add(entity) entity.initialize() entity.state = 1 Globals.PLAYER = entity Globals.WIN = False Globals.TIME = 120 zord = Entity.Entity() zord.componentList.append(CAnimation.CAnimation( ImageManager.levelRes["player"]["Zord_Spritesheet.png"], 6, 6, 0, 0)) zord.componentList.append(CPhysics.CPhysics()) zord.accy = 0 zord.componentList.append(CAttach.CAttach(entity, 53)) World.groups["equipment"].add(zord) zord.initialize() if not Globals.CHECKPOINT_SET or Globals.CURRENT_LEVEL == "five": Globals.PLAYER.posx = World.playerPos[0] Globals.PLAYER.posy = World.playerPos[1] else: Globals.PLAYER.posx = float(Globals.getCheckpointPos()[0]) Globals.PLAYER.posy = float(Globals.getCheckpointPos()[1]) self.timer = 1.0 self.bossWinTimer = 4.0 if AudioManager.loadedMusic != Globals.CURRENT_LEVEL or\ not pygame.mixer.music.get_busy(): AudioManager.loadMusic(Globals.CURRENT_LEVEL) if AudioManager.loadedMusic == Globals.CURRENT_LEVEL: pygame.mixer.music.play(-1) if Globals.CURRENT_LEVEL == "five": pygame.mixer.music.set_volume(0.1) if not Globals.CURRENT_LEVEL == "five": self.sunArray = [] for sun in Globals.SUN_TRACKER[Globals.CURRENT_LEVEL]: self.sunArray.append(sun)
def getUserInput(): print "Enter Start Block:" AudioManager.play('enter_building') print "Try getting a number" startingBlock = keypadReader.getNumber() print "Start Block: " + str(startingBlock) print "Enter Start Level:" AudioManager.play('enter_level') startingLevel = keypadReader.getNumber() print "Start Level: " + str(startingLevel) print "Enter Start Id:" AudioManager.play('enter') startingId = keypadReader.getNumber() print "Start Id: " + str(startingId) print "Enter End Block:" AudioManager.play('enter_building') endingBlock = keypadReader.getNumber() print "End Block: " + str(endingBlock) print "Enter End Level:" AudioManager.play('enter_level') endingLevel = keypadReader.getNumber() print "End Level: " + str(endingLevel) print "Enter End Id:" AudioManager.play('enter') endingId = keypadReader.getNumber() print "End Id: " + str(endingId) return [startingBlock, startingLevel, startingId, endingBlock, endingLevel, endingId]
import AudioManager AudioManager.playRandomFile()
for i in range(0, len(self.obstacleList)): newX = self.obstacleList[i][0] + cellToMove[0] - curXGrid newY = self.obstacleList[i][1] + cellToMove[1] - curYGrid newObstacleList.append((newX,newY)) self.obstacleList = newObstacleList self.curX = self.curX + (cellToMove[0] - curXGrid) * self.GRID_LENGTH self.curY = self.curY + (cellToMove[1] - curYGrid) * self.GRID_LENGTH print "Moved You and Obstacles", heading,"from",(curXGrid, curYGrid),"to",cellToMove self.hasUpdate = True def findNeighborWithEqualDistance(self, x, y): for i in range(0, 8): x1 = x + self.nextDir[i][0] y1 = y + self.nextDir[i][1] if self.isValidPoint(x1, y1) and abs(self.minDist[x][y]- self.minDist[x1][y1]) < 0.5: return (x1, y1) return (x, y) if __name__ == '__main__': AudioManager.init() gridMapNavigator = GridMapNavigator() if gridMapNavigator.setStartAndEndPoint({'startBlock' : 2, 'startLevel' : 2, 'startId' : 1, 'endBlock' : 2, 'endLevel' : 2, 'endId' : 3}): gridMapNavigator.curX = 61 gridMapNavigator.curY = 4024 gridMapNavigator.curHeading = 135 gridMapNavigator.putObstacle(0) gridMapNavigator.getInstruction() else : print "setStartAndEndPoint failed"
def exitScreen(self): ImageManager.unloadSet("debug") AudioManager.unloadSfxSet("debug") pygame.mixer.music.fadeout(1000) Globals.STATE = PauseScreen.PauseScreen()
def getInstruction(self): if len(self.pathToGo) <= 1: print "No more node!" return if self.hasReachedDestination: return if self.hasUpdate: self.calculateDistanceToDestination(self.mapManager.getNode(self.pathToGo[1][0], self.pathToGo[1][1], self.pathToGo[1][2])) self.hasUpdate = False realHeading = (self.mapHeading + self.curHeading + self.offsetDirection) % 360 #realHeading = (self.mapHeading + self.curHeading) % 360 #print realHeading curX = int(self.curX / self.GRID_LENGTH) curY = int(self.curY / self.GRID_LENGTH) # if cannot reach destination, if self.minDist[curX][curY] == self.INF: self.isCalculating = True print "Path is blocked! Finding another path..." self.mapManager.blockPath(self.pathToGo[0][0], self.pathToGo[0][1], self.pathToGo[0][2], self.pathToGo[1][2]) self.pathToGo = self.dijkstra(self.mapManager.getNode(self.pathToGo[0][0], self.pathToGo[0][1], self.pathToGo[0][2]), self.endNode) if (len(self.pathToGo) <= 1) or (self.pathToGo[-1] != self.endNode): print "You will never reach the destination!!!" return self.calculateDistanceToDestination(self.mapManager.getNode(self.pathToGo[0][0], self.pathToGo[0][1], self.pathToGo[0][2])) self.isCalculating = False #print self.minDist[curX][curY] if (self.map[curX][curY] == self.pathToGo[1][2]): self.preStepCount = self.stepCount self.stepCount = 0 print 'You have reached node' ,self.map[curX][curY] audioName = str(self.curBuilding) + "-" + str(self.curLevel) + "-" + str(self.map[curX][curY]) print audioName AudioManager.play(audioName) #AudioManager.playNumber(self.map[curX][curY]) self.isCalculating = True self.prepareRouteToNextPoint() curNode = self.mapManager.getNode(self.pathToGo[0][0], self.pathToGo[0][1], self.pathToGo[0][2]) self.offsetDirection = curNode.offset if len(self.pathToGo) <= 1: print "You reached the destination!" AudioManager.play('destination_reached') self.hasReachedDestination = True return self.calculateDistanceToDestination(self.mapManager.getNode(self.pathToGo[1][0], self.pathToGo[1][1], self.pathToGo[1][2])) self.isCalculating = False self.printMap() possibleHeading = [] for i in range(0, 8): v = (curX + self.nextDir[i][0], curY + self.nextDir[i][1]) #print v, self.minDist[v[0]][v[1]], self.minDist[curX][curY] if (self.isWall(v[0], v[1]) == False) and (self.minDist[v[0]][v[1]] < self.minDist[curX][curY]): #possibleHeading.append(self.nextDir[i][2]) possibleHeading.append(i) if len(possibleHeading) > 0: chosenHeading = self.chooseHeading(possibleHeading, curX, curY, realHeading) self.findDirectionToGo(realHeading, chosenHeading) else: print "Cannot find any direction! Try to turn right..." if (AudioManager.isBusy() == False) : AudioManager.play("right")
import AudioManager AudioManager.playConfirmSound()