Пример #1
0
    def kill_game(self):
        try:
            self.audio.stop_audio()
        except:
            print('no audio loaded to stop')
        self.update_status('killed')
        all_moves = [x for x in self.dead_moves.keys()]
        end_time = time.time() + KILL_GAME_PAUSE

        h_value = 0
        while (time.time() < end_time):
            time.sleep(0.01)
            color = common.hsv2rgb(h_value, 1, 1)
            for move in all_moves:
                color_array = self.force_move_colors[move]
                common.change_color(color_array, *color)
            h_value = (h_value + 0.01)
            if h_value >= 1:
                h_value = 0

        # bright = 255
        # while (time.time() < end_time):
        #     time.sleep(0.01)
        #     color = (bright,bright,bright)
        #     for move in all_moves:
        #         color_array = self.force_move_colors[move]
        #         common.change_color(color_array, *color)
        #     bright = bright - 1
        #     if bright < 10:
        #         bright = 10

        self.running = False
Пример #2
0
 def end_game(self):
     if self.audio_toggle:
         try:
             self.audio.stop_audio()
         except:
             print('no audio loaded to stop')
     end_time = time.time() + END_GAME_PAUSE
     h_value = 0
     self.update_status('ending',self.winning_team)
     if self.audio_toggle:
         self.end_game_sound(self.winning_team)
     while (time.time() < end_time):
         time.sleep(0.01)
         win_color = common.hsv2rgb(h_value, 1, 1)
         for win_move in self.move_serials:
             if win_move != self.last_move:
                 win_color_array = self.force_move_colors[win_move]
                 common.change_color(win_color_array, *win_color)
             else:
                 win_color_array = self.force_move_colors[win_move]
                 common.change_color(win_color_array, 1,1,1)
         h_value = (h_value + 0.01)
         if h_value >= 1:
             h_value = 0
     self.running = False
Пример #3
0
    def end_game(self):
        self.audio.stop_audio()
        end_time = time.time() + END_GAME_PAUSE
        h_value = 0

        while time.time() < end_time:
            time.sleep(0.01)
            win_color = common.hsv2rgb(h_value, 1, 1)
            for win_move in self.winning_moves:
                win_color_array = self.force_move_colors[win_move]
                common.change_color(win_color_array, *win_color)
            h_value = h_value + 0.01
            if h_value >= 1:
                h_value = 0
        self.running = False
Пример #4
0
    def end_game(self):
        self.audio.stop_audio()
        end_time = time.time() + END_GAME_PAUSE
        h_value = 0

        while (time.time() < end_time):
            time.sleep(0.01)
            win_color = common.hsv2rgb(h_value, 1, 1)
            for win_move in self.winning_moves:
                win_color_array = self.force_move_colors[win_move]
                common.change_color(win_color_array, *win_color)
            h_value = (h_value + 0.01)
            if h_value >= 1:
                h_value = 0
        self.running = False
Пример #5
0
    def end_game(self):
        try:
            self.audio.stop_audio()
        except:
            print('no audio loaded to stop')
        end_time = time.time() + END_GAME_PAUSE
        h_value = 0

        while (time.time() < end_time):
            time.sleep(0.01)
            win_color = common.hsv2rgb(h_value, 1, 1)
            if len(self.alive_moves) > 0:
                win_move = self.alive_moves[0]
                win_color_array = self.force_move_colors[win_move]
                common.change_color(win_color_array, *win_color)
                h_value = (h_value + 0.01)
                if h_value >= 1:
                    h_value = 0
        self.running = False
Пример #6
0
    def Start(self):
        running = True
        moves = []
        for move_num in range(len(self.controllers_alive)):
            moves.append(common.get_move(self.controllers_alive[move_num], move_num))

        serials = self.controllers_alive
        processes = []
        
        for num_try, serial in enumerate(serials):
            starting_bullets = 0
            #starting_bullets = random.choice([0, 1])
            opts = Array('i', [0, 0, 0, 1, starting_bullets, 1, 1])
            p = Process(target=track_controller, args=(serial, num_try, opts))
            p.start()
            processes.append(p)
            self.controller_opts[serial] = opts
            self.humans.append(serial)
            

        human_victory = Audio('audio/Zombie/sound_effects/human_victory.wav')
        zombie_victory = Audio('audio/Zombie/sound_effects/zombie_victory.wav')
        death = Audio('audio/Zombie/sound_effects/zombie_death.wav')
        pistol = Audio('audio/Zombie/sound_effects/pistol.wav')
        shotgun = Audio('audio/Zombie/sound_effects/shotgun.wav')
        molotov = Audio('audio/Zombie/sound_effects/molotov.wav')
        try:
            music = Audio('audio/Zombie/music/' + random.choice(os.listdir('audio/Zombie/music/')))
            music.start_effect_music()
        except:
            print('no music in audio/Zombie/music/')

        start_kill = time.time() + 5
        while time.time() < start_kill:
            pass

        #kill first humans
        for i in range(2):
            random_human = random.choice(self.humans)
            self.controller_opts[random_human][3] = 0
        
        while running:
            self.audio_cue()
            #human update, loop through the different human controllers
            for serial in self.humans:
                #human is dead and now a zombie
                if self.controller_opts[serial][3] == 0:
                    self.controller_opts[serial][0] = 1
                    self.dead_zombies[serial] = time.time() + self.get_kill_time()
                    
                #pistol fired(1 bullet 1 random alive zombie)
                elif self.controller_opts[serial][1] == 2:
                    pistol.start_effect()
                    self.kill_zombies(1, [0, 0, 0, 0, 1, 1, 1])
                    self.controller_opts[serial][1] = 0
                            

                #shotgun fired(2 bullets 3 random alive zombies)
                #elif self.controller_opts[serial][1] == 3:
                #    shotgun.start_effect()
                #    self.kill_zombies(3, [ 0, 0, 1, 1, 2])
                #    self.controller_opts[serial][1] = 0


                #molotov fired(5 bullets all alive zombies)
                elif self.controller_opts[serial][1] == 4:
                    molotov.start_effect()
                    self.kill_zombies(20, [0, 0, 1, 1, 2, 3])
                    self.controller_opts[serial][1] = 0

                    
            for serial, spawn_time in self.dead_zombies.items():
                if serial in self.humans:
                    self.humans.remove(serial)
                if spawn_time < time.time():
                    #set zombie to alive
                    self.controller_opts[serial][3] = 1
                    self.alive_zombies.append(serial)

            #loop through dead zombies
            for serial in self.alive_zombies:
                if serial in self.dead_zombies:
                    del self.dead_zombies[serial]

                #melee
                if self.controller_opts[serial][3] == 0:
                    self.controller_opts[serial][0] = 1
                    self.dead_zombies[serial] = time.time() + self.get_kill_time()
                    self.alive_zombies.remove(serial)
                    self.reward([0, 0, 1, 1, 2])
                    death.start_effect()

            #win scenario
            if len(self.humans) <= 0 or (time.time() - self.start_time) > self.win_time:
                for proc in processes:
                    proc.terminate()
                    proc.join()
                pause_time = time.time() + 3
                HSV = [(x*1.0/(50*len(self.controllers_alive)), 0.9, 1) for x in range(50*len(self.controllers_alive))]
                colour_range = [[int(x) for x in common.hsv2rgb(*colour)] for colour in HSV]
                win_controllers = []
                if len(self.humans) <= 0:
                    zombie_victory.start_effect()
                    self.alive_zombies.extend(self.dead_zombies.keys())
                    win_controllers = self.alive_zombies
                if (time.time() - self.start_time) > self.win_time:
                    human_victory.start_effect()
                    win_controllers = self.humans
                #This needs to go in it's own function
                while time.time() < pause_time:
                    for win_move in moves:
                        if win_move.get_serial() in win_controllers:
                            win_move.set_leds(*colour_range[0])
                            colour_range.append(colour_range.pop(0))
                            win_move.update_leds()
                        else:
                            win_move.set_rumble(100)
                            win_move.poll()
                            win_move.set_leds(0, 0, 0)
                            win_move.update_leds()
                    time.sleep(0.01)
                running = False
                try:
                    music.stop_effect_music()
                except:
                    print('no audio loaded')
Пример #7
0
def track_move(serial, move_num, move_opts):
    move = common.get_move(serial, move_num)
    move.set_leds(0,0,0)
    move.update_leds()
    #move.set_leds(255,255,255)
    #move.update_leds()
    random_color = 0

    
    while True:
        time.sleep(0.01)
        if move.poll():
            game_mode = move_opts[Opts.game_mode.value]
            move_button = move.get_buttons()
            if move_opts[Opts.alive.value] == Alive.off.value:
                if move_button == Buttons.sync.value:
                    move_opts[Opts.alive.value] = Alive.on.value
                time.sleep(0.1)
            else:
                if move_button == Buttons.all_buttons.value:
                    move_opts[Opts.alive.value] = Alive.off.value
                    move.set_leds(0,0,0)
                    move.set_rumble(0)
                    move.update_leds()
                    continue
                    
                if game_mode == common.Games.JoustFFA.value:
                    move.set_leds(255,255,255)
                    
                elif game_mode == common.Games.JoustTeams.value:
                    if move_opts[Opts.team.value] >= TEAM_NUM:
                        move_opts[Opts.team.value] = 0
                    move.set_leds(*TEAM_COLORS[move_opts[Opts.team.value]])
                    if move_button == Buttons.middle.value:
                        #allow players to increase their own team
                        if move_opts[Opts.holding.value] == Holding.not_holding.value:
                            move_opts[Opts.team.value] = (move_opts[Opts.team.value] + 1) % TEAM_NUM
                            move_opts[Opts.holding.value] = Holding.holding.value
                            
                            
                elif game_mode == common.Games.JoustRandomTeams.value:
                    color = common.hsv2rgb(random_color, 1, 1)
                    move.set_leds(*color)
                    random_color += 0.001
                    if random_color >= 1:
                        random_color = 0

                elif game_mode == common.Games.WereJoust.value:
                    if move_num <= 0:
                        move.set_leds(150,0,0)
                    else:
                        move.set_leds(200,200,200)

                elif game_mode == common.Games.Zombies.value:
                        move.set_leds(50,150,50)

                elif game_mode == common.Games.Commander.value:
                    if move_num % 2 == 0:
                        move.set_leds(150,0,0)
                    else:
                        move.set_leds(0,0,150)

                elif game_mode == common.Games.Random.value:
                    if move_button == Buttons.middle.value:
                        move_opts[Opts.random_start.value] = Alive.off.value
                    if move_opts[Opts.random_start.value] == Alive.on.value:
                        move.set_leds(0,0,255)
                    else:
                        move.set_leds(255,255,0)
                    

                if move_opts[Opts.holding.value] == Holding.not_holding.value:
                    if move_button == Buttons.select.value:
                        move_opts[Opts.selection.value] = Selections.change_mode.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    if move_button == Buttons.start.value:
                        print ('start')
                        move_opts[Opts.selection.value] = Selections.start_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                if move_button == Buttons.nothing.value:
                    move_opts[Opts.holding.value] = Holding.not_holding.value
            
        move.update_leds()
Пример #8
0
def track_move(serial, move_num, move_opts, force_color, battery):
    move = common.get_move(serial, move_num)
    move.set_leds(0,0,0)
    move.update_leds()
    random_color = 0

    
    while True:
        time.sleep(0.01)
        if move.poll():
            game_mode = move_opts[Opts.game_mode.value]
            move_button = move.get_buttons()
            if move_opts[Opts.alive.value] == Alive.off.value:
                if move_button == Buttons.sync.value:
                    move_opts[Opts.alive.value] = Alive.on.value
                time.sleep(0.1)
            else:
                if move_button == Buttons.all_buttons.value:
                    move_opts[Opts.alive.value] = Alive.off.value
                    move.set_leds(0,0,0)
                    move.set_rumble(0)
                    move.update_leds()
                    continue

                #show battery level
                if battery.value == 1:
                    battery_level = move.get_battery()
                    if battery_level == 5: # 100% - green
                        move.set_leds(0, 255, 0)
                    elif battery_level == 4: # 80% - green-ish
                        move.set_leds(128, 200, 0)
                    elif battery_level == 3: # 60% - yellow
                        move.set_leds(255, 255, 0)
                    else: # <= 40% - red
                        move.set_leds(255, 0, 0)
                    
                #custom team mode is the only game mode that
                #can't be added to con mode
                elif game_mode == common.Games.JoustTeams.value:
                    if move_opts[Opts.team.value] >= TEAM_NUM:
                        move_opts[Opts.team.value] = 0
                    move.set_leds(*TEAM_COLORS[move_opts[Opts.team.value]])
                    if move_button == Buttons.middle.value:
                        #allow players to increase their own team
                        if move_opts[Opts.holding.value] == Holding.not_holding.value:
                            move_opts[Opts.team.value] = (move_opts[Opts.team.value] + 1) % TEAM_NUM
                            move_opts[Opts.holding.value] = Holding.holding.value

                #set leds to forced color
                elif sum(force_color) != 0:
                    move.set_leds(*force_color)

                elif game_mode == common.Games.JoustFFA.value:
                    move.set_leds(255,255,255)
                            
                            
                elif game_mode == common.Games.JoustRandomTeams.value:
                    color = common.hsv2rgb(random_color, 1, 1)
                    move.set_leds(*color)
                    random_color += 0.001
                    if random_color >= 1:
                        random_color = 0

                elif game_mode == common.Games.WereJoust.value:
                    if move_num <= 0:
                        move.set_leds(150,0,0)
                    else:
                        move.set_leds(200,200,200)

                elif game_mode == common.Games.Zombies.value:
                        move.set_leds(50,150,50)

                elif game_mode == common.Games.Commander.value:
                    if move_num % 2 == 0:
                        move.set_leds(150,0,0)
                    else:
                        move.set_leds(0,0,150)

                elif game_mode == common.Games.Swapper.value:
                    if random_color > 0.5:
                        move.set_leds(150,0,0)
                    else:
                        move.set_leds(0,0,150)
                    random_color += 0.002
                    if random_color >= 1:
                        random_color = 0

                elif game_mode == common.Games.Ninja.value:
                    if move_num <= 0:
                        move.set_leds(random.randrange(100, 200),0,0)
                    else:
                        move.set_leds(200,200,200)

                elif game_mode == common.Games.KingoftheHill.value:
                    if random_color > 0.5:
                        move.set_leds(150,0,0)
                    else:
                        move.set_leds(0,0,150)
                    random_color += 0.002
                    if random_color >= 1:
                        random_color = 0

                elif game_mode == common.Games.Random.value:
                    
                    if move_button == Buttons.middle.value:
                        move_opts[Opts.random_start.value] = Alive.off.value
                    if move_opts[Opts.random_start.value] == Alive.on.value:
                        move.set_leds(0,0,255)
                    else:
                        move.set_leds(255,255,0)
                    

                if move_opts[Opts.holding.value] == Holding.not_holding.value:
                    #Change game mode and become admin controller
                    if move_button == Buttons.select.value:
                        move_opts[Opts.selection.value] = Selections.change_mode.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #start the game
                    if move_button == Buttons.start.value:
                        move_opts[Opts.selection.value] = Selections.start_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller add or remove game from convention mode
                    if move_button == Buttons.cross.value:
                        move_opts[Opts.selection.value] = Selections.add_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller change sensitivity of controllers
                    if move_button == Buttons.circle.value:
                        move_opts[Opts.selection.value] = Selections.change_sensitivity.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller change if instructions play
                    if move_button == Buttons.square.value:
                        move_opts[Opts.selection.value] = Selections.change_instructions.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin show battery level of controllers
                    if move_button == Buttons.triangle.value:
                        move_opts[Opts.selection.value] = Selections.show_battery.value
                        move_opts[Opts.holding.value] = Holding.holding.value
                    

                if move_button == Buttons.nothing.value:
                    move_opts[Opts.holding.value] = Holding.not_holding.value


        move.update_leds()
Пример #9
0
def track_move(serial, move_num, move_opts):
    move = common.get_move(serial, move_num)
    move.set_leds(0, 0, 0)
    move.update_leds()
    #move.set_leds(255,255,255)
    #move.update_leds()
    random_color = 0

    while True:
        time.sleep(0.01)
        if move.poll():
            game_mode = move_opts[Opts.game_mode.value]
            move_button = move.get_buttons()
            if move_opts[Opts.alive.value] == Alive.off.value:
                if move_button == Buttons.sync.value:
                    move_opts[Opts.alive.value] = Alive.on.value
                time.sleep(0.1)
            else:
                if move_button == Buttons.all_buttons.value:
                    move_opts[Opts.alive.value] = Alive.off.value
                    move.set_leds(0, 0, 0)
                    move.set_rumble(0)
                    move.update_leds()
                    continue

                if game_mode == common.Games.JoustFFA.value:
                    move.set_leds(255, 255, 255)

                elif game_mode == common.Games.JoustTeams.value:
                    if move_opts[Opts.team.value] >= TEAM_NUM:
                        move_opts[Opts.team.value] = 0
                    move.set_leds(*TEAM_COLORS[move_opts[Opts.team.value]])
                    if move_button == Buttons.middle.value:
                        #allow players to increase their own team
                        if move_opts[Opts.holding.
                                     value] == Holding.not_holding.value:
                            move_opts[Opts.team.value] = (
                                move_opts[Opts.team.value] + 1) % TEAM_NUM
                            move_opts[
                                Opts.holding.value] = Holding.holding.value

                elif game_mode == common.Games.JoustRandomTeams.value:
                    color = common.hsv2rgb(random_color, 1, 1)
                    move.set_leds(*color)
                    random_color += 0.001
                    if random_color >= 1:
                        random_color = 0

                elif game_mode == common.Games.WereJoust.value:
                    if move_num <= 0:
                        move.set_leds(150, 0, 0)
                    else:
                        move.set_leds(200, 200, 200)

                elif game_mode == common.Games.Zombies.value:
                    move.set_leds(50, 150, 50)

                elif game_mode == common.Games.Commander.value:
                    if move_num % 2 == 0:
                        move.set_leds(150, 0, 0)
                    else:
                        move.set_leds(0, 0, 150)

                elif game_mode == common.Games.Random.value:
                    if move_button == Buttons.middle.value:
                        move_opts[Opts.random_start.value] = Alive.off.value
                    if move_opts[Opts.random_start.value] == Alive.on.value:
                        move.set_leds(0, 0, 255)
                    else:
                        move.set_leds(255, 255, 0)

                if move_opts[Opts.holding.value] == Holding.not_holding.value:
                    if move_button == Buttons.select.value:
                        move_opts[Opts.selection.
                                  value] = Selections.change_mode.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    if move_button == Buttons.start.value:
                        print('start')
                        move_opts[
                            Opts.selection.value] = Selections.start_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                if move_button == Buttons.nothing.value:
                    move_opts[Opts.holding.value] = Holding.not_holding.value

        move.update_leds()
Пример #10
0
def track_move(serial, move_num, move_opts, force_color, battery, dead_count):
    move = common.get_move(serial, move_num)
    move.set_leds(0, 0, 0)
    move.update_leds()
    random_color = random.random()

    while True:
        time.sleep(0.01)
        if move.poll():
            game_mode = move_opts[Opts.game_mode.value]
            move_button = move.get_buttons()
            if move_opts[Opts.alive.value] == Alive.off.value:
                if move_button == Buttons.sync.value:
                    move_opts[Opts.alive.value] = Alive.on.value
                    dead_count.value = dead_count.value - 1
                time.sleep(0.1)
            else:
                if move_button == Buttons.all_buttons.value:
                    move_opts[Opts.alive.value] = Alive.off.value
                    dead_count.value = dead_count.value + 1
                    move.set_leds(0, 0, 0)
                    move.set_rumble(0)
                    move.update_leds()
                    continue

                #show battery level
                if battery.value == 1:
                    battery_level = move.get_battery()
                    #granted a charging move should be dead
                    #so it won't light up anyway
                    if battery_level == 238:  # charging - dim
                        move.set_leds(10, 10, 10)
                    elif battery_level == 239:  # fully charged - white
                        move.set_leds(255, 255, 255)
                    elif battery_level == 5:  # full - blue
                        move.set_leds(0, 0, 255)
                    elif battery_level == 4:  # 80% - cyan
                        move.set_leds(0, 255, 255)
                    elif battery_level == 5:  # 60% - green
                        move.set_leds(0, 255, 0)
                    elif battery_level == 2:  # 40% - lime green
                        move.set_leds(191, 255, 0)
                    elif battery_level == 1:  # 20% - yellow
                        move.set_leds(255, 255, 0)
                    else:  # under 20% - red
                        move.set_leds(255, 0, 0)

                #custom team mode is the only game mode that
                #can't be added to con mode
                elif game_mode == common.Games.JoustTeams.value:
                    if move_opts[Opts.team.value] >= TEAM_NUM:
                        move_opts[Opts.team.value] = 0
                    move.set_leds(*TEAM_COLORS[move_opts[Opts.team.value]])
                    if move_button == Buttons.middle.value:
                        #allow players to increase their own team
                        if move_opts[Opts.holding.
                                     value] == Holding.not_holding.value:
                            move_opts[Opts.team.value] = (
                                move_opts[Opts.team.value] + 1) % TEAM_NUM
                            move_opts[
                                Opts.holding.value] = Holding.holding.value

                #set leds to forced color
                elif sum(force_color) != 0:
                    move.set_leds(*force_color)

                elif game_mode == common.Games.JoustFFA.value:
                    move.set_leds(255, 255, 255)

                elif game_mode == common.Games.JoustRandomTeams.value:
                    color = time.time() / 10 % 1
                    color = common.hsv2rgb(color, 1, 1)
                    move.set_leds(*color)

                elif game_mode == common.Games.Traitor.value:
                    if move_num % 4 == 2 and time.time() / 3 % 1 < .15:
                        move.set_leds(200, 0, 0)
                    else:
                        color = 1 - time.time() / 10 % 1
                        color = common.hsv2rgb(color, 1, 1)
                        move.set_leds(*color)

                elif game_mode == common.Games.WereJoust.value:
                    if move_num <= 0:
                        move.set_leds(150, 0, 0)
                    else:
                        move.set_leds(200, 200, 200)

                elif game_mode == common.Games.Zombies.value:
                    move.set_leds(50, 150, 50)

                elif game_mode == common.Games.Commander.value:
                    if move_num % 2 == 0:
                        move.set_leds(150, 0, 0)
                    else:
                        move.set_leds(0, 0, 150)

                elif game_mode == common.Games.Swapper.value:
                    if (time.time() / 5 + random_color) % 1 > 0.5:
                        move.set_leds(150, 0, 0)
                    else:
                        move.set_leds(0, 0, 150)

                elif game_mode == common.Games.Tournament.value:
                    if move_num <= 0:
                        color = time.time() / 10 % 1
                        color = common.hsv2rgb(color, 1, 1)
                        move.set_leds(*color)
                    else:
                        move.set_leds(200, 200, 200)

                elif game_mode == common.Games.Ninja.value:
                    if move_num <= 0:
                        move.set_leds(random.randrange(100, 200), 0, 0)
                    else:
                        move.set_leds(200, 200, 200)

                elif game_mode == common.Games.Random.value:

                    if move_button == Buttons.middle.value:
                        move_opts[Opts.random_start.value] = Alive.off.value
                    if move_opts[Opts.random_start.value] == Alive.on.value:
                        move.set_leds(0, 0, 255)
                    else:
                        move.set_leds(255, 255, 0)

                if move_opts[Opts.holding.value] == Holding.not_holding.value:
                    #Change game mode and become admin controller
                    if move_button == Buttons.select.value:
                        move_opts[Opts.selection.
                                  value] = Selections.change_mode.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #start the game
                    if move_button == Buttons.start.value:
                        move_opts[
                            Opts.selection.value] = Selections.start_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller add or remove game from convention mode
                    if move_button == Buttons.cross.value:
                        move_opts[
                            Opts.selection.value] = Selections.add_game.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller change sensitivity of controllers
                    if move_button == Buttons.circle.value:
                        move_opts[Opts.selection.
                                  value] = Selections.change_sensitivity.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin controller change if instructions play
                    if move_button == Buttons.square.value:
                        move_opts[Opts.selection.
                                  value] = Selections.change_instructions.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                    #as an admin show battery level of controllers
                    if move_button == Buttons.triangle.value:
                        move_opts[Opts.selection.
                                  value] = Selections.show_battery.value
                        move_opts[Opts.holding.value] = Holding.holding.value

                if move_button == Buttons.nothing.value:
                    move_opts[Opts.holding.value] = Holding.not_holding.value

        move.update_leds()