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 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 start(self): # Set a background image gcompris.set_default_background(self.gcomprisBoard.canvas.get_root_item()) #Boolean variable declaration self.mapActive = False #CONSTANT Declarations self.board_paused = 0 self.timerAnim = 0 self.counter = 0 self.gamewon = 0 self.score_player_a = 0 self.score_player_b = 0 self.tile_counter = 0 self.rectangle_counter = 0 #REPEAT ICON pixmap = gcompris.utils.load_svg("braille_alphabets/target.svg") gcompris.bar_set_repeat_icon(pixmap) gcompris.bar_set(gcompris.BAR_REPEAT_ICON) gcompris.bar_location(320,-1,0.8) # 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()) self.lotto_board()
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) 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(20, -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()) self.board_upper(self.gcomprisBoard.level)
def start(self): self.gcomprisBoard.level = 1 self.gcomprisBoard.maxlevel = 4 self.gcomprisBoard.sublevel = 1 self.gcomprisBoard.number_of_sublevel = 1 self.board_paused = False 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_OK | gcompris.BAR_LEVEL | gcompris.BAR_REPEAT_ICON) else: gcompris.bar_set(gcompris.BAR_OK | gcompris.BAR_LEVEL | gcompris.BAR_REPEAT) gcompris.bar_set_level(self.gcomprisBoard) # 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 = self.gcomprisBoard.canvas.root().add( gnomecanvas.CanvasGroup, x=0.0, y=0.0) pixmap = gcompris.utils.load_pixmap( gcompris.skin.image_to_skin("gcompris-bg.jpg")) item = self.rootitem.add( gnomecanvas.CanvasPixbuf, pixbuf=pixmap, x=0, y=0, ) item.connect("event", self.ruler_item_event) self.display_sea_area() self.root_weather_item = self.rootitem.add(gnomecanvas.CanvasGroup, x=0.0, y=0.0) # Display the weather now self.display_weather() # And finaly the players boats self.init_boats()
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) 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(20, -1, 0.6) # The root item for the help self.map_rootitem = \ goocanvas.Group( parent = self.gcomprisBoard.canvas.get_root_item() ) BrailleMap(self.map_rootitem, self.move_back) self.map_rootitem.props.visibility = goocanvas.ITEM_INVISIBLE self.rootitem = None self.display_level(self.gcomprisBoard.level)
def start(self): # Set the buttons we want in the bar gcompris.bar_set(gcompris.BAR_LEVEL) gcompris.bar_set_level(self.gcomprisBoard) 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(20, -1, 0.6) # The root item for the help self.map_rootitem = \ goocanvas.Group( parent = self.gcomprisBoard.canvas.get_root_item() ) BrailleMap(self.map_rootitem, self.move_back) self.map_rootitem.props.visibility = goocanvas.ITEM_INVISIBLE self.rootitem = None self.display_level(self.gcomprisBoard.level)
def start(self): self.reseted = False # 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()) # The root item for the help self.map_rootitem = \ goocanvas.Group( parent = self.gcomprisBoard.canvas.get_root_item() ) BrailleMap(self.map_rootitem, self.move_back) self.map_rootitem.props.visibility = goocanvas.ITEM_INVISIBLE # Display the sublevel gcompris.score.start(gcompris.score.STYLE_NOTE, 530, 460, self.gcomprisBoard.number_of_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 start(self): # Set a background image gcompris.set_default_background( self.gcomprisBoard.canvas.get_root_item()) #Boolean variable declaration self.mapActive = False #CONSTANT Declarations self.board_paused = 0 self.timerAnim = 0 self.counter = 0 self.gamewon = 0 self.score_player_a = 0 self.score_player_b = 0 self.tile_counter = 0 self.rectangle_counter = 0 #REPEAT ICON pixmap = gcompris.utils.load_svg("braille_alphabets/target.svg") gcompris.bar_set_repeat_icon(pixmap) gcompris.bar_set(gcompris.BAR_REPEAT_ICON) gcompris.bar_location(320, -1, 0.8) # 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()) self.lotto_board() # The root item for the help self.map_rootitem = \ goocanvas.Group( parent = self.gcomprisBoard.canvas.get_root_item() ) BrailleMap(self.map_rootitem, self.move_back) self.map_rootitem.props.visibility = goocanvas.ITEM_INVISIBLE
def start(self): self.saved_policy = gcompris.sound.policy_get() gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) gcompris.sound.pause() # init config to default values self.config_dict = self.init_config() # change configured values self.config_dict.update(gcompris.get_board_conf()) if self.config_dict.has_key('locale_sound'): gcompris.set_locale(self.config_dict['locale_sound']) # Set the buttons we want in the bar handle = gcompris.utils.load_svg("lang/repeat.svg") gcompris.bar_set_repeat_icon(handle) gcompris.bar_set(gcompris.BAR_LEVEL | gcompris.BAR_REPEAT_ICON | gcompris.BAR_CONFIG) gcompris.bar_location(gcompris.BOARD_WIDTH / 2 - 100, -1, 0.6) # Set a background image gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "lang/background.svgz") # 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/words.xml") self.chapters = self.langLib.getChapters() if self.gcomprisBoard.mode == "": gcompris.utils.dialog( "ERROR, missing 'mode' in the xml menu to specify the chapter", None) return self.currentChapterName = self.gcomprisBoard.mode # Manage levels (a level is a lesson in the lang model) self.gcomprisBoard.level = 1 try: self.gcomprisBoard.maxlevel = \ len ( self.chapters.getChapters()[self.currentChapterName].getLessons() ) except: gcompris.utils.dialog( "ERROR, missing chapter '" + self.currentChapterName + "'", None) return if self.gcomprisBoard.maxlevel == 0: gcompris.utils.dialog( _("ERROR, we found no words in this language.") + " " + _("Please consider contributing a voice set."), None) return gcompris.bar_set_level(self.gcomprisBoard) self.currentExerciseModes = [] self.currentExercise = None self.currentLesson = self.langLib.getLesson( self.currentChapterName, self.gcomprisBoard.level - 1) self.displayLesson(self.currentLesson) self.pause(0)
def start(self): self.saved_policy = gcompris.sound.policy_get() gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) gcompris.sound.pause() # init config to default values self.config_dict = self.init_config() # change configured values self.config_dict.update(gcompris.get_board_conf()) if self.config_dict.has_key('locale_sound'): gcompris.set_locale(self.config_dict['locale_sound']) # Set the buttons we want in the bar handle = gcompris.utils.load_svg("lang/repeat.svg") gcompris.bar_set_repeat_icon(handle) gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT_ICON|gcompris.BAR_CONFIG) # Set a background image gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "lang/background.svgz") # 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/words.xml") self.chapters = self.langLib.getChapters() self.currentExercise = None self.currentExerciseModes = [] if self.gcomprisBoard.mode == "": gcompris.utils.dialog("ERROR, missing 'mode' in the xml menu to specify the chapter", None) return self.currentChapterName = self.gcomprisBoard.mode # Manage levels (a level is a lesson in the lang model) self.gcomprisBoard.level = 1 try: self.gcomprisBoard.maxlevel = \ len ( self.chapters.getChapters()[self.currentChapterName].getLessons() ) except: gcompris.utils.dialog("ERROR, missing chapter '" + self.currentChapterName + "'", None) return if self.gcomprisBoard.maxlevel == 0: gcompris.utils.dialog(_("ERROR, we found no words in this language.") + " " + _("Please consider contributing a voice set."), None) return 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) gcompris.bar_set_level(self.gcomprisBoard) readyButton = TextButton(400, 255, ' ' * 20 + _('I am Ready') + ' ' * 20, self.rootitem, 0x11AA11FFL) readyButton.getBackground().connect("button_press_event", self.ready_event, readyButton) self.pause(1);
def start(self): self.board.level = 1 self.board.maxlevel = self.levelset.numlevels self.board.sublevel = 1 self.board.number_of_sublevel = self.levelset.num_sublevels self.trog_wait = 1900 gcompris.bar_set(0) gcompris.set_background(self.board.canvas.root(), gcompris.skin.image_to_skin("gcompris-bg.jpg")) gcompris.bar_set_level(self.board) 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_REPEAT_ICON) else: gcompris.bar_set(gcompris.BAR_LEVEL | gcompris.BAR_REPEAT) # create our rootitem. We put each canvas item here so at the end we only # need to destroy the rootitem self.rootitem = self.board.canvas.root().add(gnomecanvas.CanvasGroup, x=0.0, y=0.0) # draw the board on top of the background for i in range(0,self.width+1): self.rootitem.add(gnomecanvas.CanvasLine, points = (i*self.sw + self.left, self.top, i*self.sw + self.left, self.scrh), fill_color_rgba = 0x000000FFL, width_units = 3.0) for i in range(0,self.height+1): self.rootitem.add(gnomecanvas.CanvasLine, points = (self.left, self.top + i*self.sh, self.scrw, self.top + i*self.sh), fill_color_rgba = 0x000000FFL, width_units = 3.0) # munchers and troggles self.players = [] self.muncher = Muncher() self.troggles = [Troggle(), Troggle(), Troggle()] self.players[:] = self.troggles self.players.append(self.muncher) # create the squares self.squares = [] for i in range(0, self.width): tmp = [] for j in range(0, self.height): s = Square(self.left + self.sw*i + self.sw/2, self.top + self.sh*j + self.sh/2) s.pic.raise_to_top() tmp.append( s ) self.squares.append(tmp) # so that the troggles get clipped to the board area self.rootitem.add(gnomecanvas.CanvasRect, x1=0, y1=0, x2=self.scrw, y2=self.top, fill_color_rgba = 0xFFFFFFFFL) self.rootitem.add(gnomecanvas.CanvasRect, x1=0, y1=0, x2=self.left, y2=self.scrh, fill_color_rgba = 0xFFFFFFFFL) # the board title self.title = self.rootitem.add(gnomecanvas.CanvasText, text = "", font = gcompris.skin.get_font("gcompris/board/title bold"), x = self.scrw/2, y = self.top/2) # the message self.message_back = self.rootitem.add(gnomecanvas.CanvasRect, x1=0, y1=0, x2=1, y2=1, fill_color_rgba = 0x60F06060L) self.message = self.rootitem.add(gnomecanvas.CanvasText, text = "", justification = gtk.JUSTIFY_CENTER, font = gcompris.skin.get_font("gcompris/board/title bold"), x = self.scrw/2, y = self.scrh/2) self.message.hide() # the trogwarning self.trogwarning = self.rootitem.add(gnomecanvas.CanvasText, text = _("T\nR\nO\nG\nG\nL\nE"), justification = gtk.JUSTIFY_CENTER, font = gcompris.skin.get_font("gcompris/board/title bold"), x = self.left/2, y = self.scrh/2) self.trogwarning.hide() self.trogwarning_num = 0 # the spare life self.muncher.spare.gnomecanvas.raise_to_top() self.startGame()
def start(self): self.saved_policy = gcompris.sound.policy_get() gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) gcompris.sound.pause() # init config to default values self.config_dict = self.init_config() # change configured values self.config_dict.update(gcompris.get_board_conf()) if self.config_dict.has_key('locale_sound'): gcompris.set_locale(self.config_dict['locale_sound']) # Set the buttons we want in the bar handle = gcompris.utils.load_svg("lang/repeat.svg") gcompris.bar_set_repeat_icon(handle) gcompris.bar_set(gcompris.BAR_LEVEL | gcompris.BAR_REPEAT_ICON | gcompris.BAR_CONFIG) # Set a background image gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "lang/background.svgz") # 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/words.xml") self.chapters = self.langLib.getChapters() self.currentExercise = None self.currentExerciseModes = [] if self.gcomprisBoard.mode == "": gcompris.utils.dialog( "ERROR, missing 'mode' in the xml menu to specify the chapter", None) return self.currentChapterName = self.gcomprisBoard.mode # Manage levels (a level is a lesson in the lang model) self.gcomprisBoard.level = 1 try: self.gcomprisBoard.maxlevel = \ len ( self.chapters.getChapters()[self.currentChapterName].getLessons() ) except: gcompris.utils.dialog( "ERROR, missing chapter '" + self.currentChapterName + "'", None) return if self.gcomprisBoard.maxlevel == 0: gcompris.utils.dialog( _("ERROR, we found no words in this language.") + " " + _("Please consider contributing a voice set."), None) return 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) gcompris.bar_set_level(self.gcomprisBoard) readyButton = TextButton(400, 255, ' ' * 20 + _('I am Ready') + ' ' * 20, self.rootitem, 0x11AA11FFL) readyButton.getBackground().connect("button_press_event", self.ready_event, readyButton) self.pause(1)
def start(self): self.saved_policy = gcompris.sound.policy_get() gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT) gcompris.sound.pause() # init config to default values self.config_dict = self.init_config() # change configured values self.config_dict.update(gcompris.get_board_conf()) if self.config_dict.has_key('locale_sound'): gcompris.set_locale(self.config_dict['locale_sound']) # Set the buttons we want in the bar handle = gcompris.utils.load_svg("lang/repeat.svg") gcompris.bar_set_repeat_icon(handle) gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT_ICON|gcompris.BAR_CONFIG) gcompris.bar_location(gcompris.BOARD_WIDTH / 2 - 100, -1, 0.6) # Set a background image gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(), "lang/background.svgz") # 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/words.xml") self.chapters = self.langLib.getChapters() if self.gcomprisBoard.mode == "": gcompris.utils.dialog("ERROR, missing 'mode' in the xml menu to specify the chapter", None) return self.currentChapterName = self.gcomprisBoard.mode # Manage levels (a level is a lesson in the lang model) self.gcomprisBoard.level = 1 try: self.gcomprisBoard.maxlevel = \ len ( self.chapters.getChapters()[self.currentChapterName].getLessons() ) except: gcompris.utils.dialog("ERROR, missing chapter '" + self.currentChapterName + "'", None) return if self.gcomprisBoard.maxlevel == 0: gcompris.utils.dialog(_("ERROR, we found no words in this language.") + " " + _("Please consider contributing a voice set."), None) return gcompris.bar_set_level(self.gcomprisBoard) self.currentExerciseModes = [] self.currentExercise = None self.currentLesson = self.langLib.getLesson(self.currentChapterName, self.gcomprisBoard.level - 1) self.displayLesson( self.currentLesson ) self.pause(0);
def start(self): self.boardSize = 490.0 self.nbColumns = 7 self.nbLines = 6 self.stoneSize = 70.0 self.maxVictory = 3 self.maxLevel = 4 self.boardItem = None self.timerAnim = 0 self.humanVictory = 0 self.endAnimCallback = None self.gcomprisBoard.level = 1 self.gcomprisBoard.maxlevel = 9 self.gcomprisBoard.sublevel = 1 self.gcomprisBoard.number_of_sublevel = 1 self.mode = (self.gcomprisBoard.mode == "2players") and 2 or 1 if self.mode == 1: board_bar = gcompris.BAR_LEVEL gcompris.bar_set_level(self.gcomprisBoard) else: board_bar = 0 # 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 = self.gcomprisBoard.canvas.root().add( gnomecanvas.CanvasGroup, x=0.0, y=0.0) pixmap = gcompris.utils.load_pixmap( gcompris.skin.image_to_skin("button_reload.png")) if (pixmap): gcompris.bar_set_repeat_icon(pixmap) board_bar = board_bar | gcompris.BAR_REPEAT_ICON else: board_bar = board_bar | gcompris.BAR_REPEAT gcompris.bar_set(board_bar) selector = self.rootitem.add( gnomecanvas.CanvasPixbuf, pixbuf=gcompris.utils.load_pixmap("connect4/back.png"), x=0.0, y=0.0) selector.connect("event", self.columnItemEvent, 0) if self.mode == 1: self.prof = self.rootitem.add( gnomecanvas.CanvasPixbuf, pixbuf=gcompris.utils.load_pixmap("connect4/tux-teacher.png"), x=10, y=350.0) self.prof.connect("event", self.profItemEvent, 0) self.prof.connect("event", gcompris.utils.item_event_focus) self.timericon = gcompris.anim.CanvasItem( gcompris.anim.Animation("connect4/sablier.txt"), self.rootitem) self.timericon.gnomecanvas.hide() self.player_stone = None for i in range(2): self.rootitem.add(gnomecanvas.CanvasPixbuf, pixbuf=gcompris.utils.load_pixmap( "connect4/stone_%d.png" % (i + 1)), x=25, y=175 + i * 73) self.score_item = self.rootitem.add( gnomecanvas.CanvasText, font=gcompris.skin.get_font("gcompris/board/huge bold"), x=60, y=250, justification=gtk.JUSTIFY_CENTER, fill_color_rgba=0xFF0000FFL) self.update_scores((0, 0)) self.newGame()