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FollowMe.py
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FollowMe.py
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#!/usr/bin/python
"""
Follow Me activity for Sugar
Copyright (C) 2010 Peter Hewitt
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
"""
from gi.repository import Gtk
import sys
import pygame
import g
import utils
import simon
import buttons
import slider
import load_save
import rc_skip_last
class FollowMe:
def __init__(self, colors, sugar=False):
self.colors = colors
self.sugar = sugar
self.journal = True # set to False if we come in via main()
self.canvas = None
def display(self):
g.screen.fill(self.colors[1])
if self.aim.running or self.aim.glow_active:
pass
for img in g.imgs: # img from ImgClick (centred)
img.draw(g.screen)
if g.wrong:
img = g.imgs[g.wrong_ind]
utils.centre_blit(g.screen, g.wrong_img, (img.cx, img.cy))
img = g.imgs[g.right_ind]
utils.centre_blit(g.screen, g.glowy[g.right_ind], (img.cx, img.cy))
if not self.sugar:
buttons.draw()
self.slider.draw()
self.ladder()
self.aim.glow()
self.player.glow(True)
def do_click(self):
self.glow_off()
if self.click():
return
if not self.sugar:
bu = buttons.check()
if bu != '':
self.do_button(bu)
return
if self.slider.mouse():
self.set_delay()
def set_buttons(self, green, back):
''' Called from Sugar: associate toolbar buttons with app '''
self.green_button = green
self.back_button = back
def do_button(self, bu):
if bu == 'green': # start
self.aim.new1()
g.player_n = 0
g.wrong = False
g.score = 0
if self.sugar:
self.green_button.set_sensitive(True)
self.back_button.set_sensitive(False)
else:
buttons.off('green')
buttons.on('back')
elif bu == 'back':
self.aim.start() # show again
def do_key(self, key):
if key in g.TICK:
self.change_level()
self.set_delay()
return
if key == pygame.K_v:
g.version_display = not g.version_display
return
if self.aim.running or self.aim.glow_active:
return
if key in g.CROSS:
self.do_click()
return
if key in g.SQUARE:
if self.sugar:
if self.green_button.get_sensitive():
self.do_button('green')
return
elif self.back_button.get_sensitive():
self.do_button('back')
return
else:
if buttons.active('green'):
self.do_button('green')
return
if buttons.active('back'):
self.do_button('back')
return
if key in g.RIGHT:
g.green = self.rc.inc_c(g.green)
g.imgs[g.green].mouse_set()
if key in g.LEFT:
g.green = self.rc.dec_c(g.green)
g.imgs[g.green].mouse_set()
if key in g.UP:
g.green = self.rc.dec_r(g.green)
g.imgs[g.green].mouse_set()
if key in g.DOWN:
g.green = self.rc.inc_r(g.green)
g.imgs[g.green].mouse_set()
def mouse_set(self):
ind = 0
for imgc in g.imgs:
if imgc.mouse_on():
g.green = ind
return
ind += 1
def change_level(self):
g.level += 1
if not self.sugar:
if g.level > self.slider.steps:
g.level = 1
def ladder(self):
if g.score > g.best:
g.best = g.score
if g.best > 11:
cx = g.sx(30.55)
cy = g.sy(13.25)
utils.centre_blit(g.screen, g.star, (cx, cy))
utils.display_number(g.best, (cx, cy), g.font2)
if g.score > 0:
n = g.score - 1
if n > 11:
n = 11
g.screen.blit(g.ladder, (g.sx(26.95), g.sy(13.7)))
x = g.man_x0 + n * g.man_dx
y = g.man_y0 + n * g.man_dy
g.screen.blit(g.man, (x, y))
cx = x + g.man_sc_dx
cy = y + g.man_sc_dy
if g.score < g.best or g.best < 12:
utils.centre_blit(g.screen, g.star, (cx, cy))
utils.display_number(g.score, (cx, cy), g.font2)
def which(self):
ind = 0
for img in g.imgs:
if img.mouse_on():
return ind
ind += 1
return -1 # none clicked
def click(self):
if self.aim.running:
return False
if g.wrong:
return False
ind = self.which()
if ind == -1:
return False
if len(self.aim.list1) == 0:
return False
self.player.glow_start(ind)
if self.sugar:
self.back_button.set_sensitive(False)
else:
buttons.off('back')
if ind == self.aim.list1[g.player_n]:
g.player_n += 1
if g.player_n > g.score:
g.score = g.player_n
if g.player_n == len(self.aim.list1): # all correct - add another
self.aim.inc()
g.player_n = 0
else:
g.wrong = True
g.wrong_ind = ind
g.right_ind = self.aim.list1[g.player_n]
if self.sugar:
self.green_button.set_sensitive(True)
else:
buttons.on('green')
return True # click processed
def glow_off(self):
self.aim.glow_off()
self.player.glow_off()
def set_delay(self, value=None):
if value is None:
self.aim.glow_time = (4 - g.level) * 500 - 300
self.aim.delay = (4 - g.level) * 330
else:
self.aim.glow_time = value
self.aim.delay = int(value * 1.5)
def flush_queue(self):
flushing = True
while flushing:
flushing = False
if self.journal:
while Gtk.events_pending():
Gtk.main_iteration()
for event in pygame.event.get():
flushing = True
def g_init(self):
g.init()
def save_pattern(self):
self.pattern = self.aim.list1[:]
def restore_pattern(self):
self.aim.list1 = self.pattern[:]
def run(self, restore=False):
self.g_init()
if not self.journal:
utils.load()
load_save.retrieve()
self.aim = simon.Simon(1200) # arg is glow time
if self.sugar:
self.set_delay(800)
else:
self.set_delay()
self.player = simon.Simon(200)
if restore:
self.restore_pattern()
self.aim.started = True
if self.sugar:
self.green_button.set_sensitive(True)
self.back_button.set_sensitive(False)
else:
bx = g.sx(22.42)
by = g.sy(20.8)
buttons.Button('green', (bx, by), True)
buttons.Button('back', (bx, by), True)
buttons.off('back')
self.slider = slider.Slider(g.sx(9), g.sy(20.8), 3, utils.BLUE)
self.rc = rc_skip_last.RC(3, 5)
if self.canvas is not None:
self.canvas.grab_focus()
ctrl = False
pygame.key.set_repeat(600, 120)
key_ms = pygame.time.get_ticks()
going = True
while going:
if self.journal:
# Pump GTK messages.
while Gtk.events_pending():
Gtk.main_iteration()
# Pump PyGame messages.
for event in pygame.event.get():
if event.type == pygame.QUIT:
if not self.journal:
utils.save()
going = False
elif event.type == pygame.MOUSEMOTION:
g.pos = event.pos
g.redraw = True
if self.canvas is not None:
self.canvas.grab_focus()
self.mouse_set()
elif event.type == pygame.MOUSEBUTTONDOWN:
g.redraw = True
if event.button == 1:
self.do_click()
self.flush_queue()
elif event.type == pygame.KEYDOWN:
# throttle keyboard repeat
if pygame.time.get_ticks() - key_ms > 110:
key_ms = pygame.time.get_ticks()
if ctrl:
if event.key == pygame.K_q:
if not self.journal:
utils.save()
going = False
break
else:
ctrl = False
if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
ctrl = True
break
self.do_key(event.key)
g.redraw = True
self.flush_queue()
elif event.type == pygame.KEYUP:
ctrl = False
if not going:
break
if self.sugar:
if g.player_n == 0 and not self.green_button.get_sensitive():
self.back_button.set_sensitive(True)
else:
if g.player_n == 0 and not buttons.active('green'):
buttons.on('back')
self.player.do()
self.aim.do()
if g.redraw:
self.display()
if g.version_display:
utils.version_display()
if self.aim.running or self.aim.glow_active:
pass
else:
g.screen.blit(g.pointer, g.pos)
pygame.display.flip()
g.redraw = False
g.clock.tick(40)
if __name__ == '__main__':
pygame.init()
pygame.display.set_mode((1024, 768), pygame.FULLSCREEN)
global colors
game = FollowMe(([0, 255, 255], [0, 255, 0]))
game.journal = False
game.run()
pygame.display.quit()
pygame.quit()
sys.exit(0)