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#!/usr/bin/python
# FollowMe.py
"""
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.
"""
import g,utils,pygame,simon,buttons,sys,slider,load_save,rc_skip_last
try:
import gtk
except:
pass
class FollowMe:
def __init__(self):
self.journal=True # set to False if we come in via main()
self.canvas=None # set to the pygame canvas if we come in via activity.py
def display(self):
g.screen.fill((0,255,0))
if self.aim.running or self.aim.glow_active:
pass
else:
x=g.imgs[g.green].x; y=g.imgs[g.green].y
w=g.imgs[g.green].w; h=g.imgs[g.green].h
pygame.draw.rect(g.screen,utils.WHITE,(x,y,w,h),g.sy(.2))
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))
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
bu=buttons.check()
if bu<>'':self.do_button(bu); return
if self.slider.mouse(): self.set_delay()
def do_button(self,bu):
if bu=='green': # start
self.aim.new1(); g.player_n=0; g.wrong=False; g.score=0
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 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 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)
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]
buttons.on("green")
return True # click processed
def glow_off(self):
self.aim.glow_off(); self.player.glow_off()
def set_delay(self):
self.aim.glow_time=(4-g.level)*500-300
self.aim.delay=(4-g.level)*330
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 run(self):
g.init()
if not self.journal: utils.load()
load_save.retrieve()
self.aim=simon.Simon(1200) # arg is glow time
self.set_delay()
self.player=simon.Simon(200)
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<>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<>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 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)
game=FollowMe()
game.journal=False
game.run()
pygame.display.quit()
pygame.quit()
sys.exit(0)
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