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path: root/FollowMe.py
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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)