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#Copyright (c) 2010 Walter Bender
# 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.
#
# You should have received a copy of the GNU General Public
# License along with this library; if not, write to the
# Free Software Foundation, Inc., 59 Temple Place - Suite 330,
# Boston, MA 02111-1307, USA.
import pygtk
pygtk.require('2.0')
import gtk
import gobject
import sugar
from sugar.activity import activity
try:
from sugar.graphics.toolbarbox import ToolbarBox
_have_toolbox = True
except ImportError:
_have_toolbox = False
if _have_toolbox:
from sugar.bundle.activitybundle import ActivityBundle
from sugar.activity.widgets import ActivityToolbarButton
from sugar.activity.widgets import StopButton
from sugar.graphics.toolbarbox import ToolbarButton
from sugar.graphics.toolbutton import ToolButton
from sugar.graphics.menuitem import MenuItem
from sugar.graphics.icon import Icon
from sugar.datastore import datastore
from gettext import gettext as _
import locale
import os.path
from sprites import *
from window import Game
SERVICE = 'org.sugarlabs.PukllanapacActivity'
IFACE = SERVICE
PATH = '/org/augarlabs/PukllanapacActivity'
LEVEL_ICONS = ['level1', 'level2', 'level3']
GAME_ICONS = ['rectangle', 'hexagon', 'hexagon2']
def _button_factory(icon_name, tooltip, callback, toolbar, cb_arg=None,
accelerator=None):
"""Factory for making toolbar buttons"""
my_button = ToolButton(icon_name)
my_button.set_tooltip(tooltip)
my_button.props.sensitive = True
if accelerator is not None:
my_button.props.accelerator = accelerator
if cb_arg is not None:
my_button.connect('clicked', callback, cb_arg)
else:
my_button.connect('clicked', callback)
if hasattr(toolbar, 'insert'): # the main toolbar
toolbar.insert(my_button, -1)
else: # or a secondary toolbar
toolbar.props.page.insert(my_button, -1)
my_button.show()
return my_button
def _label_factory(label, toolbar):
""" Factory for adding a label to a toolbar """
my_label = gtk.Label(label)
my_label.set_line_wrap(True)
my_label.show()
_toolitem = gtk.ToolItem()
_toolitem.add(my_label)
toolbar.insert(_toolitem, -1)
_toolitem.show()
return my_label
def _separator_factory(toolbar, visible=True, expand=False):
""" Factory for adding a separator to a toolbar """
_separator = gtk.SeparatorToolItem()
_separator.props.draw = visible
_separator.set_expand(expand)
toolbar.insert(_separator, -1)
_separator.show()
class PukllanapacActivity(activity.Activity):
""" Sliding puzzle game """
def __init__(self, handle):
""" Initialize the toolbars and the game board """
super(PukllanapacActivity,self).__init__(handle)
self._play_level = 0
self._play_mode = 0
self._setup_toolbars(_have_toolbox)
# Create a canvas
canvas = gtk.DrawingArea()
canvas.set_size_request(gtk.gdk.screen_width(), \
gtk.gdk.screen_height())
self.set_canvas(canvas)
canvas.show()
self.show_all()
self.tw = Game(canvas, os.path.join(activity.get_bundle_path(),
'images'), self)
# Restore game state from Journal or start new game
if 'play_level' in self.metadata:
self.change_play_level_cb(play_level=int(
self.metadata['play_level']))
if 'play_mode' in self.metadata:
self.change_play_mode_cb(play_mode=int(
self.metadata['play_mode']))
grid = []
for i in range(24):
if 'card' + str(i) in self.metadata:
grid.append(int(self.metadata['card' + str(i)]))
self.tw.grid.restore_grid(grid, self.tw.mode)
for i in range(24):
if 'rotate' + str(i) in self.metadata:
self.tw.grid.card_table[grid[i]].set_orientation(
int(self.metadata['rotate' + str(i)]))
self.tw.mask(self._play_level)
def write_file(self, file_path):
""" Write the grid status to the Journal """
self.metadata['play_mode'] = self._play_mode
self.metadata['play_level'] = self._play_level
for i in range(24):
self.metadata['card' + str(i)] = str(self.tw.grid.grid[i])
self.metadata['rotate' + str(i)] = str(
self.tw.grid.card_table[self.tw.grid.grid[i]].orientation)
def _setup_toolbars(self, have_toolbox):
""" Setup the toolbars.. """
if have_toolbox:
toolbox = ToolbarBox()
# Activity toolbar
activity_button = ActivityToolbarButton(self)
toolbox.toolbar.insert(activity_button, 0)
activity_button.show()
self.set_toolbar_box(toolbox)
toolbox.show()
toolbar = toolbox.toolbar
else:
# Use pre-0.86 toolbar design
games_toolbar = gtk.Toolbar()
toolbox = activity.ActivityToolbox(self)
self.set_toolbox(toolbox)
toolbox.add_toolbar(_('Game'), games_toolbar)
toolbox.show()
toolbox.set_current_toolbar(1)
toolbar = games_toolbar
# Add the buttons and labels to the toolbars
self.level_button = _button_factory(LEVEL_ICONS[self._play_level],
_('Set difficulty level.'),
self.change_play_level_cb, toolbar)
mode = self._play_mode
mode += 1
if mode == len(GAME_ICONS):
mode = 0
self.game_button = _button_factory(GAME_ICONS[mode],
_('Select game.'),
self.change_play_mode_cb, toolbar)
_separator_factory(toolbar, True, False)
self.status_label = _label_factory(_("drag to swap"), toolbar)
if _have_toolbox:
_separator_factory(toolbox.toolbar, False, True)
stop_button = StopButton(self)
stop_button.props.accelerator = '<Ctrl>q'
toolbox.toolbar.insert(stop_button, -1)
stop_button.show()
def change_play_level_cb(self, button=None, play_level=None):
""" Cycle between levels """
if self._play_mode > 0:
return
if play_level is None:
self._play_level += 1
if self._play_level == len(LEVEL_ICONS):
self._play_level = 0
else:
self._play_level = play_level
self.level_button.set_icon(LEVEL_ICONS[self._play_level])
self.tw.grid.reset(GAME_ICONS[self._play_mode])
self.tw.mask(self._play_level)
def change_play_mode_cb(self, button=None, play_mode=None):
""" Cycle between game modes """
if play_mode is None:
self._play_mode += 1
if self._play_mode == len(GAME_ICONS):
self._play_mode = 0
else:
self._play_mode = play_mode
mode = self._play_mode
mode += 1
if mode == len(GAME_ICONS):
mode = 0
self.game_button.set_icon(GAME_ICONS[mode])
self.tw.mode = GAME_ICONS[self._play_mode]
self.tw.grid.initialize_cards(self.tw.sprites, self.tw.path,
self.tw.card_dim, self.tw.scale,
GAME_ICONS[self._play_mode])
if self._play_mode > 0:
self._play_level = len(LEVEL_ICONS) - 1
self.level_button.set_icon(LEVEL_ICONS[self._play_level])
self.tw.mask(self._play_level)
self.tw.grid.reset(GAME_ICONS[self._play_mode])
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