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|
# -*- coding: utf-8 -*-
#Copyright (c) 2011-12 Walter Bender
#Copyright (c) 2012 Ignacio RodrÃguez
# 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, 51 Franklin Street, Suite 500 Boston, MA 02110-1335 USA
from gi.repository import Gtk, GdkPixbuf, GObject, Gdk
import cairo
import os
from random import uniform
from gettext import gettext as _
import logging
_logger = logging.getLogger('reflection-activity')
try:
from sugar3.graphics import style
GRID_CELL_SIZE = style.GRID_CELL_SIZE
except ImportError:
GRID_CELL_SIZE = 0
from sprites import Sprites, Sprite
ACCELEROMETER_DEVICE = '/sys/devices/platform/lis3lv02d/position'
def read_accelerometer(game):
if not hasattr(read_accelerometer, 'device_path'):
if os.path.exists(ACCELEROMETER_DEVICE):
read_accelerometer.device_path = ACCELEROMETER_DEVICE
else:
read_accelerometer.device_path = None
if read_accelerometer.device_path is None:
x = int(uniform(-20, 20))
y = int(uniform(-20, 20))
z = int(uniform(-20, 20))
else:
fh = open(ACCELEROMETER_DEVICE)
string = fh.read()
xyz = string[1:-2].split(',')
x = int(float(xyz[0]) / 18)
y = int(float(xyz[1]) / 18)
z = int(float(xyz[2]) / 18)
fh.close()
game.motion_cb(x, y, z)
# Grid dimensions must be even
NINE = 9
FIVE = 5
DOT_SIZE = 40
YELLOW = 8
RED = 4
BLUE = 12
WHITE = 2
BLACK = 3
DOT = 0
class Game():
def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
self._activity = parent
self._colors = [colors[0]]
self._colors.append(colors[1])
self._colors.append('#FFFFFF')
self._colors.append('#000000')
self._colors.append('#FF0000')
self._colors.append('#FF4040')
self._colors.append('#FF8080')
self._colors.append('#FFa0a0')
self._colors.append('#FFFF00')
self._colors.append('#FFFF40')
self._colors.append('#FFFF80')
self._colors.append('#FFFFa0')
self._colors.append('#0000FF')
self._colors.append('#4040FF')
self._colors.append('#8080FF')
self._colors.append('#80a0FF')
self._canvas = canvas
if parent is not None:
parent.show_all()
self._parent = parent
self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
self._canvas.connect("draw", self.__draw_cb)
self._canvas.connect("button-press-event", self._button_press_cb)
self._canvas.connect("button-release-event", self._button_release_cb)
self._global_scale = 1
self._width = Gdk.Screen.width()
self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
self._scale = self._width / (10 * DOT_SIZE * 1.2)
self._dot_size = int(DOT_SIZE * self._scale)
self._space = int(self._dot_size / 5.)
self._press = False
self._release = None
self._rubbing = False
self._tapped = None
self._pausing = False
self._count = 0
self._targets = None # click target
self._shake = None # accelerometer target
self._next = None
self.last_spr = None
self._timer = None
self.roygbiv = False
# Generate the sprites we'll need...
self._sprites = Sprites(self._canvas)
self._svg_width = self._width
self._svg_height = self._height
self._lightbg = Sprite(self._sprites, 0, 0,
svg_str_to_pixbuf(
self._header() + \
self._rect(self._width, self._height, 0, 0) + \
self._footer()))
self._lightbg.set_label_attributes(24)
self._lightbg._vert_align = ["bottom"]
self._darkbg = Sprite(self._sprites, 0, 0,
svg_str_to_pixbuf(
self._header() + \
self._rect(self._width, self._height, 0, 0, color='#000000') + \
self._footer()))
self._darkbg.set_label_attributes(24)
self._darkbg._vert_align = ["bottom"]
self._darkbg.set_label_color('yellow')
self._darkbg.set_layer(0)
self._dots = []
for y in range(FIVE):
for x in range(NINE):
xoffset = int((self._width - NINE * self._dot_size - \
(NINE - 1) * self._space) / 2.)
self._dots.append(
Sprite(self._sprites,
xoffset + x * (self._dot_size + self._space),
y * (self._dot_size + self._space),
self._new_dot(self._colors[WHITE])))
self._dots[-1].type = DOT
self._dots[-1].set_label_attributes(40)
n = FIVE / 2.
# and initialize a few variables we'll need.
self._yellow_dot()
def _clear_pause(self):
self._pausing = False
def _yellow_dot(self):
for y in range(FIVE):
for x in range(NINE):
xoffset = int((self._width - NINE * self._dot_size - \
(NINE - 1) * self._space) / 2.)
self._dots[x + y * NINE].move((
xoffset + x * (self._dot_size + self._space),
y * (self._dot_size + self._space)))
self._dots[x + y * NINE].set_shape(
self._new_dot(self._colors[WHITE]))
self._dots[x + y * NINE].type = DOT
self._dots[x + y * NINE].set_layer(100)
self._lightbg.set_label('Tap on the yellow dot.')
self._targets = [int(uniform(0, NINE * FIVE))]
self._next = self._yellow_dot_too
self._dots[self._targets[0]].set_shape(
self._new_dot(self._colors[YELLOW]))
self._dots[self._targets[0]].type = YELLOW
self._rubbing = False
self._shake = None
def _yellow_dot_too(self, append=True):
''' Things to reinitialize when starting up a new game. '''
if append:
i = self._targets[0]
while i in self._targets:
i = int(uniform(0, NINE * FIVE))
self._targets.append(i)
self._lightbg.set_label('Well done! \
Now tap on the other yellow dot.')
self._next = self._yellow_dots_three
self._dots[self._targets[1]].set_shape(
self._new_dot(self._colors[YELLOW]))
self._dots[self._targets[1]].type = YELLOW
self._rubbing = False
def _yellow_dots_three(self):
''' Things to reinitialize when starting up a new game. '''
if self._release == self._targets[0]:
self._yellow_dot_too(append=False)
self._lightbg.set_label('The other yellow dot!')
return
i = self._targets[0]
while i in self._targets:
i = int(uniform(0, NINE * FIVE))
self._targets.append(i)
self._lightbg.set_label('Great! Now rub on one of the yellow dots.')
self._next = self._red_dot
self._dots[self._targets[2]].set_shape(
self._new_dot(self._colors[YELLOW]))
self._dots[self._targets[2]].type = YELLOW
self._rubbing = True
def _red_dot(self):
if self._release is None:
return
self._lightbg.set_label('Good job! \
Now rub on another one of the yellow dots.')
self._next = self._blue_dot
self._dots[self._release].set_shape(self._new_dot(self._colors[RED]))
self._dots[self._release].type = RED
self._rubbing = True
def _blue_dot(self):
if self._release is None:
return
if self._dots[self._release].type != YELLOW:
return
self._lightbg.set_label('Now gently tap on the yellow dot five times.')
self._next = self._yellow_tap
self._dots[self._release].set_shape(self._new_dot(self._colors[BLUE]))
self._dots[self._release].type = BLUE
self._rubbing = False
self._count = 0
def _yellow_tap(self):
if self._dots[self._release].type != YELLOW:
self._lightbg.set_label('The yellow dot!!')
return
self._count += 1
if self._count > 4:
self._count = 0
self._next = self._red_tap
self._lightbg.set_label('Now gently tap on the red dot five times.')
else:
self._lightbg.set_label('Keep tapping.')
i = self._targets[0]
while i in self._targets:
i = int(uniform(0, NINE * FIVE))
self._targets.append(i)
self._dots[i].set_shape(self._new_dot(self._colors[YELLOW]))
self._dots[i].type = YELLOW
def _red_tap(self):
if self._dots[self._release].type != RED:
self._lightbg.set_label('The red dot!!')
return
self._count += 1
if self._count > 4:
self._count = 0
self._next = self._blue_tap
self._lightbg.set_label('Now gently tap on the blue dot five times.')
else:
self._lightbg.set_label('Keep tapping.')
i = self._targets[0]
while i in self._targets:
i = int(uniform(0, NINE * FIVE))
self._targets.append(i)
self._dots[i].set_shape(self._new_dot(self._colors[RED]))
self._dots[i].type = RED
def _blue_tap(self):
if self._dots[self._release].type != BLUE:
self._lightbg.set_label('The blue dot!!')
return
self._count += 1
if self._count > 4:
self._count = 0
self._next = self._shake_it
self._lightbg.set_label('OK. Now, shake the computer!!')
# Since we don't end up in the button press
GObject.timeout_add(500, self._next)
else:
self._lightbg.set_label('Keep tapping.')
i = self._targets[0]
while i in self._targets:
i = int(uniform(0, NINE * FIVE))
self._targets.append(i)
self._dots[i].set_shape(self._new_dot(self._colors[BLUE]))
self._dots[i].type = BLUE
def _shake_it(self):
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
dot.set_layer(200)
self._next = self._shake_it_more
self._shake = 'random'
self._pausing = True
GObject.timeout_add(10000, self._clear_pause)
GObject.timeout_add(100, read_accelerometer, self)
def _shake_it_more(self):
self._lightbg.set_label('Shake it harder!!')
self._next = self._turn_left
self._shake = 'random2'
self._pausing = True
GObject.timeout_add(10000, self._clear_pause)
def _turn_left(self):
self._lightbg.set_label('See what happens if you turn it to the left.')
self._next = self._turn_right
self._shake = 'left'
self._pausing = True
GObject.timeout_add(10000, self._clear_pause)
def _turn_right(self):
self._lightbg.set_label('Now turn it to the right.')
self._next = self._align
self._shake = 'right'
self._pausing = True
GObject.timeout_add(10000, self._clear_pause)
def _align(self):
self._lightbg.set_label('Shake it some more.')
self._next = self._tap_six
self._shake = 'align'
self._pausing = True
GObject.timeout_add(10000, self._clear_pause)
def _tap_six(self):
self._shake = None
self._lightbg.set_label('OK. Now press each of the yellow dots.')
if self._tapped == None:
self._tapped = []
if self._dots[self._release].type != YELLOW:
self._lightbg.set_label('Press all of the yellow dots.')
return
else:
if not self._release in self._tapped:
self._tapped.append(self._release)
if len(self._tapped) == 6:
self._darkbg.set_layer(100)
self._lightbg.set_layer(0)
for dot in self._dots:
if dot.type != YELLOW:
dot.set_layer(0)
self._darkbg.set_label('Press all of the yellow dots again!')
self._tapped = None
self._next = self._tap_six_too
else:
if len(self._tapped) == 5:
self._lightbg.set_label('Only one more yellow dot to press!')
else:
self._lightbg.set_label("That's good. \
Keep pressing the yellow dots.")
def _tap_six_too(self):
self._shake = None
self._lightbg.set_label('Try pressing each of the yellow dots again.')
if self._tapped == None:
self._tapped = []
if self._dots[self._release].type != YELLOW:
self._lightbg.set_label('Only press the yellow dots.')
return
else:
if not self._release in self._tapped:
self._tapped.append(self._release)
if len(self._tapped) == 6:
self._lightbg.set_layer(100)
self._darkbg.set_layer(0)
for dot in self._dots:
if dot.type in [RED, BLUE]:
dot.set_layer(100)
pos1 = self._dots[self._targets[1]].get_xy()
pos2 = self._dots[self._targets[2]].get_xy()
self._dots[self._targets[1]].move(pos2)
self._dots[self._targets[2]].move(pos1)
self._lightbg.set_label(
'Tap on the two dots that switched positions.')
self._tapped = None
self._next = self._tap_two
else:
if len(self._tapped) == 5:
self._lightbg.set_label('Only one more yellow dot to press.')
else:
self._lightbg.set_label("That's good. \
Keep pressing the yellow dots.")
def _tap_two(self):
self._shake = None
if self._tapped == None:
self._tapped = []
if not self._release in [self._targets[1], self._targets[2]]:
self._lightbg.set_label('Keep trying.')
return
else:
if not self._release in self._tapped:
self._tapped.append(self._release)
if len(self._tapped) == 2:
pos1 = self._dots[self._targets[1]].get_xy()
pos2 = self._dots[self._targets[2]].get_xy()
self._dots[self._targets[1]].move(pos2)
self._dots[self._targets[2]].move(pos1)
self._lightbg.set_label("Good job! Now let's shake again.")
self._shake = 'random2'
self._next = self._shake_three
# Since we don't end up in the button press
GObject.timeout_add(500, self._next)
elif len(self._tapped) == 1:
self._lightbg.set_label('You found one. Now find the other one.')
def _shake_three(self):
self._next = self._fade_it
self._shake = 'random2'
GObject.timeout_add(100, read_accelerometer, self)
self._pausing = True
GObject.timeout_add(2000, self._clear_pause)
def _fade_it(self):
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
self._fade_dot(dot, 1)
self._lightbg.set_label('Going.')
self._shake = 'random2'
self._next = self._fade_it_again
self._pausing = True
GObject.timeout_add(2000, self._clear_pause)
def _fade_it_again(self):
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
self._fade_dot(dot, 2)
self._lightbg.set_label('Going.' + '.')
self._shake = 'random2'
self._next = self._and_again
self._pausing = True
GObject.timeout_add(2000, self._clear_pause)
def _and_again(self):
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
self._fade_dot(dot, 3)
self._lightbg.set_label('Going.' + '..')
self._shake = 'random2'
self._next = self._one_last_time
self._pausing = True
GObject.timeout_add(2000, self._clear_pause)
def _one_last_time(self):
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
self._fade_dot(dot, 4)
self._lightbg.set_label('Gone!')
self._shake = None
self._next = self._yellow_dot
GObject.timeout_add(500, self._next)
def _fade_dot(self, dot, i):
if i == 4:
dot.set_shape(self._new_dot(self._colors[WHITE]))
else:
dot.set_shape(self._new_dot(self._colors[dot.type + i]))
def _set_label(self, string):
''' Set the label in the toolbar or the window frame. '''
self._activity.status.set_label(string)
def motion_cb(self, x, y, z):
jiggle_factor = 5
if self._shake is None:
return
elif self._shake in ['random', 'random2']:
if self._shake == 'random2':
jiggle_factor = 10
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
x += int(uniform(-jiggle_factor, jiggle_factor))
z += int(uniform(-jiggle_factor, jiggle_factor))
# Randomize z drift, which tends toward up...
if int(uniform(0, 2)) == 0:
z = -z
dot.move_relative((x, z))
elif self._shake == 'align':
docked = True
yellow = 0
red = 0
blue = 0
for dot in self._dots:
if dot.type == YELLOW:
docked = self._dock_dot(dot, yellow + 1, 1, jiggle_factor,
docked)
yellow += 1
elif dot.type == RED:
docked = self._dock_dot(dot, red + 2, 2, jiggle_factor,
docked)
red += 1
elif dot.type == BLUE:
docked = self._dock_dot(dot, blue + 3, 3, jiggle_factor,
docked)
blue += 1
if docked:
self._lightbg.set_label('Interesting.')
elif self._shake == 'left':
right = False
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
pos = dot.get_xy()
if pos[0] < 0:
if pos[1] > self._height:
z = int(uniform(-20, 0))
elif pos[1] < 0:
z = int(uniform(0, 20))
x = int(uniform(0, 10))
dot.move_relative((x, z))
elif x < 0:
x += int(uniform(-10, 0))
if pos[1] > self._height:
z = int(uniform(-20, 0))
elif pos[1] < 0:
z = int(uniform(0, 20))
if pos[0] > -x:
dot.move_relative((x, z))
pos = dot.get_xy()
if pos[0] > 100:
right = True
if not right:
self._lightbg.set_label('Hmm')
elif self._shake == 'right':
left = False
for dot in self._dots:
if dot.type in [RED, YELLOW, BLUE]:
pos = dot.get_xy()
if pos[0] > self._width - self._dot_size:
if pos[1] > self._height:
z = int(uniform(-20, 0))
elif pos[1] < 0:
z = int(uniform(0, 20))
x = int(uniform(-10, 0))
dot.move_relative((x, z))
elif x < self._width - self._dot_size:
x += int(uniform(0, 10))
if pos[1] > self._height:
z = int(uniform(-20, 0))
elif pos[1] < 0:
z = int(uniform(0, 20))
if pos[0] < self._width - x - self._dot_size:
dot.move_relative((x, z))
pos = dot.get_xy()
if pos[0] < self._width - self._dot_size - 100:
left = True
if not left:
self._lightbg.set_label('Hmm')
if self._pausing is not True:
if self._next is not None:
GObject.timeout_add(500, self._next)
else:
self._lightbg.set_label('')
self._shake = None
GObject.timeout_add(100, read_accelerometer, self)
return
def _dock_dot(self, dot, n, m, jiggle_factor, docked):
x = (self._dot_size + self._space) * n
y = (self._dot_size + self._space) * m
pos = dot.get_xy()
dx = x - pos[0]
dy = y - pos[1]
if abs(dx) < 11 and abs(dy) < 11:
dot.move((x, y))
return docked
else:
if dx < 0:
dx = max(-10, dx)
elif dx > 0:
dx = min(10, dx)
if dy < 0:
dy = max(-10, dy)
elif dy > 0:
dy = min(10, dy)
dx += int(uniform(-jiggle_factor, jiggle_factor))
dy += int(uniform(-jiggle_factor, jiggle_factor))
dot.move_relative((dx, dy))
return False
def _button_press_cb(self, win, event):
if self._shake is not None:
return True
win.grab_focus()
x, y = map(int, event.get_coords())
self._press = True
spr = self._sprites.find_sprite((x, y))
if spr == None:
return True
self.last_spr = spr
if self._rubbing:
self._pausing = True
GObject.timeout_add(1000, self._clear_pause)
return True
def _button_release_cb(self, win, event):
if self._shake is not None:
return True
self._press = False
self._release = None
if self._pausing:
self._lightbg.set_label('Rub a little longer.')
return True
x, y = map(int, event.get_coords())
spr = self._sprites.find_sprite((x, y))
if spr.type is not None:
if spr in self._dots:
for target in self._targets:
if self._dots.index(spr) == target:
self._release = target
if self._next is not None:
GObject.timeout_add(500, self._next)
def _smile(self):
for dot in self._dots:
dot.set_label(':)')
def __draw_cb(self, canvas, cr):
self._sprites.redraw_sprites(cr=cr)
def _grid_to_dot(self, pos):
''' calculate the dot index from a column and row in the grid '''
return pos[0] + pos[1] * NINE
def _dot_to_grid(self, dot):
''' calculate the grid column and row for a dot '''
return [dot % NINE, int(dot / NINE)]
"""
def _expose_cb(self, win, event):
self.do_expose_event(event)
def do_expose_event(self, event):
''' Handle the expose-event by drawing '''
# Restrict Cairo to the exposed area
cr = self._canvas.window.cairo_create()
cr.rectangle(event.area.x, event.area.y,
event.area.width, event.area.height)
cr.clip()
# Refresh sprite list
self._sprites.redraw_sprites(cr=cr)
"""
def _destroy_cb(self, win, event):
Gtk.main_quit()
def _new_dot(self, color):
''' generate a dot of a color color '''
self._dot_cache = {}
if not color in self._dot_cache:
self._stroke = color
self._fill = color
self._svg_width = self._dot_size
self._svg_height = self._dot_size
pixbuf = svg_str_to_pixbuf(
self._header() + \
self._circle(self._dot_size / 2., self._dot_size / 2.,
self._dot_size / 2.) + \
self._footer())
surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
self._svg_width, self._svg_height)
context = cairo.Context(surface)
Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
context.rectangle(0, 0, self._svg_width, self._svg_height)
context.fill()
self._dot_cache[color] = surface
return self._dot_cache[color]
def _line(self, vertical=True):
''' Generate a center line '''
if vertical:
self._svg_width = 3
self._svg_height = self._height
return svg_str_to_pixbuf(
self._header() + \
self._rect(3, self._height, 0, 0) + \
self._footer())
else:
self._svg_width = self._width
self._svg_height = 3
return svg_str_to_pixbuf(
self._header() + \
self._rect(self._width, 3, 0, 0) + \
self._footer())
def _header(self):
return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
'xmlns="http://www.w3.org/2000/svg"\n' + \
'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
'height="' + str(self._svg_height) + '">\n'
def _rect(self, w, h, x, y, color='#ffffff'):
svg_string = ' <rect\n'
svg_string += ' width="%f"\n' % (w)
svg_string += ' height="%f"\n' % (h)
svg_string += ' rx="%f"\n' % (0)
svg_string += ' ry="%f"\n' % (0)
svg_string += ' x="%f"\n' % (x)
svg_string += ' y="%f"\n' % (y)
svg_string += 'style="fill:%s;stroke:none;"/>\n' % (color)
return svg_string
def _circle(self, r, cx, cy):
return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
str(cx) + '" cy="' + str(cy) + '" />\n'
def _footer(self):
return '</svg>\n'
def svg_str_to_pixbuf(svg_string):
try:
pl = GdkPixbuf.PixbufLoader.new_with_type('svg')
pl.write(svg_string)
pl.close()
pixbuf = pl.get_pixbuf()
return pixbuf
except:
print svg_string
return None
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