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# -*- coding: UTF-8 -*-
#
# Copyright (C) 2007 by ULPM: Alexandre Yukio Harano
# Fábio Cassarotti Parronchi Navarro
# Gabriel Geraldo França Marcondes
# Luiz Carlos Irber Júnior
#
# 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 2
# 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, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
import gtk
import pygame
import os
import simplejson as json
from objects import *
from command import Play, Help, Quit
class SimulationView(object):
""" This widget holds the objects being simulated. """
running = None
background = None
objects = None
def __init__(self, objects):
self.running = False
self.background = pygame.Surface((1200, 770))
self.background.fill([99, 157, 237])
self.objects = pygame.sprite.RenderPlain()
self.static_objs = []
for obj in objects.values():
if obj.mobility:
obj.add(self.objects)
else:
self.static_objs.append(obj)
self.static_objs.append(LeftWall())
self.static_objs.append(RightWall())
self.static_objs.append(UpWall())
self.static_objs.append(DownWall())
def draw(self, pos = None):
screen = pygame.display.get_surface()
if pos:
screen.blit(self.background, (pos[0], pos[1]), pos)
else:
screen.blit(self.background, (0, 0))
for obj in self.static_objs:
obj.draw(screen, obj.rect)
for item in self.objects:
item.draw(screen, item.rect.topleft)
def add(self, obj):
if obj.mobility:
obj.add(self.objects)
else:
self.static_objs.append(obj)
class ObjectBar(object):
""" This widget contains the objects available for the problem. """
def __init__(self, objects):
self.background = pygame.Surface((1000, 130))
self.background.fill([0, 255, 0])
self.objects = pygame.sprite.RenderPlain(objects.values())
def draw(self, pos = None):
screen = pygame.display.get_surface()
if pos:
screen.blit(self.background, (pos[0], 770 + pos[1]), pos)
else:
screen.blit(self.background, (0, 770))
objpos = [15, 785]
for item in self.objects:
item.rect.topleft = objpos
item.draw(screen, item.rect.topleft )
objpos[0] += item.image.get_width() + 15
def update(self):
pass
class CommandBar(object):
""" This widget contains the commands: play, help, and quit. KISS! =D """
def __init__(self):
self.background = pygame.Surface((200, 130))
self.width, self.height = self.background.get_size()
self.background.fill([0, 0, 255])
self.commands = [ Play(), Help(), Quit() ]
def draw(self, pos=None):
screen = pygame.display.get_surface()
if pos:
screen.blit(self.background, (1000 + pos[0], 770 + pos[1]), pos)
else:
screen.blit(self.background, (1000, 770))
objpos = [1015, 810]
for cmd in self.commands:
cmd.rect.topleft = objpos
cmd.draw(screen, cmd.rect.topleft )
objpos[0] += cmd.image.get_width() + 15
def update(self):
pass
class Level(object):
"""This widget contains the objects in the scenario and their positions
on the screen"""
objects = None
def __init__(self, obj_in_place, obj_to_add, goals, help_img):
self.simulator = SimulationView(obj_in_place)
self.objbar = ObjectBar(obj_to_add)
self.cmdbar = CommandBar()
self.goals = goals
self.help_img = help_img
def goal_reached(self):
for obj, goal in self.goals:
if not obj.rect.collidepoint(goal.rect.center):
return False
return True
def draw(self):
self.simulator.draw()
self.objbar.draw()
self.cmdbar.draw()
def show_help(self, screen):
screen.blit(self.help_img, (600 - self.help_img.get_width()/2,
450 - self.help_img.get_height()/2) )
pygame.display.flip()
while True:
#GTK events
while gtk.events_pending():
gtk.main_iteration()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
return
def init_levels():
return load_levels()
def load_levels():
level_dir = os.path.join('data', 'levels')
files = os.listdir(level_dir)
levels = []
for level_file in sorted(f for f in files if f.split(".")[-1] == "level"):
raw = open(os.path.join(level_dir, level_file))
try:
level = json.load(raw)
except ValueError, error:
print level_file, "-> invalid json file: ", error
raw.close()
else:
lvl = load_level(level, level_dir, level_file)
if lvl:
levels.append(lvl)
return levels
def load_level(level, level_dir, level_name):
objs = {}
for obj in level["placed"]:
try:
klass = globals()[obj["type"]]
except KeyError, error:
print level_name, "-> Invalid type for object:", error
return None
new = klass( ( int(obj["xpos"]), int(obj["ypos"]) ), editable=False)
objs[obj["name"]] = new
toadd = {}
for obj in level["available"]:
try:
klass = globals()[obj["type"]]
except KeyError, error:
print level_name, "-> Invalid type for object:", error
return None
try:
toadd[obj["name"]] = klass()
except KeyError:
print level_name, "-> Object name not available"
return None
goals = []
for goal in level["goals"]:
try:
proj = objs[ goal[0] ]
trg = objs[ goal[1] ]
except KeyError, error:
print level_name, "-> Object not available:", error
return None
goals.append( (proj, trg) )
img_file = os.path.join(level_dir, level['help'])
if os.path.isfile(img_file):
help_image = pygame.image.load(img_file)
else:
print level_name, "-> Invalid help file:", level['help']
return None
return Level(objs, toadd, goals, help_image)
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