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# -*- coding: utf-8 -*-
#Copyright (c) 2011, Walter Bender, Paulina Clares, Chris Rowe
#
# 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 Lesser 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.
# The challenges are tuples: (a fraction to display, a bar to display)
EASY = [('1/2', 12), ('1/3', 12), ('3/4', 12),
('1/4', 12), ('2/3', 12), ('1/6', 12),
('5/6', 12)]
MEDIUM = [('2/8', 12), ('2/4', 12), ('3/6', 12),
('6/12', 12), ('4/6', 12), ('2/6', 12),
('5/12', 12), ('3/12', 12), ('7/12', 12),
('8/12', 12), ('4/8', 12), ('6/12', 12),
('9/12', 12), ('2/12', 12), ('4/12', 12),
('10/12', 12), ('11/12', 12)]
HARD = [('2/5', 10), ('4/5', 10), ('3/5', 10),
('1/10', 10), ('1/5', 10), ('5/10', 10),
('3/10', 10), ('7/10', 10), ('8/10', 10),
('1/16', 4), ('2/16', 4), ('3/16', 4),
('4/16', 4), ('5/16', 4), ('6/16', 4),
('7/16', 4), ('8/16', 4), ('9/16', 4),
('10/16', 4), ('11/16', 4), ('12/16', 4),
('13/16', 4), ('14/16', 4), ('15/16', 4),
('1/8', 4), ('2/8', 4), ('3/8', 4),
('4/8', 4), ('5/8', 4), ('6/8', 4),
('7/8', 4)]
EXPERT = 100 # after some number of correct answers, don't segment the bar
BAR_HEIGHT = 25
STEPS = 100. # number of time steps per bounce rise and fall
STEP_PAUSE = 50 # milliseconds between steps
BOUNCE_PAUSE = 3000 # milliseconds between bounces
DX = 10 # starting step size for horizontal movement
DDX = 1.25 # acceleration during keypress
ANIMATION = {10: (0, 1), 15: (1, 2), 20: (2, 1), 25: (1, 2), 30: (2, 1),
35: (1, 2), 40: (2, 3), 45: (3, 4), 50: (4, 3), 55: (3, 4),
60: (4, 3), 65: (3, 4), 70: (4, 5), 75: (5, 6), 80: (6, 5),
85: (5, 6), 90: (6, 7)}
ACCELEROMETER_DEVICE = '/sys/devices/platform/lis3lv02d/position'
CRASH = 'crash.ogg' # wrong answer sound
LAUGH = 'bottle.ogg' # correct answer sound
BUBBLES = 'bubbles.ogg' # Easter Egg sound
import gtk
from random import uniform
import os
import gobject
from play_audio import play_audio_from_file
from gettext import gettext as _
import logging
_logger = logging.getLogger('fractionbounce-activity')
try:
from sugar.graphics import style
GRID_CELL_SIZE = style.GRID_CELL_SIZE
except ImportError:
GRID_CELL_SIZE = 0
from sprites import Sprites, Sprite
def _svg_str_to_pixbuf(svg_string):
''' Load pixbuf from SVG string '''
pl = gtk.gdk.PixbufLoader('svg')
pl.write(svg_string)
pl.close()
pixbuf = pl.get_pixbuf()
return pixbuf
def _svg_rect(w, h, rx, ry, x, y, fill, stroke):
''' Returns an SVG rectangle '''
svg_string = ' <rect\n'
svg_string += ' width="%f"\n' % (w)
svg_string += ' height="%f"\n' % (h)
svg_string += ' rx="%f"\n' % (rx)
svg_string += ' ry="%f"\n' % (ry)
svg_string += ' x="%f"\n' % (x)
svg_string += ' y="%f"\n' % (y)
svg_string += _svg_style('fill:%s;stroke:%s;' % (fill, stroke))
return svg_string
def _svg_header(w, h, scale, hscale=1.0):
''' Returns SVG header; some beads are elongated (hscale) '''
svg_string = '<?xml version="1.0" encoding="UTF-8" standalone="no"?>\n'
svg_string += '<!-- Created with Python -->\n'
svg_string += '<svg\n'
svg_string += ' xmlns:svg="http://www.w3.org/2000/svg"\n'
svg_string += ' xmlns="http://www.w3.org/2000/svg"\n'
svg_string += ' version="1.0"\n'
svg_string += ' width="%f"\n' % (w * scale)
svg_string += ' height="%f">\n' % (h * scale * hscale)
svg_string += '<g\n transform="matrix(%f,0,0,%f,0,0)">\n' % (
scale, scale)
return svg_string
def _svg_footer():
''' Returns SVG footer '''
svg_string = '</g>\n'
svg_string += '</svg>\n'
return svg_string
def _svg_style(extras=''):
''' Returns SVG style for shape rendering '''
return 'style="%s"/>\n' % (extras)
def svg_from_file(pathname):
''' Read SVG string from a file '''
f = file(pathname, 'r')
svg = f.read()
f.close()
return(svg)
class Bounce():
''' The Bounce class is used to define the ball and the user
interaction. '''
def __init__(self, canvas, path, parent=None):
''' Initialize the canvas and set up the callbacks. '''
self.activity = parent
if parent is None: # Starting from command line
self.sugar = False
self.canvas = canvas
else: # Starting from Sugar
self.sugar = True
self.canvas = canvas
parent.show_all()
self.canvas.grab_focus()
if os.path.exists(ACCELEROMETER_DEVICE):
self.accelerometer = True
else:
self.accelerometer = False
self.canvas.set_flags(gtk.CAN_FOCUS)
self.canvas.add_events(gtk.gdk.BUTTON_PRESS_MASK)
self.canvas.add_events(gtk.gdk.BUTTON_RELEASE_MASK)
self.canvas.add_events(gtk.gdk.POINTER_MOTION_MASK)
self.canvas.add_events(gtk.gdk.KEY_PRESS_MASK)
self.canvas.add_events(gtk.gdk.KEY_RELEASE_MASK)
self.canvas.connect('expose-event', self._expose_cb)
self.canvas.connect('button-press-event', self._button_press_cb)
self.canvas.connect('button-release-event', self._button_release_cb)
self.canvas.connect('key_press_event', self._keypress_cb)
self.canvas.connect('key_release_event', self._keyrelease_cb)
self.width = gtk.gdk.screen_width()
self.height = gtk.gdk.screen_height() - GRID_CELL_SIZE
self.sprites = Sprites(self.canvas)
self.scale = gtk.gdk.screen_height() / 900.0
self.timeout = None
self.easter_egg = int(uniform(1, 100))
_logger.debug('%d', self.easter_egg)
# Find paths to sound files
self.path_to_success = os.path.join(path, LAUGH)
self.path_to_failure = os.path.join(path, CRASH)
self.path_to_bubbles = os.path.join(path, BUBBLES)
# Create the sprites we'll need
self.smiley_graphic = _svg_str_to_pixbuf(svg_from_file(
os.path.join(path, 'smiley.svg')))
self.egg_graphic = _svg_str_to_pixbuf(svg_from_file(
os.path.join(path, 'Easter_egg.svg')))
self.blank_graphic = _svg_str_to_pixbuf(
_svg_header(BAR_HEIGHT, BAR_HEIGHT, 1.0) + \
_svg_rect(BAR_HEIGHT, BAR_HEIGHT, 0, 0, 0, 0, 'none', 'none') + \
_svg_footer())
self.ball = Sprite(self.sprites, 0, 0,
_svg_str_to_pixbuf(svg_from_file(
os.path.join(path, 'basketball.svg'))))
self.ball.set_layer(1)
self.ball.set_label_attributes(24)
self.cells = [] # Easter Egg animation
for i in range(8):
self.cells.append(Sprite(
self.sprites, 0, 0, _svg_str_to_pixbuf(svg_from_file(
os.path.join(path,
'basketball%d.svg' % (i + 1))))))
for spr in self.cells:
spr.set_layer(1)
spr.move((0, self.height)) # move animation cells off screen
self.frame = 0
mark = _svg_header(self.ball.rect[2] / 2.,
BAR_HEIGHT * self.scale + 4, 1.0) + \
_svg_rect(self.ball.rect[2] / 2.,
BAR_HEIGHT * self.scale + 4, 0, 0, 0, 0,
'#FF0000', '#FF0000') + \
_svg_rect(1, BAR_HEIGHT * self.scale + 4, 0, 0,
self.ball.rect[2] / 4., 0, '#000000', '#000000') + \
_svg_footer()
self.mark = Sprite(self.sprites, 0,
self.height, # hide off bottom of screen
_svg_str_to_pixbuf(mark))
self.mark.set_layer(2)
self.bars = {}
self.bars[2] = Sprite(self.sprites, 0, 0,
_svg_str_to_pixbuf(self._gen_bar(2)))
self.bars[2].move((int(self.ball.rect[2] / 2),
self.height - int((self.ball.rect[3] + \
self.bars[2].rect[3]) / 2)))
num = _svg_header(BAR_HEIGHT * self.scale, BAR_HEIGHT * self.scale,
1.0) + \
_svg_rect(BAR_HEIGHT * self.scale,
BAR_HEIGHT * self.scale, 0, 0, 0, 0,
'none', 'none') + \
_svg_footer()
self.left = Sprite(self.sprites, int(self.ball.rect[2] / 4),
self.bars[2].rect[1], _svg_str_to_pixbuf(num))
self.left.set_label('0')
self.right = Sprite(self.sprites,
self.width - int(self.ball.rect[2] / 2),
self.bars[2].rect[1], _svg_str_to_pixbuf(num))
self.right.set_label('1')
self.ball_y_max = self.bars[2].rect[1] - self.ball.rect[3]
self.ball.move((int((self.width - self.ball.rect[2]) / 2),
self.ball_y_max))
self.challenges = []
for challenge in EASY:
self.challenges.append(challenge)
self.fraction = 0.5 # the target of the current challenge
self.label = '1/2' # the label
self.count = 0 # number of bounces played
self.correct = 0 # number of correct answers
self.press = None # sprite under mouse click
self.mode = 'fractions'
self.new_bounce = False
self.dx = 0. # ball horizontal trajectory
# acceleration (with dampening)
self.ddy = (6.67 * self.height) / (STEPS * STEPS)
self.dy = self.ddy * (1 - STEPS) / 2. # initial step size
self.activity.challenge.set_label(_("Click the ball to start"))
def _gen_bar(self, nsegments):
''' Return a bar with n segments '''
svg = _svg_header(self.width - self.ball.rect[2], BAR_HEIGHT, 1.0)
dx = (self.width - self.ball.rect[2]) / float(nsegments)
for i in range(int(nsegments) / 2):
svg += _svg_rect(dx, BAR_HEIGHT * self.scale, 0, 0,
i * 2 * dx, 0, '#FFFFFF', '#FFFFFF')
svg += _svg_rect(dx, BAR_HEIGHT * self.scale, 0, 0,
(i * 2 + 1) * dx, 0, '#AAAAAA', '#AAAAAA')
if int(nsegments) % 2 == 1: # odd
svg += _svg_rect(dx, BAR_HEIGHT * self.scale, 0, 0,
(i * 2 + 2) * dx, 0, '#FFFFFF', '#FFFFFF')
svg += _svg_footer()
return svg
def pause(self):
''' Pause play when visibility changes '''
if self.timeout is not None:
gobject.source_remove(self.timeout)
self.timeout = None
def _button_press_cb(self, win, event):
''' Callback to handle the button presses '''
win.grab_focus()
x, y = map(int, event.get_coords())
self.press = self.sprites.find_sprite((x, y))
return True
def _button_release_cb(self, win, event):
''' Callback to handle the button releases '''
win.grab_focus()
x, y = map(int, event.get_coords())
if self.press is not None:
if self.timeout is None and self.press == self.ball:
self._choose_a_fraction()
self._move_ball()
return True
def _move_ball(self):
''' Move the ball and test boundary conditions '''
if self.new_bounce:
self.mark.move((0, self.height)) # hide the mark
self._choose_a_fraction()
self.new_bounce = False
self.dy = self.ddy * (1 - STEPS) / 2 # initial step size
if self.accelerometer:
fh = open(ACCELEROMETER_DEVICE)
string = fh.read()
xyz = string[1:-2].split(',')
self.dx = float(xyz[0]) / 18.
fh.close()
if self.ball.get_xy()[0] + self.dx > 0 and \
self.ball.get_xy()[0] + self.dx < self.width - self.ball.rect[2]:
self.ball.move_relative((int(self.dx), int(self.dy)))
else:
self.ball.move_relative((0, int(self.dy)))
# speed up ball in x while key is pressed
self.dx *= DDX
# accelerate in y
self.dy += self.ddy
if self.ball.get_xy()[1] >= self.ball_y_max:
# hit the bottom
self.ball.move((self.ball.get_xy()[0], self.ball_y_max))
self._test()
self.new_bounce = True
if self._easter_egg_test():
self._animate()
else:
self.timeout = gobject.timeout_add(
max(STEP_PAUSE, BOUNCE_PAUSE - self.count * STEP_PAUSE),
self._move_ball)
else:
self.timeout = gobject.timeout_add(STEP_PAUSE, self._move_ball)
def _animate(self):
''' A little Easter Egg just for fun. '''
if self.new_bounce:
self.dy = self.ddy * (1 - STEPS) / 2 # initial step size
self.new_bounce = False
self.frame = 0
self.frame_counter = 0
self.cells[self.frame].move(self.ball.get_xy())
self.ball.move((self.ball.get_xy()[0], self.height))
gobject.idle_add(play_audio_from_file, self, self.path_to_bubbles)
if self.accelerometer:
fh = open(ACCELEROMETER_DEVICE)
string = fh.read()
xyz = string[1:-2].split(',')
self.dx = float(xyz[0]) / 18.
fh.close()
else:
self.dx = uniform(-int(DX * self.scale), int(DX * self.scale))
self.cells[self.frame].move_relative((int(self.dx), int(self.dy)))
self.dy += self.ddy
self.frame_counter += 1
if self.frame_counter in ANIMATION:
self._switch_cells(ANIMATION[self.frame_counter])
if self.cells[self.frame].get_xy()[1] >= self.ball_y_max:
# hit the bottom
self.ball.move((self.ball.get_xy()[0], self.ball_y_max))
for spr in self.cells:
spr.move((0, self.height)) # hide the animation frames
self._test(easter_egg=True)
self.new_bounce = True
self.timeout = gobject.timeout_add(BOUNCE_PAUSE, self._move_ball)
else:
gobject.timeout_add(STEP_PAUSE, self._animate)
def _switch_cells(self, cells):
''' Switch between cells in the animation '''
self.cells[cells[1]].move(self.cells[cells[0]].get_xy())
self.cells[cells[0]].move((0, self.height))
self.frame = cells[1]
def add_fraction(self, string):
''' Add a new challenge; set bar to 2x demominator '''
numden = string.split('/', 2)
self.challenges.append((string, int(numden[1])))
def _choose_a_fraction(self):
''' Select a new fraction challenge from the table '''
n = int(uniform(0, len(self.challenges)))
fstr = self.challenges[n][0]
saw_a_fraction = False
if '/' in fstr: # fraction
numden = fstr.split('/', 2)
self.fraction = float(numden[0].strip()) / float(numden[1].strip())
saw_a_fraction = True
elif '%' in fstr: # percentage
self.fraction = float(fstr.strip().strip('%').strip()) / 100.
else: # To do: add support for decimals (using locale)
_logger.debug('Could not parse challenge (%s)', fstr)
fstr = '1/2'
self.fraction = 0.5
saw_a_fraction = True
if self.mode == 'fractions':
if saw_a_fraction:
self.label = fstr
else:
self.label = fstr.strip().strip('%').strip() + '/100'
else: # percentage
if not saw_a_fraction:
self.label = fstr
else:
self.label = str(int(self.fraction * 100 + 0.5)) + '%'
self.activity.reset_label(self.label)
self.ball.set_label(self.label)
for bar in self.bars:
self.bars[bar].set_layer(-1)
if self.correct > EXPERT: # Show two-segment bar in expert mode
self.bars[2].set_layer(0)
else:
if self.mode == 'fractions':
nseg = self.challenges[n][1]
else:
nseg = 10 # percentages
# generate new bar on demand
if not nseg in self.bars:
self.bars[nseg] = Sprite(self.sprites, 0, 0,
_svg_str_to_pixbuf(self._gen_bar(nseg)))
self.bars[nseg].move((self.bars[2].rect[0],
self.bars[2].rect[1]))
self.bars[nseg].set_layer(0)
def _easter_egg_test(self):
''' Test to see if we show the Easter Egg '''
delta = self.ball.rect[2] / 8
x = self.ball.get_xy()[0] + self.ball.rect[2] / 2
f = self.bars[2].rect[2] * self.easter_egg / 100.
if x > f - delta and x < f + delta:
return True
else:
return False
def _test(self, easter_egg=False):
''' Test to see if we estimated correctly '''
delta = self.ball.rect[2] / 4
x = self.ball.get_xy()[0] + self.ball.rect[2] / 2
f = self.ball.rect[2] / 2 + int(self.fraction * self.bars[2].rect[2])
self.mark.move((int(f - self.mark.rect[2] / 2),
self.bars[2].rect[1] - 2))
if x > f - delta and x < f + delta:
if not easter_egg:
spr = Sprite(self.sprites, 0, 0, self.smiley_graphic)
self.correct += 1
gobject.idle_add(play_audio_from_file, self, self.path_to_success)
else:
if not easter_egg:
spr = Sprite(self.sprites, 0, 0, self.blank_graphic)
spr.set_label(self.label)
gobject.idle_add(play_audio_from_file, self, self.path_to_failure)
if easter_egg:
spr = Sprite(self.sprites, 0, 0, self.egg_graphic)
spr.move((int(self.count * 25 % self.width),
int(self.count / int(self.width / 25)) * 25))
spr.set_layer(-1)
# after enough correct answers, up the difficulty
if self.correct == len(EASY) * 2:
for challenge in MEDIUM:
self.challenges.append(challenge)
_logger.debug('%s', self.challenges)
elif self.correct == len(EASY) * 4:
for challenge in HARD:
self.challenges.append(challenge)
_logger.debug('%s', self.challenges)
self.count += 1
self.dx = 0. # stop horizontal movement between bounces
def _keypress_cb(self, area, event):
''' Keypress: moving the slides with the arrow keys '''
k = gtk.gdk.keyval_name(event.keyval)
if k in ['h', 'Left', 'KP_Left']:
self.dx = -DX * self.scale
elif k in ['l', 'Right', 'KP_Right']:
self.dx = DX * self.scale
elif k in ['KP_Page_Up', 'Return']:
self._choose_a_fraction()
self._move_ball()
else:
self.dx = 0.
return True
def _keyrelease_cb(self, area, event):
''' Keyrelease: stop horizontal movement '''
self.dx = 0.
return True
def _expose_cb(self, win, event):
''' Callback to handle window expose events '''
self.sprites.redraw_sprites(event.area)
return True
def _destroy_cb(self, win, event):
''' Callback to handle quit '''
gtk.main_quit()
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