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#!/usr/bin/python
# Spirolaterals.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 os
import sys
import logging
import gtk
import pygame
import g
import utils
import buttons
import my_turtle
import load_save
import slider
class Spirolaterals:
def __init__(self, colors, sugar=True):
self.colors = colors
self.sugar = sugar
self.journal = True # set to False if we come in via main()
self.canvas = None
self.label = None
self.cyan_button = None
self.pattern = 1
def display(self): # called each loop
if g.big:
g.screen.fill(self.colors[1])
utils.centre_blit(g.screen, g.big_surface, (g.sx(16), g.sy(11.5)))
else:
if self.sugar:
g.screen.fill(self.colors[1])
else:
g.screen.blit(g.bgd, (g.sx(0), 0))
g.screen.blit(g.box, (g.x0, g.y0))
g.screen.blit(g.box, (g.x1, g.y1))
if not self.sugar:
utils.centre_blit(g.screen, g.magician, g.magician_c)
self.draw_goal()
utils.centre_blit(g.screen, g.turtle,
(g.x0 + 4 * g.dd, g.y0 + 6 * g.dd))
self.tu.draw()
if self.tu.win:
utils.centre_blit(g.screen, g.smiley, (g.sx(16.6), g.sy(2.2)))
if self.sugar:
self.cyan_button.set_sensitive(True)
else:
buttons.on('cyan')
if not self.journal:
utils.save()
self.draw_nos()
if not self.sugar:
buttons.draw()
self.slider.draw()
if g.score > 0:
if self.sugar:
self.label.set_markup(
'<span><big><b> %s</b></big></span>' % (str(g.score)))
else:
utils.display_score()
utils.display_number1(g.pattern, (g.sx(2.4), g.sy(2)),
g.font1, utils.BLUE)
def set_cyan_button(self, cyan):
self.cyan_button = cyan
def set_label(self, label):
self.label = label
def do_slider(self, value):
g.delay = int(value)
def do_button(self, bu):
if bu == 'cyan':
g.pattern += 1
if g.pattern == 123:
g.pattern = 1
g.help1 = 0
g.help2 = 0
self.get_goal()
self.tu.win = False
g.finale = False
g.show_help = False
self.tu.changed = True
if self.sugar:
self.cyan_button.set_sensitive(False)
else:
buttons.off('cyan')
self.mouse_1st_no() # to 1st number
elif bu == 'black':
self.tu.current = utils.copy_list(g.numbers)
self.tu.setup(self.colors[0])
g.show_help = False
elif bu == 'green':
g.show_help = False
if self.tu.changed:
self.tu.current = utils.copy_list(g.numbers)
self.tu.setup(self.colors[0])
self.tu.changed = False
self.tu.running = True
elif self.tu.win or self.tu.crashed:
self.tu.setup(self.colors[0])
self.tu.running = True
else:
if self.tu.step_count == 0:
self.tu.ms = pygame.time.get_ticks()
self.tu.running = True
elif bu == 'red':
self.tu.running = False
def do_key(self, key):
if key in g.CROSS and not self.sugar:
if utils.mouse_on_img1(g.magician, g.magician_c):
self.help2()
return
bu = buttons.check()
if bu != '':
self.do_button(bu)
return
g.show_help = False
self.check_nos(1)
return
if key in g.CIRCLE:
self.check_nos(3)
return
if key in g.RIGHT:
self.mouse_right()
return
if key in g.LEFT:
self.mouse_left()
return
if key in g.SQUARE:
if self.sugar and self.cyan_button.get_sensitive():
self.do_button('cyan')
if not self.sugar and buttons.active('cyan'):
self.do_button('cyan')
return
if key in g.TICK:
self.change_level()
return
if key == pygame.K_v:
g.version_display = not g.version_display
return
def mouse_1st_no(self):
c = g.n_cx0 + g.sy(.2), g.n_cy0 + g.sy(1.2)
pygame.mouse.set_pos(c)
g.pos = c
def mouse_magician(self):
x, y = g.magician_c
x -= g.sy(.15)
y -= g.sy(.52)
c = x, y
pygame.mouse.set_pos(c)
g.pos = c
def mouse_left(self):
bu = ''
cx = g.n_cx0
cy = g.n_cy0
c = None
if not self.sugar:
if utils.mouse_on_img1(g.magician, g.magician_c):
c = (cx + 4 * g.n_dx, cy)
elif buttons.mouse_on('cyan'):
self.mouse_magician()
return
elif buttons.mouse_on('green'):
if buttons.active('cyan'):
bu = 'cyan'
else:
self.mouse_magician()
return
elif buttons.mouse_on('red'):
bu = 'green'
elif buttons.mouse_on('black'):
bu = 'red'
if bu != '':
buttons.set_mouse(bu)
return
if c is None:
c = (cx, cy) # default to 1st no.
for i in range(5):
n = g.numbers[i]
if utils.mouse_on_img_rect(g.n[n - 1], (cx, cy)):
c = (cx - g.n_dx, cy)
break
cx += g.n_dx
cx, cy = c
cx += g.sy(.2)
cy += g.sy(1.2)
c = cx, cy
pygame.mouse.set_pos(c)
g.pos = c
return
def mouse_right(self):
bu = ''
if not self.sugar:
if utils.mouse_on_img1(g.magician, g.magician_c):
bu = 'green'
if buttons.active('cyan'):
bu = 'cyan'
elif buttons.mouse_on('cyan'):
bu = 'green'
elif buttons.mouse_on('green'):
bu = 'red'
elif buttons.mouse_on('red'):
bu = 'black'
if bu != '':
buttons.set_mouse(bu)
return
cx = g.n_cx0
cy = g.n_cy0
c = (cx, cy) # default to 1st no.
if not buttons.mouse_on('black'):
for i in range(5):
n = g.numbers[i]
if utils.mouse_on_img_rect(g.n[n - 1], (cx, cy)):
if i == 4:
self.mouse_magician()
return
c = (cx + g.n_dx, cy)
break
cx += g.n_dx
cx, cy = c
cx += g.sy(.2)
cy += g.sy(1.2)
c = cx, cy
pygame.mouse.set_pos(c)
g.pos = c
return
def change_level(self):
g.level += 1
if g.level > self.slider.steps:
g.level = 1
g.delay = (3 - g.level) * 400
def draw_goal(self): # draws the left hand pattern
x1 = g.x0 + 4 * g.dd
y1 = g.y0 + 6 * g.dd
dx = 0
dy = -g.dd
for i in range(4):
for j in g.goal:
for k in range(j):
x2 = x1 + dx
y2 = y1 + dy
pygame.draw.line(
g.screen, self.colors[0], (x1, y1), (x2, y2), 4)
x1 = x2
y1 = y2
if dy == -g.dd:
dx = g.dd
dy = 0
elif dx == g.dd:
dx = 0
dy = g.dd
elif dy == g.dd:
dx = -g.dd
dy = 0
else:
dx = 0
dy = -g.dd
def calc_steps(self, l): # calculates total # of steps for a given
# pattern eg [1,2,3,4,5] = (1+2+3+4+5)*4=60
return sum(l) * 4
def get_goal(self):
fname = os.path.join('data', 'patterns.dat')
try:
f = open(fname, 'r')
for n in range(0, g.pattern):
s = f.readline()
s = s[0:5]
except:
s = 11132
g.pattern = 1
f.close
l = [int(c) for c in str(s)]
g.goal = l
g.steps = self.calc_steps(l)
def draw_nos(self): # draw the numbers with glow in correct position
pos = self.calc_pos(self.tu.step_count)
x = g.n_cx0
for i in range(5):
if i == pos:
x_glow = x
n = g.numbers[i]
utils.centre_blit(g.screen, g.n[n - 1], (x, g.n_cy0))
x += g.n_dx
if not self.tu.changed or g.show_help:
if self.tu.step_count < self.tu.steps: # no glow if finished
n = self.tu.current[pos]
utils.centre_blit(g.screen, g.n_glow[n - 1], (x_glow, g.n_cy0))
def check_nos(self, mouse_button):
w = g.n[3].get_width()
h = g.n[3].get_height() # "4" is widest
x1 = g.n_cx0 - w / 2
y1 = g.n_cy0 - h / 2
x2 = g.n_cx0 + w / 2
y2 = g.n_cy0 + h / 2
for pos in range(5):
if utils.mouse_in(x1, y1, x2, y2):
self.tu.changed = True
self.tu.running = False
if mouse_button == 1:
self.inc_numbers(pos)
elif mouse_button == 3:
self.dec_numbers(pos)
return True
x1 += g.n_dx
x2 += g.n_dx
return False
def calc_pos(self, step_count): # calculate which number we are
# currently on
steps = 1
if self.tu.crashed:
step_count -= 1
for i in range(4):
pos = 0
for j in self.tu.current:
for k in range(j):
if steps >= step_count:
return pos
steps += 1
pos += 1
def inc_numbers(self, pos): # pos 0 to 4 - called with numberclicked
v = g.numbers[pos] + 1
if v == 6:
v = 1
g.numbers[pos] = v
def dec_numbers(self, pos): # pos 0 to 4 - called with numberclicked
v = g.numbers[pos] - 1
if v == 0:
v = 5
g.numbers[pos] = v
def solution(self):
s = ''
for i in range(5):
s += str(g.goal[i]) + ' '
s = s[:9]
return s
def big_pic(self):
if not self.tu.running:
d = g.sy(1)
s = g.bw - 2 * d
self.tu.draw()
g.player_surface.blit(
g.screen, (0, 0), (g.x1 + d, g.y0 + d, s, s))
g.big = True
g.big_surface = pygame.transform.scale2x(g.player_surface)
def help2(self):
self.tu.current = utils.copy_list(g.numbers)
self.tu.crashed = False
g.help1 = 0
looking = True
while looking:
g.help1 += 1
ind = g.help1 - 1
if g.numbers[ind] != g.goal[ind]:
g.numbers[ind] = g.goal[ind]
self.tu.current[ind] = g.goal[ind]
g.show_help = True
self.tu.changed = True
g.help2 += 1
looking = False
if g.help1 > 4:
g.show_help = True
looking = False
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 save_pattern(self):
logging.debug('save pattern %d' % (g.pattern))
self.pattern = g.pattern
def restore_pattern(self):
g.pattern = self.pattern
logging.debug('restore pattern %d' % (g.pattern))
def g_init(self):
g.init()
def run(self, restore=False):
self.g_init()
if not self.journal:
utils.load()
load_save.retrieve()
if restore:
self.restore_pattern()
else:
g.delay = (3 - g.level) * 400
self.tu = my_turtle.TurtleClass()
self.tu.current = [1, 1, 1, 3, 2]
self.get_goal()
if g.pattern == 1:
self.tu.current = utils.copy_list(g.goal)
self.tu.setup(self.colors[0])
g.numbers = utils.copy_list(self.tu.current)
#buttons
x = g.sx(7.3)
y = g.sy(16.5)
dx = g.sy(2.6)
if not self.sugar:
buttons.Button("cyan", (x, y), True)
x += dx
buttons.off('cyan')
buttons.Button("green", (x, y), True)
x += dx
buttons.Button("red", (x, y), True)
x += dx
buttons.Button("black", (x, y), True)
x += dx
self.slider = slider.Slider(g.sx(23.5), g.sy(21), 3, utils.YELLOW)
self.mouse_1st_no() # to 1st number
if self.canvas is not 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 is not None:
self.canvas.grab_focus()
elif event.type == pygame.MOUSEBUTTONDOWN:
g.redraw = True
if g.big:
g.big = False
else:
bu = buttons.check()
if bu != '':
self.do_button(bu)
self.flush_queue()
elif not self.sugar:
if utils.mouse_on_img1(g.magician, g.magician_c):
self.help2()
elif utils.mouse_in(g.x1, g.y0, g.x1 + g.bw,
g.y0 + g.bw):
self.big_pic()
elif self.slider.mouse():
g.delay = (3 - g.level) * 400
else:
g.show_help = False
self.check_nos(event.button)
else:
g.show_help = False
self.check_nos(event.button)
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 self.tu.running:
self.tu.move()
if not g.crash_drawn:
g.crash_drawn = True
g.redraw = True
if g.redraw:
self.display()
if g.version_display:
utils.version_display()
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 = Spirolaterals(([0, 255, 255], [0, 0, 0]), sugar=False)
game.journal = False
game.run()
pygame.display.quit()
pygame.quit()
sys.exit(0)
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