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window.py
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window.py
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#Copyright (c) 2010,11 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, 51 Franklin Street, Suite 500 Boston, MA
# 02110-1335 USA
from gi.repository import Gtk
from gi.repository import Gdk
from gi.repository import GLib
from math import sqrt
from gettext import gettext as _
try:
from sugar3.graphics import style
GRID_CELL_SIZE = style.GRID_CELL_SIZE
except:
GRID_CELL_SIZE = 0
from grid import Grid
from sprites import Sprites
from constants import C, MASKS, CARD_DIM
import logging
_logger = logging.getLogger('pukllanapac-activity')
LEVEL_BOUNDS = [[[1, 2], [0, 1], [2, 3], [1, 2]],
[[1, 2], [0, 1], [1, 4], [0, 3]],
[[0, 3], [-1, 2], [1, 5], [-1, 4]]]
class Game():
""" The game play -- called from within Sugar or GNOME """
def __init__(self, canvas, path, parent=None):
""" Initialize the playing surface """
self.path = path
self.activity = parent
# starting from command line
# we have to do all the work that was done in CardSortActivity.py
if parent is None:
self.sugar = False
self.canvas = canvas
# starting from Sugar
else:
self.sugar = True
self.canvas = canvas
parent.show_all()
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.canvas.connect("key_press_event", self._keypress_cb)
self.width = Gdk.Screen.width()
self.height = Gdk.Screen.height() - GRID_CELL_SIZE
self.card_dim = CARD_DIM
self.scale = 0.6 * self.height / (self.card_dim * 3)
# Initialize the sprite repository
self.sprites = Sprites(self.canvas)
# Initialize the grid
self.mode = 'rectangle'
self.grid = Grid(self, self.mode)
self.bounds = LEVEL_BOUNDS[0]
self.level = 0
# Start solving the puzzle
self.press = None
self.release = None
self.start_drag = [0, 0]
def _button_press_cb(self, win, event):
win.grab_focus()
x, y = list(map(int, event.get_coords()))
self.start_drag = [x, y]
spr = self.sprites.find_sprite((x, y))
if spr is None:
self.press = None
self.release = None
return True
# take note of card under button press
self.press = spr
return True
def _button_release_cb(self, win, event):
win.grab_focus()
x, y = list(map(int, event.get_coords()))
spr = self.sprites.find_sprite((x, y))
if spr is None:
self.press = None
self.release = None
return True
# take note of card under button release
self.release = spr
# if press and release are the same card (click), then rotate
if self.press == self.release:
self.press.set_layer(0)
self.grid.card_table[self.grid.grid[self.grid.spr_to_i(
self.press)]].rotate_ccw()
if self.mode == 'hexagon': # Rotate a second time
self.grid.card_table[self.grid.grid[self.grid.spr_to_i(
self.press)]].rotate_ccw()
self.press.set_layer(100)
else:
self.grid.swap(self.press, self.release, self.mode)
self.press = None
self.release = None
if self.test() == True:
if self.level < 2:
GLib.timeout_add(3000, self.activity.change_play_level_cb,
None)
return True
def _keypress_cb(self, area, event):
""" Keypress is used to ... """
k = Gdk.keyval_name(event.keyval)
def _expose_cb(self, win, event):
''' Callback to handle window expose events '''
self.do_expose_event(event)
return True
def _draw_cb(self, canvas, cr):
self.sprites.redraw_sprites(cr=cr)
def do_expose_event(self, event):
''' Handle the expose-event by drawing '''
# Restrict Cairo to the exposed area
cr = self.canvas.props.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 mask(self, level):
""" mask out cards not on play level """
self.grid.hide_list(MASKS[level])
self.bounds = LEVEL_BOUNDS[level]
self.level = level
def test(self):
""" Test the grid to see if the level is solved """
if self.mode != 'rectangle':
return False
for i in range(24):
if i not in MASKS[self.level]:
if not self.test_card(i):
return False
return True
def test_card(self, i):
""" Test a card with its neighbors; tests are bounded by the level """
row = int(i/6)
col = i%6
if row > self.bounds[0][0] and row <= self.bounds[0][1]:
if C[self.grid.grid[i]][rotate_index(0,
self.grid.card_table[self.grid.grid[i]].orientation)] != \
C[self.grid.grid[i - 6]][rotate_index(1,
self.grid.card_table[self.grid.grid[i - 6]].orientation)]:
return False
if C[self.grid.grid[i]][rotate_index(3,
self.grid.card_table[self.grid.grid[i]].orientation)] != \
C[self.grid.grid[i - 6]][rotate_index(2,
self.grid.card_table[self.grid.grid[i - 6]].orientation)]:
return False
if col > self.bounds[2][0] and col <= self.bounds[2][1]:
if C[self.grid.grid[i]][rotate_index(3,
self.grid.card_table[self.grid.grid[i]].orientation)] != \
C[self.grid.grid[i - 1]][rotate_index(0,
self.grid.card_table[self.grid.grid[i - 1]].orientation)]:
return False
if C[self.grid.grid[i]][rotate_index(2,
self.grid.card_table[self.grid.grid[i]].orientation)] != \
C[self.grid.grid[i - 1]][rotate_index(1,
self.grid.card_table[self.grid.grid[i - 1]].orientation)]:
return False
return True
def rotate_index(index, orientation):
""" Account for orientation when computing an index """
return (index + int(orientation/90)) % 4
def distance(start, stop):
""" Measure the length of drag between button press and button release. """
dx = start[0] - stop[0]
dy = start[1] - stop[1]
return sqrt(dx * dx + dy * dy)