WireChem-PROTO/WireChem.py

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#!/usr/bin/env python
# -*- coding: utf-8 -*-
'''
------------------------------------------
WireChem - The new chemistry game
Programme principal
(C) Copyright 2013-2014 Nicolas Hordé
Licence GPL V3.0
------------------------------------------
'''
import datetime
import math
import pyglet
import copy
import csv
import random
import time
import operator
import shelve
import os
import sys
from pyglet.gl import *
from pyglet.window import mouse
from pyglet.window import key
from pyglet import clock
from pyglet import image
from os.path import expanduser
''' *********************************************************************************************** '''
''' Fonctions de chargement '''
#Enregistre les données utilisateurs
def sync():
global Uworlds,finished
write(gethome()+"/dbdata",["Uworlds","finished"])
#Vérifie l'existence de la base de donnée utilisateur
def verifyhome():
global Uworlds,finished
if not os.path.exists(gethome()):
os.makedirs(gethome())
if not os.path.exists(gethome()+"/dbdata"):
Uworlds=[[{0:0}]]
finished=[(0,0)]
sync()
#Trouve le chemin vers le repertoire utilisateur
def gethome():
home = expanduser("~")+"/.wirechem"
return home
#Ecrit les variables spécifiés dans la base selectionnée (utilisateur ou système)
def write(afile,var):
d=shelve.open(afile,writeback=True)
for k in var:
d[k]=copy.deepcopy(globals()[k])
d.sync()
d.close()
#Lit une base de donnée
def read(afile):
d=shelve.open(afile,writeback=True)
for k in d.keys():
globals()[k]=copy.deepcopy(d[k])
d.close()
#Charge le dictionnaire sous forme de variables
def load(d):
for k in d.keys():
if k[0]!="_":
globals()[k]=copy.deepcopy(d[k])
#Référence les variables
def reference(var,noms):
if len(noms)==2:
for y in range(len(var)):
for x in range(len(var[y])):
var[y][x][noms[0]]=y
var[y][x][noms[1]]=x
else:
for x in range(len(var[y])):
var[x][y][noms[0]]=x
#duplique les références
def duplicateref(d):
for k in d.keys():
d[d[k]['nom']]=d[k]
''' *********************************************************************************************** '''
''' Sauvegarde/Restauration '''
def readlevel(w,l,user):
global tuto,worlds,cout,selected,sizex,sizey,stat,tech
tuto=''
if user:
if w<len(Uworlds) and l<len(Uworlds[w]) and Uworlds[w][l].has_key("element"):
load(Uworlds[w][l])
else:
load(worlds[w][l])
else:
load(worlds[w][l])
menus[0][18]['icon']=copy.deepcopy(art['null'])
sizex=len(world_new)
sizey=len(world_new[0])
resize();
stat=[0,0,0,0,0,0,0,0,0]
over=0
infos()
def savelevel(w,l):
global tuto,users,worlds,Uworlds,nom,descriptif,video,link,tech,cout,victory,current,cycle,nrj,rayon,temp,maxcycle,maxnrj,maxrayon,maxtemp,world_new,world_art
while len(Uworlds)<=w:
Uworlds.append(0)
Uworlds[w]=[]
while len(Uworlds[w])<=l:
Uworlds[w].append({})
Uworlds[w][l]={'nom':nom,
'element':element,
'users':users,
'tuto':tuto,
'description':descriptif,
'_xx':worlds[world][level]['_xx'],
'_yy':worlds[world][level]['_yy'],
'video':video,
'link':link,
'level':level,
'world':world,
'tech':tech,
'cout':cout,
'victory':victory,
'current':worlds[world][level]['current'],
'cycle':cycle,
'nrj':nrj,
'rayon':rayon,
'temp':temp,
'maxcycle':maxcycle,
'maxnrj':maxnrj,
'maxrayon':maxrayon,
'maxtemp':maxtemp,
'world_new':world_new,
'world_art':world_art}
''' *********************************************************************************************** '''
''' Fonction d'initialisation '''
#initialisation du jeu
def init():
global worlds,debug,level
verifyhome()
read("dbdata")
read(gethome()+"/dbdata")
reference(worlds,['world','level'])
reference(Uworlds,['world','level'])
if len(sys.argv)>1 and sys.argv[1]=='debug':
debug=1
else:
debug=0
''' *********************************************************************************************** '''
''' initialisation '''
debug=0
worlds={}
world=level=0
init()
''' *********************************************************************************************** '''
''' Classes graphiques
'''
#Classe d'un rectangle
class arect(object):
def __init__(self, window, x1, y1, x2, y2, color):
self.window=window
self.vertex_list = window.batch.add(4, pyglet.gl.GL_QUADS, None,('v2i', [x1, y1, x2, y1, x2, y2, x1, y2]),('c4B', color * 4))
#Classe d'un texte editable
class atext(object):
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def __init__(self,window,text,x,y,width,color,font,size):
self.x=x
self.y=y
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self.loaded=''
self.text=text
self.color=color
self.document = pyglet.text.document.UnformattedDocument(text)
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self.document.set_style(0, len(self.document.text),dict(font_name=font,font_size=size,color=color,background_color=(200, 200, 200,0)))
font = self.document.get_font()
height = font.ascent - font.descent
self.window=window
self.layout = pyglet.text.layout.IncrementalTextLayout(self.document, width, height, multiline=False, batch=self.window.batch, group=self.window.p3)
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self.layout.register_event_type('self.on_layout_update')
self.caret = pyglet.text.caret.Caret(self.layout)
self.caret.visible = False
self.layout.x = self.x
self.layout.y = self.y
def update(self):
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self.layout.begin_update()
self.layout.x = self.x
self.layout.y = self.y
self.layout.document.text=self.text
self.layout.document.set_style(0, len(self.layout.document.text),dict(color=self.color))
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self.layout.end_update()
def on_layout_update(self):
print "**************************"
if self.loaded!='':
eval(self.loaded+"="+self.text)
def hit_test(self, x, y):
return (0 < x - self.layout.x < self.layout.width and 0 < y - self.layout.y < self.layout.height)
#Bouton sensible a plusieurs évènements
class abutton(object):
def update(self,dt):
if type(self.evalx) is str:
self.x=eval(self.evalx)
if type(self.evaly) is str:
self.y=eval(self.evaly)
try:
self.vertex_list.delete()
except:
foo=0
try:
self.vertex_list2.delete()
except:
foo=0
try:
self.vertex_list3.delete()
except:
foo=0
try:
self.sprite.delete()
except:
foo=0
if self.isvisible():
if self.typeof=='color':
if not self.isactive():
color=(self.content[0],self.content[1],self.content[2],127)
else:
color=(self.content[0],self.content[1],self.content[2],255)
self.vertex_list = self.window.batch.add(4,pyglet.gl.GL_QUADS, self.window.p1,
('v2i', (self.x, self.y, self.x+self.width, self.y, self.x+self.width, self.y+self.height, self.x, self.y+self.height)),
('c4B', color * 4))
elif self.typeof=='function':
self.vertex_list = eval(self.content)
else:
if self.typeof=='multicon':
image = self.content[self.index]
else:
image = self.content
if self.width==0 or self.height==0:
self.width=image.width
self.height=image.height
self.sprite = pyglet.sprite.Sprite(image, x=self.x, y=self.y, batch=self.window.batch, group=self.window.p1)
if self.width/float(self.height) < image.width/float(image.height):
self.sprite.scale=float(self.width)/image.width
else:
self.sprite.scale=float(self.height)/image.height
if not self.isactive():
self.sprite.color=(60,60,60)
else:
self.sprite.color=(255,255,255)
if type(self.selected) is tuple:
color=(self.selected[0],self.selected[1],self.selected[2],255)
self.vertex_list2 = self.window.batch.add(4,pyglet.gl.GL_LINE_LOOP, self.window.p2,
('v2i', (self.x, self.y, self.x+self.width, self.y, self.x+self.width, self.y+self.height, self.x, self.y+self.height)),
('c4B', color * 4))
elif type(self.selected) is list and self.isactive():
self.sprite.color=(self.selected[0],self.selected[1],self.selected[2])
if self.hilite and int(time.time())%2==0:
color=(255,0,0,128)
self.vertex_list3 = self.window.batch.add(4,pyglet.gl.GL_QUADS, self.window.p2,
('v2i', (self.x, self.y, self.x+self.width, self.y, self.x+self.width, self.y+self.height, self.x, self.y+self.height)),
('c4B', color * 4))
def __init__(self, window, name, x, y, width, height , active, hilite, visible, selected, content, hint, typeof, text, text2):
self.name=name
self.time=0
self.index=0
self.enter=0
self.window=window
self.evalx=x
self.evaly=y
self.x=x
self.y=y
self.width=width
self.height=height
self.active=active
self.hilite=hilite
self.visible=visible
self.content=content
self.typeof=typeof
self.hint=hint
self.selected=selected
self.window.push_handlers(self.on_mouse_press)
self.window.push_handlers(self.on_mouse_motion)
self.window.push_handlers(self.on_mouse_drag)
self.window.push_handlers(self.on_mouse_release)
self.window.push_handlers(self.on_mouse_scroll)
self.updateclock=clock.schedule_interval(self.update,1)
self.update(0)
def delete(self):
self.vertex_list.delete()
del self
self=None
def launch(self,state):
global debug
name=self.name.split('_')
if len(name)>1 and hasattr(self.window, "on_mouse_"+state['event']+"_"+name[0]) and callable(eval("self.window.on_mouse_"+state['event']+"_"+name[0])):
eval("self.window.on_mouse_"+state['event']+"_"+name[0]+"("+str(name[1])+","+str(state)+")")
if debug>0: print state,self.name
if hasattr(self.window, "on_mouse_"+state['event']+"_"+self.name) and callable(eval("self.window.on_mouse_"+state['event']+"_"+self.name)):
if self.typeof=='multicon':
self.index+=1
if self.index>=len(self.content):
self.index=0
self.update(0)
eval("self.window.on_mouse_"+state['event']+"_"+self.name+"("+str(state)+")")
if debug>0: print state,self.name
def on_mouse_press(self, x, y, button, modifiers):
if x>self.x and y>self.y and x<self.x+self.width and y<self.y+self.height and self.isactive() and self.isvisible():
if time.time()-self.time<0.30:
state={'x':x,'y':y, 'dx':0, 'dy':0, 'buttons':button, 'modifiers':modifiers, 'event': 'double'}
self.launch(state)
self.time=time.time()
state={'x':x,'y':y, 'dx':0, 'dy':0, 'buttons':button, 'modifiers':modifiers, 'event': 'press'}
self.launch(state)
def on_mouse_release(self, x, y, button, modifiers):
if x>self.x and y>self.y and x<self.x+self.width and y<self.y+self.height and self.isactive() and self.isvisible():
state={'x':x,'y':y, 'dx':0, 'dy':0, 'buttons':button, 'modifiers':modifiers, 'event': 'release'}
self.launch(state)
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
if x>self.x and y>self.y and x<self.x+self.width and y<self.y+self.height and self.isactive() and self.isvisible():
state={'x':x,'y':y, 'dx':dx, 'dy':dy, 'buttons':buttons, 'modifiers':modifiers, 'event': 'drag'}
self.launch(state)
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
if x>self.x and y>self.y and x<self.x+self.width and y<self.y+self.height and self.isactive() and self.isvisible():
state={'x':x,'y':y, 'dx':scroll_x, 'dy':scroll_y, 'buttons':0, 'modifiers':0, 'event': 'scroll'}
self.launch(state)
def on_mouse_motion(self, x, y, dx, dy):
if x>self.x and y>self.y and x<self.x+self.width and y<self.y+self.height:
if self.isvisible() and self.isactive():
if self.enter==0:
self.enter=1
state={'x':x,'y':y, 'dx':dx, 'dy':dy, 'buttons':0, 'modifiers':0, 'event': 'enter'}
self.launch(state)
state={'x':x,'y':y, 'dx':dx, 'dy':dy, 'buttons':0, 'modifiers':0, 'event': 'motion'}
self.launch(state)
else:
if self.enter==1:
self.enter=0
state={'x':x,'y':y, 'dx':dx, 'dy':dy, 'buttons':0, 'modifiers':0, 'event': 'leave'}
self.launch(state)
def setselected(self,select):
self.selected=select
self.update(0)
def isvisible(self):
if type(self.visible) is bool:
return self.visible
else:
return eval(self.visible)
def isactive(self):
if type(self.active) is bool:
return self.active
else:
return eval(self.active)
def ishilite(self):
if type(self.hilite) is bool:
return self.hilite
else:
return eval(self.hilite)
def hide(self):
if type(self.visible) is bool:
self.visible=False
self.update(0)
def show(self):
if type(self.visible) is bool:
self.visible=True
self.update(0)
def activate(self):
if type(self.active) is bool:
self.active=True
self.update(0)
def unactivate(self):
if type(self.active) is bool:
self.active=False
self.update(0)
def hilitate(self):
if type(self.hilite) is bool:
self.hilite=True
self.update(0)
def unhilitate(self):
if type(self.hilite) is bool:
self.hilite=False
self.update(0)
''' *********************************************************************************************** '''
''' Gestion du plateau de jeu '''
#Classe du plateau de jeu
class game(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super(game, self).__init__(resizable=True, fullscreen=False, visible=True, caption="Wirechem: The new chemistry game")
self.batch = pyglet.graphics.Batch()
self.clocks=[clock.schedule(self.draw)]
self.labels = []
def draw(self,dt):
glClearColor(0,0,0,255)
self.clear()
''' *********************************************************************************************** '''
''' Gestion du menu principal '''
#Classe du menu principal
class menu(pyglet.window.Window):
def __init__(self, *args, **kwargs):
global debug,worlds,world
super(menu, self).__init__(width=1024, height=768, resizable=True, fullscreen=False, visible=True, caption="Wirechem: The new chemistry game")
self.focus = None
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self.cursors = [pyglet.window.ImageMouseCursor(pyglet.image.load('cursor/pointer.png'), 16, 8),pyglet.window.ImageMouseCursor(pyglet.image.load('cursor/text.png'), 16, 8),pyglet.window.ImageMouseCursor(pyglet.image.load('cursor/move.png'), 16, 8),pyglet.window.ImageMouseCursor(pyglet.image.load('cursor/create.png'), 16, 8),pyglet.window.ImageMouseCursor(pyglet.image.load('cursor/cross.png'), 16, 8),pyglet.window.ImageMouseCursor(pyglet.image.load('cursor/delete.png'), 16, 8)]
self.set_mouse_cursor(self.cursors[0])
self.batch = pyglet.graphics.Batch()
self.p0 = pyglet.graphics.OrderedGroup(0)
self.p1 = pyglet.graphics.OrderedGroup(1)
self.p2 = pyglet.graphics.OrderedGroup(2)
self.p3 = pyglet.graphics.OrderedGroup(3)
self.p4 = pyglet.graphics.OrderedGroup(4)
self.clocks=[clock.schedule(self.draw),clock.schedule_interval(self.movefond,0.03)]
self.loc=[0,0,1,1]
self.selected=-1
self.images=[pyglet.image.load('picture/leveler0.png'),pyglet.image.load('picture/leveler1.png'),pyglet.image.load('picture/leveler2.png'),pyglet.image.load('picture/leveler3.png'),pyglet.image.load('picture/leveler4.png')]
self.colors=[[0,192,244],[235,118,118],[5,157,60],[215,33,255],[201,209,98]]
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self.sizes=[(50,70),(50,50),(30,70),(50,60),(28,68)]
#self.fond=pyglet.image.TileableTexture.create_for_image(image.load("picture/fond.png"))
self.labels=[pyglet.text.Label("",font_name='vademecum',font_size=380,x=0,y=0,bold=False,italic=False,batch=self.batch,group=self.p0,color=(255, 80, 80,230))]
self.fond=image.load("picture/fond.png")
self.buttons=[
abutton(self,'logo',185, 'self.window.height-200', 0, 0 , True, False, True, False, pyglet.image.load('picture/logo.png'), 'test', 'icon', '', ''),
abutton(self,'logo2',45, 'self.window.height-150', 0, 0 , True, False, True, False, pyglet.image.load('picture/logo2.png'), 'test', 'icon', '', ''),
abutton(self,'menu_0',840, 150, 0, 0 , True, False, True, False, pyglet.image.load('picture/arrows.png'), 'test', 'icon', '', ''),
abutton(self,'menu_1',920, 150, 0, 0 , True, False, True, False, pyglet.image.load('picture/arrows2.png'), 'test', 'icon', '', ''),
abutton(self,'menu_2',940, 'self.window.height-100', 0, 0 , True, False, True, False, pyglet.image.load('picture/exit2.png'), 'test', 'icon', '', '')
]
self.levels=[
abutton(self,'level_0',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_1',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_2',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_3',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_4',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_5',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_6',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_7',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_8',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_9',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', ''),
abutton(self,'level_10',-250, 0, 0, 0 , True, False, True, False, self.images[level], 'test', 'icon', '', '')
]
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self.untitled2=[atext(self,"text",-300,-300,300,(255, 255, 255,255),'Fluoxetine',18) for i in range(10)]
self.untitled=[atext(self,"text",-300,-300,60,(180, 180, 180,255),'Vademecum',23) for i in range(10)]
self.special=pyglet.sprite.Sprite(pyglet.image.load('picture/boss.png'),batch=self.batch, group=self.p4,x=-300,y=-300)
self.lock=[pyglet.sprite.Sprite(pyglet.image.load('picture/locked.png'),batch=self.batch, group=self.p4,x=-300,y=-300) for i in range(10)]
self.update()
def on_resize(self,width, height):
super(menu, self).on_resize(width,height)
self.update()
def movefond(self,dt):
global loc
self.loc[0]+=self.loc[2]
self.loc[1]+=self.loc[3]
if self.loc[0]>1024:
self.loc[2]=-1
if self.loc[1]>768:
self.loc[3]=-1
if self.loc[0]<0:
self.loc[2]=1
if self.loc[1]<0:
self.loc[3]=1
def update(self):
global world,worlds,finished
for obj in worlds[world]:
if obj.has_key('special'):
break
if 'obj' in locals(): self.labels[0].text=obj['element']
self.labels[0].color=(self.colors[world][0],self.colors[world][1],self.colors[world][2],100)
self.labels[0].x=(1024-self.labels[0].content_width)/2-50
self.labels[0].y=75*self.height/768
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if 'obj' in locals():
self.labels[0].text=obj['element']
else:
self.labels[0].text=''
for l in range(len(self.buttons)):
self.buttons[l].update(0)
for l in range(10):
if l>=len(worlds[world]):
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self.levels[l].x=-300
self.untitled[l].x=-300
self.untitled2[l].x=-300
self.lock[l].x=-300
self.levels[l].update(0)
self.untitled2[l].update()
self.untitled[l].update()
continue
ele=worlds[world][l]
self.levels[l].active=(world,l) in finished or debug==2
self.levels[l].x=ele['_xx']
self.levels[l].y=ele['_yy']/768.0*self.height
self.levels[l].setselected([255,120+int(ele['_xx']/1024.0*135),155+int(ele['_xx']/1024.0*100)])
self.levels[l].content=self.images[world]
self.levels[l].update(0)
self.untitled[l].text=ele['element']
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self.untitled[l].update()
self.untitled[l].x=ele['_xx']+(self.images[world].width-self.untitled[l].layout.content_width)/2
self.untitled[l].y=ele['_yy']/768.0*self.height+20
self.untitled[l].color=(int(ele['_xx']/1024.0*150), int(ele['_xx']/1024.0*150), int(ele['_xx']/1024.0*150),255)
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self.untitled[l].update()
self.untitled2[l].text=ele['nom'].decode('utf-8')
self.untitled2[l].x=ele['_xx']+(self.images[world].width-self.untitled2[l].layout.content_width)/2
self.untitled2[l].y=ele['_yy']/768.0*self.height-20
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self.untitled2[l].loaded='worlds['+str(world)+']['+str(l)+']["nom"]'
if (world,l) in finished or debug==2:
self.untitled2[l].color=(255,255,255,255)
else:
self.untitled2[l].color=(90,90,90,255)
self.untitled2[l].update()
self.lock[l].visible=(world,l) not in finished and not debug==2
self.lock[l].x=ele['_xx']+10
self.lock[l].y=ele['_yy']/768.0*self.height+50
if 'obj' in locals() and ele['description']==obj['description']:
self.special.x=ele['_xx']
self.special.y=ele['_yy']/768.0*self.height
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if 'obj' not in locals():
self.special.x=-300
def drawLaser(self,x1,y1,x2,y2,width,power,color,randomize):
while(width > 0):
if randomize!=0: glLineStipple(random.randint(0,randomize),random.randint(0,65535))
glLineWidth(width)
glBegin(GL_LINES)
glColor3ub(min(color[0]+power*width,255),min(color[1]+power*width,255),min(color[2]+power*width,255))
glVertex2i(x1,y1)
glVertex2i(x2,y2)
width=width-1
glEnd()
glLineStipple(1,65535)
def draw(self,dt):
global loc,world,worlds,thex,they,debug
glClear(GL_COLOR_BUFFER_BIT);
#self.fond.anchor_x=self.loc[0]
#self.fond.anchor_y=self.loc[1]
if debug<2:
glColor4ub(255,255,255,160)
self.fond.blit(self.loc[0],self.loc[1])
self.fond.blit(self.loc[0]-1024,self.loc[1])
self.fond.blit(self.loc[0]-1024,self.loc[1]-768)
self.fond.blit(self.loc[0],self.loc[1]-768)
#self.fond.blit_tiled(0, 0, 0, self.width, self.height)
for ele in worlds[world]:
for n in ele['link']:
if world==n[0]:
src=(int(ele['_xx']+self.images[0].width/2),int(ele['_yy']/768.0*self.height+self.images[0].height/2))
dest=(int(worlds[n[0]][n[1]]['_xx']+self.images[0].width/2),int(worlds[n[0]][n[1]]['_yy']/768.0*self.height+self.images[0].height/2))
else:
src=(int(ele['_xx']+self.images[0].width/2),int(ele['_yy']/768.0*self.height+self.images[0].height/2))
dest=(int(1024),int(worlds[n[0]][n[1]]['_yy']/768.0*self.height+50))
if dest[0]-src[0]!=0:
angle=math.atan(float(dest[1]-src[1])/float(dest[0]-src[0]))
else:
angle=270*3.14/180.0
if dest[0]-src[0]<0:
angle=angle+180*3.14/180.0
src=(src[0]+int(self.sizes[world][0]*math.cos(angle)),src[1]+int(self.sizes[world][1]*math.sin(angle)))
if world==n[0]:
dest=(dest[0]-int(self.sizes[world][0]*math.cos(angle)),dest[1]-int(self.sizes[world][1]*math.sin(angle)))
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if n in finished or debug==2:
params=(random.randint(0,8),20,self.colors[world],12)
else:
params=(2,20,[40,40,40],0)
self.drawLaser(src[0],src[1],dest[0],dest[1],params[0],params[1],params[2],params[3])
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if debug==2 and world==n[0]:
if dest[0]-src[0]!=0:
angle=math.atan(float(dest[1]-src[1])/float(dest[0]-src[0]))
else:
angle=270*3.14/180.0
if dest[0]-src[0]<0:
angle=angle+180*3.14/180.0
self.drawLaser(dest[0],dest[1],dest[0]-int(20*math.cos(angle+30*3.14/180)),dest[1]-int(20*math.sin(angle+30*3.14/180)),params[0],params[1],params[2],params[3])
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self.drawLaser(dest[0],dest[1],dest[0]-int(20*math.cos(angle-30*3.14/180)),dest[1]-int(20*math.sin(angle-30*3.14/180)),params[0],params[1],params[2],params[3])
if world>0:
for ele in worlds[world-1]:
for n in ele['link']:
if n[0]==world:
src=(int(0),int(worlds[n[0]][n[1]]['_yy']/768.0*self.height+self.images[0].height/2))
dest=(int(worlds[n[0]][n[1]]['_xx']+self.images[0].width/2),int(worlds[n[0]][n[1]]['_yy']/768.0*self.height+self.images[0].height/2))
if dest[0]-src[0]!=0:
angle=math.atan(float(dest[1]-src[1])/float(dest[0]-src[0]))
else:
angle=270*3.14/180.0
if dest[0]-src[0]<0:
angle=angle+180*3.14/180.0
dest=(dest[0]-int(self.sizes[world][0]*math.cos(angle)),dest[1]-int(self.sizes[world][1]*math.sin(angle)))
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if n in finished or debug==2:
params=(random.randint(0,8),20,self.colors[world],12)
else:
params=(2,20,[40,40,40],0)
self.drawLaser(src[0],src[1],dest[0],dest[1],params[0],params[1],params[2],params[3])
if type(self.selected) is tuple:
if self.selected[0]==world:
self.drawLaser(int(worlds[self.selected[0]][self.selected[1]]['_xx']+self.images[0].width/2),int(worlds[self.selected[0]][self.selected[1]]['_yy']/768.0*self.height+self.images[0].height/2),int(thex),int(they),random.randint(0,8),20,self.colors[world],12)
else:
self.drawLaser(int(0),int(worlds[self.selected[0]][self.selected[1]]['_yy']/768.0*self.height+self.images[0].height/2),int(thex),int(they),random.randint(0,8),20,self.colors[world],12)
self.batch.draw()
### Evenement générer par classe abutton ###
def on_mouse_press_logo(self, state):
global debug
if debug==1:
debug=2
self.buttons[0].setselected([255,0,0])
elif debug==2:
debug=1
self.buttons[0].setselected(False)
self.update()
def on_mouse_press_menu_2(self, state):
pyglet.app.exit()
def on_mouse_press_menu_1(self, state):
global world
if world>0: world-=1
self.update()
def on_mouse_press_menu_0(self, state):
global world
if world<len(worlds)-1: world+=1
self.update()
def on_mouse_enter_menu(self, n, state):
self.buttons[2+n].setselected([255,0,0])
def on_mouse_double_level(self, n, state):
if debug<2:
return
for ele in worlds[world]:
try:
del ele['special']
except:
dummy=0
worlds[world][n]["special"]=True
self.update()
def on_mouse_drag_level(self, n, state):
global worlds,world
if debug<2:
return
if state['buttons']==2:
worlds[world][n]["_xx"]+=state['dx']
worlds[world][n]["_yy"]+=state['dy']
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self.set_mouse_cursor(self.cursors[2])
self.update()
elif (state['buttons']==1 or state['buttons']==4) and type(self.selected) is int:
self.selected=(world,n)
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self.set_mouse_cursor(self.cursors[3])
def on_mouse_release_level(self, n, state):
global worlds,world
if debug<2:
return
if state['buttons']==1 and type(self.selected) is tuple and n!=self.selected[1]:
try:
worlds[world][n]["link"].index(self.selected)==-1
except:
try:
worlds[world][self.selected]["link"].index((self.selected[0],n))==-1
except:
worlds[self.selected[0]][self.selected[1]]["link"].append((world,n))
self.selected=-1
elif state['buttons']==4 and type(self.selected) is tuple and n!=self.selected:
try:
worlds[world][n]["link"].remove(self.selected)
except:
dummy=0
try:
worlds[self.selected[0]][self.selected[1]]["link"].remove((world,n))
except:
dummy=0
else:
self.selected=-1
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self.set_mouse_cursor(self.cursors[0])
def on_mouse_leave_menu(self, n, state):
self.buttons[2+n].setselected(False)
def on_mouse_enter_level(self, n, state):
global world
self.levels[n].setselected([255,0,0])
self.untitled2[n].color=(255,0,0,255)
self.untitled2[n].update()
def on_mouse_leave_level(self, n, state):
self.levels[n].setselected([255,120+int(self.levels[n].x/1024.0*135),155+int(self.levels[n].x/1024.0*100)])
self.untitled2[n].color=(255,255,255,255)
self.untitled2[n].update()
def on_mouse_press_level(self, n, state):
if debug==2:
self.selected=-1
if state['modifiers'] & key.MOD_CTRL:
del worlds[world][n]
self.update()
for ele in worlds[world]:
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l=0
while l<len(ele['link']):
element=ele['link'][l][1]
if ele['link'][l][0]==world:
if element>n: element-=1
if element!=n:
ele['link'][l]=(ele['link'][l][0],element)
l+=1
else:
del ele['link'][l]
else:
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l+=1
return
### Evenement de la fenetre ###
def on_mouse_drag(self,x , y, dx, dy, buttons, modifiers):
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global thex,they,world,worlds
if debug<2:
return
if type(self.selected) is tuple:
thex=x
they=y
return
if x>1024-20 and world+1<len(worlds) and abs(self.selected[0]-world)<1:
world+=1
self.update()
return
if self.focus:
self.focus.caret.on_mouse_drag(x, y, dx, dy, buttons, modifiers)
def on_mouse_release(self,x, y, button, modifiers):
if debug<2:
return
self.selected=-1
def on_mouse_press(self, x, y, button, modifiers):
if debug<2:
return
if modifiers & key.MOD_SHIFT and len(worlds[world])<10:
worlds[world].append({'nom': 'nouveau',
'description': "niveau tout neuf. "+str(random.randint(0,255)),
'element': 'x',
'current': [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
'victory': [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
'cout': 0,
'tech': 0,
'cycle': 0,
'maxcycle': 99999,
'nrj': 0,
'maxnrj': 99999,
'rayon': 0,
'maxrayon': 99999,
'temp': 0,
'maxtemp': 99999,
'_xx': x-self.images[0].width/2,
'_yy': y*768/self.height-self.images[0].height/2,
'link': [],
'video': False,
'world_art': [[0,0,0],[0,0,0],[0,0,0]],
'world_new': [[0,0,0],[0,0,0],[0,0,0]]})
self.update()
return
for widget in self.untitled2+self.untitled:
if widget.hit_test(x, y):
self.setfocus(widget)
break
else:
self.setfocus(None)
if self.focus:
self.focus.caret.on_mouse_press(x, y, button, modifiers)
def on_mouse_motion(self, x, y, dx, dy):
if debug<2:
return
for widget in self.untitled2+self.untitled:
if widget.hit_test(x, y):
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self.set_mouse_cursor(self.cursors[1])
break
else:
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self.set_mouse_cursor(self.cursors[0])
def on_text(self, text):
if debug<2:
return
if self.focus:
self.focus.caret.on_text(text)
def on_text_motion(self, motion):
if debug<2:
return
if self.focus:
self.focus.caret.on_text_motion(motion)
def on_text_motion_select(self, motion):
if debug<2:
return
if self.focus:
self.focus.caret.on_text_motion_select(motion)
def on_key_press(self, symbol, modifiers):
if debug<2:
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return
if modifiers & key.MOD_SHIFT:
self.set_mouse_cursor(self.cursors[4])
elif modifiers & key.MOD_CTRL:
self.set_mouse_cursor(self.cursors[5])
if symbol == pyglet.window.key.TAB:
if modifiers & pyglet.window.key.MOD_SHIFT:
dir = -1
else:
dir = 1
if self.focus in self.untitled2:
i = self.untitled2.index(self.focus)
else:
i = 0
dir = 0
self.setfocus(self.untitled2[(i + dir) % len(self.untitled2)])
elif symbol == pyglet.window.key.ESCAPE:
pyglet.app.exit()
def setfocus(self, focus):
if self.focus:
self.focus.caret.visible = False
self.focus.caret.mark = self.focus.caret.position = 0
self.focus = focus
if self.focus:
self.focus.caret.visible = True
self.focus.caret.mark = 0
self.focus.caret.position = len(self.focus.document.text)
''' *********************************************************************************************** '''
''' Lancement du menu principal '''
pyglet.font.add_file('font/Fluoxetine.ttf')
pyglet.font.add_file('font/OpenDyslexicAlta.otf')
pyglet.font.add_file('font/Mecanihan.ttf')
pyglet.font.add_file('font/Vademecum.ttf')
pyglet.font.add_file('font/LiberationMono-Regular.ttf')
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ambiance = pyglet.media.Player()
ambiance.queue(pyglet.resource.media("music/ambiance1.mp3"))
ambiance.volume=0.4
ambiance.eos_action='loop'
ambiance.play()
menu_principal = menu()
menu_principal.set_minimum_size(1024, 768)
glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_LINE_STIPPLE)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
pyglet.app.run()