/usr/share/gcompris/python/melody.py is in gcompris-data 14.12-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#
# Copyright (C) 2003, 2008 Jose Jorge
#
# 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.
#
# 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, see <http://www.gnu.org/licenses/>.
#
import gobject
import goocanvas
import gcompris
import gcompris.utils
import gcompris.skin
import gcompris.sound
import gcompris.bonus
import gtk
import gtk.gdk
import random
from gcompris import gcompris_gettext as _
class Gcompris_melody:
"""The melody activity"""
def __init__(self, gcomprisBoard):
self.gcomprisBoard = gcomprisBoard
self.gcomprisBoard.disable_im_context = True
#print("Gcompris_melody __init__.")
# These are used to let us restart only after the bonux is displayed.
# When the bonus is displayed, it call us first with pause(1) and then with pause(0)
self.board_paused = 0;
self.gamewon = 0;
def start(self):
self.saved_policy = gcompris.sound.policy_get()
gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT)
self.gcomprisBoard.level=1
self.gcomprisBoard.sublevel=1
self.gcomprisBoard.number_of_sublevel=1
# pause the bg music
#print "pause sound"
gcompris.sound.pause()
self.timers = []
self.solution = []
self.kidstry = []
self.in_repeat = 0
self.theme = 0
#
# This list contains the 'theme' for each melody level.
#
self.melodylist = \
[
# xylophon
[
{'theme': "xylofon", 'background': "melody/xylofon_background.svg", 'hittool': "melody/xylofon_cursor.png", 'hitofset_x': 50, 'hitofset_y': 50},
[ {'x': 150.0, 'y': 101.0, 'image': "melody/xylofon_son1.svg", 'sound': "melody/xylofon_son1.ogg"},
{'x': 284.0, 'y': 118.0, 'image': "melody/xylofon_son2.svg", 'sound': "melody/xylofon_son2.ogg"},
{'x': 412.0, 'y': 140.0, 'image': "melody/xylofon_son3.svg", 'sound': "melody/xylofon_son3.ogg"},
{'x': 546.0, 'y': 157.0, 'image': "melody/xylofon_son4.svg", 'sound': "melody/xylofon_son4.ogg"} ] ],
# guitar
[
{'theme': "guitar", 'background': "melody/guitar_background.svg", 'hittool': "melody/guitar_cursor.svg", 'hitofset_x': 400, 'hitofset_y': -5},
[ {'x': 0, 'y': 170.0, 'image': "melody/guitar_son1.png", 'sound': "melody/guitar_son1.ogg"},
{'x': 0, 'y': 230.0, 'image': "melody/guitar_son2.png", 'sound': "melody/guitar_son2.ogg"},
{'x': 0, 'y': 290.0, 'image': "melody/guitar_son3.png", 'sound': "melody/guitar_son3.ogg"},
{'x': 0, 'y': 350.0, 'image': "melody/guitar_son4.png", 'sound': "melody/guitar_son4.ogg"} ] ],
# Kitchen
[
{'theme': "tachos", 'background': "melody/tachos_background.jpg", 'hittool': "melody/tachos_cursor.png", 'hitofset_x': 50, 'hitofset_y': 50},
[ {'x': 150.0, 'y': 50.0, 'image': "melody/tachos_son1.png", 'sound': "melody/tachos_son1.ogg"},
{'x': 550.0, 'y': 50.0, 'image': "melody/tachos_son2.png", 'sound': "melody/tachos_son2.ogg"},
{'x': 150.0, 'y': 250.0, 'image': "melody/tachos_son3.png", 'sound': "melody/tachos_son3.ogg"},
{'x': 550.0, 'y': 250.0, 'image': "melody/tachos_son4.png", 'sound': "melody/tachos_son4.ogg"} ] ] ]
self.maxtheme = len(self.melodylist)-1
self.gcomprisBoard.maxlevel = 9
gcompris.bar_set(gcompris.BAR_LEVEL|gcompris.BAR_REPEAT)
self.pause(1);
self.display_current_level()
Prop = gcompris.get_properties()
if(not Prop.fx):
gcompris.utils.dialog(_("Error: this activity cannot be played with the\nsound effects disabled.\nGo to the configuration dialogue to\nenable the sound"), None)
def end(self):
self.cleanup()
#print("Gcompris_melody end.")
gcompris.sound.policy_set(self.saved_policy)
gcompris.sound.resume()
def ok(self):
#print("Gcompris_melody ok.")
pass
def cleanup(self):
# Clear all timer
for i in self.timers :
gobject.source_remove(i)
self.timers = []
self.in_repeat = 0;
# Remove the root item removes all the others inside it
if(self.rootitem):
self.rootitem.remove()
self.rootitem = None
def display_current_level(self):
gcompris.set_background(self.gcomprisBoard.canvas.get_root_item(),
self.melodylist[self.theme][0]['background'])
gcompris.bar_set_level(self.gcomprisBoard)
gcompris.sound.policy_set(gcompris.sound.PLAY_AND_INTERRUPT)
# Create our rootitem. We put each canvas item in it so at the end we
# only have to kill it. The canvas deletes all the items it contains automaticaly.
self.rootitem = goocanvas.Group(parent = self.gcomprisBoard.canvas.get_root_item())
# Put the theme switcher button
self.switch_item =goocanvas.Image(
parent = self.rootitem,
pixbuf = gcompris.utils.load_pixmap("melody/switch.png"),
x=10,
y=10
)
self.switch_item.connect("button_press_event", self.switch_item_event)
# This item is clickeable and it must be seen
gcompris.utils.item_focus_init(self.switch_item, None)
# Put the sound buttons
self.sound_list = self.melodylist[self.theme][1]
for i in self.sound_list:
self.sound_item =goocanvas.Image(
parent = self.rootitem,
pixbuf = gcompris.utils.load_pixmap(i['image']),
x=i['x'],
y=i['y']
)
self.sound_item.connect("button_press_event", self.sound_item_event, i)
# This item is clickeable and it must be seen
gcompris.utils.item_focus_init(self.sound_item, None)
self.bang_item = goocanvas.Image(
parent = self.rootitem,
pixbuf = gcompris.utils.load_pixmap(self.melodylist[self.theme][0]['hittool']),
)
self.bang_item.props.visibility = goocanvas.ITEM_INVISIBLE
self.hitofset_x = self.melodylist[self.theme][0]['hitofset_x']
self.hitofset_y = self.melodylist[self.theme][0]['hitofset_y']
self.waitOK(self.rootitem)
def waitOK(self, rootitem):
# The OK Button
self.ok_item = goocanvas.Svg(parent = rootitem,
svg_handle = gcompris.skin.svg_get(),
svg_id = "#OK"
)
item = self.ok_item
item.translate(item.get_bounds().x1 * -1
+ gcompris.BOARD_WIDTH - (item.get_bounds().x2 - item.get_bounds().x1) - 30,
item.get_bounds().y1 * -1
+ 65)
item.connect("button_press_event", self.ok_event, None)
gcompris.utils.item_focus_init(item, None)
def ok_event(self, widget, target, event, data):
self.ok_item.props.visibility = goocanvas.ITEM_INVISIBLE
self.populate(self.sound_list)
# Play an intro sound
gcompris.sound.play_ogg_cb("melody/" + self.melodylist[self.theme][0]['theme'] +
"_melody.ogg", self.intro_cb)
# records the try of the child
def tried(self, a):
if len(self.kidstry) >= len(self.solution) :
self.kidstry.pop(0)
self.kidstry.append(a)
#level finished?
if self.kidstry == self.solution :
if (self.increment_level() == 1):
self.gamewon = 1
gcompris.sound.policy_set(self.saved_policy)
gcompris.bonus.display(1, gcompris.bonus.FLOWER)
# Ready to play for the kid
def ready(self):
self.in_repeat = 0
self.timers.pop(0)
# Shows and plays the thing clicked
def show_bang_stop(self, a):
if self.board_paused or self.rootitem == None:
return
self.bang_item.props.visibility = goocanvas.ITEM_INVISIBLE
self.timers.pop(0)
# Shows and plays the thing clicked
def show_bang(self, a):
if self.board_paused or self.rootitem == None:
return
self.bang_item.props.transform = None
self.bang_item.translate(a['x'] + self.hitofset_x,
a['y'] + self.hitofset_y)
self.bang_item.props.visibility = goocanvas.ITEM_VISIBLE
gcompris.sound.play_ogg_cb(a['sound'], self.sound_played)
self.timers.pop(0)
def repeat(self):
# Important to use a timer here to keep self.timers up todate
self.timers.append(gobject.timeout_add(50, self.repeat_it))
def repeat_it(self):
if self.in_repeat:
return
# We are like paused until the last sound is played
self.in_repeat = 1;
if self.timers :
self.timers.pop(0)
self.kidstry = []
timer = 0
for i in self.solution:
self.timers.append(gobject.timeout_add(timer, self.show_bang, i))
timer = timer + 1000
self.timers.append(gobject.timeout_add(timer, self.show_bang_stop, i))
timer = timer + 500
self.timers.append(gobject.timeout_add(timer, self.ready))
def config(self):
pass
#randomize the sequence and plays it one first time
def populate(self, sound_struct):
self.solution = []
for i in range(self.gcomprisBoard.level+2):
self.solution.append(sound_struct[random.randint(0,len(sound_struct)-1)])
self.timers.append(gobject.timeout_add(1300, self.repeat_it))
def key_press(self, keyval, commit_str, preedit_str):
# Play sounds with the keys
if ((keyval == gtk.keysyms.KP_1) or (keyval == gtk.keysyms._1)):
#print "son1"
self.sound_play(self.melodylist[self.theme][1][0])
return True
if ((keyval == gtk.keysyms.KP_2) or (keyval == gtk.keysyms._2)):
#print "son2"
self.sound_play(self.melodylist[self.theme][1][1])
return True
if ((keyval == gtk.keysyms.KP_3) or (keyval == gtk.keysyms._3)):
#print "son3"
self.sound_play(self.melodylist[self.theme][1][2])
return True
if ((keyval == gtk.keysyms.KP_4) or (keyval == gtk.keysyms._4)):
#print "son4"
self.sound_play(self.melodylist[self.theme][1][3])
return True
return False
def pause(self, pause):
self.board_paused = pause
# When the bonus is displayed, it call us first with pause(1) and then with pause(0)
# the game is won
if(self.gamewon == 1 and pause == 0):
self.cleanup()
self.display_current_level()
self.gamewon = 0
return
def set_level(self, level):
self.gcomprisBoard.level=level;
self.gcomprisBoard.sublevel=1;
self.cleanup()
self.display_current_level()
# Code that increments the sublevel and level
# And bail out if no more levels are available
# return 1 if continue, 0 if bail out
def increment_level(self):
self.gcomprisBoard.sublevel += 1
if(self.gcomprisBoard.sublevel>self.gcomprisBoard.number_of_sublevel):
# Try the next level
self.gcomprisBoard.sublevel=1
self.gcomprisBoard.level += 1
if(self.gcomprisBoard.level>self.gcomprisBoard.maxlevel):
self.gcomprisBoard.level = self.gcomprisBoard.maxlevel
return 1
# ---------------- sound on click events -----------------------
def sound_item_event(self, widget, target, event, sound_struct):
if self.board_paused or self.in_repeat:
return
if event.type == gtk.gdk.BUTTON_PRESS:
if event.button == 1:
self.sound_play(sound_struct)
return False
# ---------------- sound is effectively played -----------------------
def sound_play(self, sound_struct):
gcompris.sound.play_ogg_cb(sound_struct['sound'], self.sound_played)
self.tried(sound_struct)
return
# ---------------- theme change on switch events -----------------------
def switch_item_event(self, widget, target, event):
if self.board_paused or self.in_repeat:
return
# switch the theme
if event.type == gtk.gdk.BUTTON_PRESS:
if event.button == 1:
if self.theme < self.maxtheme:
self.theme += 1
else:
self.theme = 0
#print("New melody theme : " + self.melodylist[self.theme][0]['theme'] + ".")
# Apply the changes
self.cleanup()
self.display_current_level()
return False
def sound_played(self, file):
#print "python sound played :", file
pass
def intro_cb(self, file):
#print "intro passed. go play"
self.pause(0)
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