/usr/share/games/pysycache/pysypuzzle.py is in pysycache 3.1-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# -*- coding: utf8 -*-
#***********************************************************************
# pysycache : a program for learn to use the mouse
# Copyright (C) 2005-2007 Vincent DEROO (vincent.pysycache@free.fr)
#
# 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 2
# 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, write to the Free Software
# Foundation, Inc. :
# 51 Franklin Street, Fifth Floor, Boston, MA02110-1301, USA
#***********************************************************************
#*******************************************************************************
# Importation des modules
#*******************************************************************************
import sys
import getopt, string
import random
import time
import random, os
import pygame
from pygame.locals import *
import datas
from pysyclasses import *
import const
PIECEPOSED = 1
PIECENOTPOSED = 0
NODRAG = 0
DRAGSTARTED = 1
PIECELOIN = 20
PIECEPRES = 21
#*******************************************************************************
# Classe #
#*******************************************************************************
class MovedPiece(pygame.sprite.Sprite):
"""This class is for the pieces during the drag and drop """
def __init__(self, filename, mouseleft, mousetop, targetleft, targettop, id):
pygame.sprite.Sprite.__init__(self) #call Sprite intializer
dirname = os.path.join("", filename, "1")
self.image, self.rect = datas.Load_image(dirname, filename)
(self.width, self.height) = self.image.get_size()
self.rect.left = mouseleft - int(self.width / 2)
self.rect.top = mousetop - int(self.height / 2)
self.targetleft = targetleft
self.targettop = targettop
self.id = id
self.left = self.rect.left
self.top = self.rect.top
screen = pygame.display.get_surface()
screen.blit(self.image, (self.left, self.top))
def move(self, mouseleft, mousetop, background, ecart):
#deplacement de l'element
#on va effacer le dessous
screen = pygame.display.get_surface()
tr2 = pygame.Rect([self.left, self.top, self.width, self.height])
screen.blit(background, (self.left, self.top), tr2)
self.rect.left = mouseleft - int(self.width / 2)
self.rect.top = mousetop - int(self.height / 2)
ok = 0
if const.GModeJeu == const.MODEFANTOM :
if const.GIdPieceToDrop == self.id:
ok = 1
else:
ok = 1
if ok == 1:
#on doit verifier la proximite
if ( self.rect.left + ecart > self.targetleft) & ( self.rect.top + ecart > self.targettop) & (self.rect.left + self.width - ecart < self.targetleft + self.width ) & ( self.rect.top + self.height - ecart < self.targettop + self.height) :
#on est proche de la cible... on met la souris en rose que si on
#etait loin avant
if const.GTypeSouris == PIECELOIN :
for o in const.GLstSouris.sprites():
o.changepicture('souris-puzzlepink.png')
const.GTypeSouris = PIECEPRES
else:
#on est loin de la cible... si avant on etait pres... on passe
#la souris en normal
if const.GTypeSouris == PIECEPRES :
const.GTypeSouris = PIECELOIN
for o in const.GLstSouris.sprites():
o.changepicture('souris-puzzle.png')
self.left = self.rect.left
self.top = self.rect.top
class Piece:
"""A piece of the jigsaw """
targetleft = 0 #position sur le modele
targettop = 0
boxleft = 0 #position dans la boite
boxtop = 0
boxlargeur = 0
boxhauteur = 0
filename = ''
backgrd = '' #image de fond pour le mode fantome
id = 0
visible = PIECENOTPOSED #0 : la piece n'a pas ete posee
#1 : a ete posee
#*******************************************************************************
#
#*******************************************************************************
class ApplicationPuzzle(ApplicationPysy):
def __init__(self):
ApplicationPysy.__init__(self)
self.ImgBackground = ""
self.ImgModele = ""
self.EcartPiece = 40 #ecart pour le placement des pieces
self.GIdxPremPieceCoffre = 0 #indice de la premiere piece visible du coffre
self.PieceMoved = pygame.sprite.RenderClear()
def InitializeApp(self, DirThemes, ActName):
ApplicationPysy.InitializeApp(self, DirThemes, ActName)
self.BackgroundBox, rectmp = datas.Load_image("images", 'fond-' + self.ActivityName + '.png')
if const.GWithSound == 1:
if const.GSoundError == 0:
self.Channel0 = pygame.mixer.Channel(0)
music = os.path.join(const.GRepPysycache, 'sounds', 'slide.wav').encode(const.GConsoleLocale)
self.Sound0 = pygame.mixer.Sound(music)
self.PuzzleWidth = 0
self.PuzzleHeight = 0
self.WaitForClick = True
#***************************************************************************
# Retour 0 : on a pas gagne
# 1 : on a gagne
#***************************************************************************
def OnAGagne(self, gagne):
if (const.GNbPieces == 0):
gagne = 1
else:
gagne = 0
return gagne
#***************************************************************************
#
#***************************************************************************
def DoPlayerGagne(self):
screen = pygame.display.get_surface()
Imggagne, rectgagne = datas.Load_image("", self.ImgBackground, None, True)
self.Background.blit(Imggagne, (0 + const.MARGELEFT + 27, 0 + const.MARGETOP))
screen.blit(Imggagne, (0 + const.MARGELEFT + 27, 0 + const.MARGETOP))
pygame.display.update()
pygame.time.wait(2000)
#***************************************************************************
#
#***************************************************************************
def GetPieceToDrop(self):
if const.GModeJeu == const.MODEFANTOM :
#on va designer la piece a installer
if const.GNbPieces > 0:
x = random.randint(0, const.GNbPieces - 1)
cpt = 0
for pzl in const.GTabPuzzles:
if pzl.visible == PIECEPOSED:
#piece deja posee
pass
else:
if cpt == x:
#c'est cette piece qu'il faut poser
screen = pygame.display.get_surface()
ImgATrouv, recttmp = datas.Load_image("", pzl.backgrd , None, True)
w, h = ImgATrouv.get_size()
w2 = int(w * self.PuzzleWidth / 640)
h2 = int(h * self.PuzzleHeight / 480)
ImgATrouv = pygame.transform.scale(ImgATrouv, (w2, h2) )
self.Background.blit(ImgATrouv, (pzl.targetleft, pzl.targettop))
const.GIdPieceToDrop = pzl.id
break
cpt += 1
else:
const.GIdPieceToDrop = 999
#***************************************************************************
#
#***************************************************************************
def InitActivity(self, WithHasard):
ApplicationPysy.InitActivity(self, WithHasard)
const.StateOfDrag = NODRAG
const.GTypeSouris = PIECELOIN
const.GIdxMovedPiece = 0
self.ImgFond, background_rect = datas.Load_image("", self.ImgModele, None, True)
screen = pygame.display.get_surface()
#on copie ce cache sur l'image de fond
screen = pygame.display.get_surface()
self.Background.blit(self.ImgFond, (0 + const.MARGELEFT + 27, 0 + const.MARGETOP))
self.GetPieceToDrop()
#afficher les pieces du puzzle dans le coffre
self.GIdxPremPieceCoffre = 0
self.ShowPiecesOfPuzzle()
#***************************************************************************
#
#***************************************************************************
def MotionAfterMouse(self, event0, event1, str):
ApplicationPysy.MotionAfterMouse(self, event0, event1, str)
if (str[0] == 0) & (str[1] == 0) & (str[2] == 0):
#on bouge sans avoir enfonce de bouton...
#l'etat de la souris est a 0 0 0
if (const.GStateOfDrag == DRAGSTARTED) :
#... mais on est en statut drag 'n drop ...
#ce n'est pas normal
screen = pygame.display.get_surface()
screen.blit(self.Background, (0, 0))
const.GStateOfDrag = NODRAG
for o in const.GLstSouris.sprites():
o.changepicture('souris-puzzle.png') #la souris n'est rose qu'en mode drag
if (const.GStateOfDrag == DRAGSTARTED) :
#on deplace la piece en meme temps que la souris
for pce in self.PieceMoved.sprites() :
pce.move(event0, event1, self.Background, self.EcartPiece)
screen = pygame.display.get_surface()
self.PieceMoved.draw(screen)
#***************************************************************************
#
#***************************************************************************
def DoOnMouseDown(self, event0, event1, str):
ApplicationPysy.DoOnMouseDown(self, event0, event1, str)
#recherche si n'est pas un des deux boutons avant/apres
if ( event0 + const.DEMISOURIS >= 0 ) & ( event0 + const.DEMISOURIS <= 64) & ( event1 + const.DEMISOURIS >= 487 ) & ( event1 + const.DEMISOURIS <= 551 ) :
#pieces avant
self.GIdxPremPieceCoffre = self.GIdxPremPieceCoffre - 1
if self.GIdxPremPieceCoffre < 0:
self.GIdxPremPieceCoffre = 0
self.ShowPiecesOfPuzzle()
#et recopier la derniere piece (car chevauchement)
self.ShowBtnMenus()
if ( event0 + const.DEMISOURIS >= 648 ) & ( event0 + const.DEMISOURIS <= 712) & ( event1 + const.DEMISOURIS >= 487 ) & ( event1 + const.DEMISOURIS <= 551 ) :
#pieces apres
self.GIdxPremPieceCoffre += 1
if self.GIdxPremPieceCoffre > len( const.GTabPuzzles) - 1:
self.GIdxPremPieceCoffre = len( const.GTabPuzzles) -1
self.ShowPiecesOfPuzzle()
#et recopier la derniere piece (car chevauchement)
self.ShowBtnMenus()
i = 0
screen = pygame.display.get_surface()
#----------------- recherche si est une piece a deplacer ------------
#on ne fait pas deplacer si en dehors de la zone
if const.GChrono == 1:
y = int(60 - float(pygame.time.get_ticks() - const.GTpsDebut)/1000)
if y == 5:
imgchrono, rectchrono = datas.Load_image("images", "chrono4.png")
self.Background.blit(imgchrono, (736, 10))
screen.blit(imgchrono, (736, 10))
elif y == 15:
imgchrono, rectchrono = datas.Load_image("images", "chrono3.png")
self.Background.blit(imgchrono, (736, 10))
screen.blit(imgchrono, (736, 10))
elif y == 30:
imgchrono, rectchrono = datas.Load_image("images", "chrono2.png")
self.Background.blit(imgchrono, (736, 10))
screen.blit(imgchrono, (736, 10))
elif y >= 58:
imgchrono, rectchrono = datas.Load_image("images", "chrono1.png")
self.Background.blit(imgchrono, (736, 10))
screen.blit(imgchrono, (736, 10))
for obj in const.GTabPuzzles:
if ( event0 + const.DEMISOURIS >= obj.boxleft ) & ( event0 + const.DEMISOURIS <= obj.boxleft + obj.boxlargeur ) & ( event1 + const.DEMISOURIS >= obj.boxtop ) & ( event1 + const.DEMISOURIS <= obj.boxtop + obj.boxhauteur ) :
#on va commencer a faire glisser la piece
const.GStateOfDrag = DRAGSTARTED
const.GTypeSouris = PIECELOIN
#on recupere la piece qu'il faut deplacer
const.GIdxMovedPiece = obj.id
self.PieceMoved.empty()
self.PieceMoved.add(MovedPiece(obj.filename, event0, event1, obj.targetleft, obj.targettop, obj.id))
self.PieceMoved.draw(screen)
# pygame.display.update()
break
i += 1
const.GLstSouris.draw(screen)
pygame.display.update()
#***************************************************************************
#
#***************************************************************************
def DoOnMouseUpAfterButtons(self, event0, event1):
ApplicationPysy.DoOnMouseUpAfterButtons(self, event0, event1)
ok = 0
if (const.GStateOfDrag == DRAGSTARTED) :
#on est a la fin du deplacement
screen = pygame.display.get_surface()
if (const.GTypeSouris == PIECEPRES) :
cpt = 0
for pzl in const.GTabPuzzles:
if (pzl.id == const.GIdxMovedPiece) :
#on recherche la piece concernee
if const.GModeJeu == const.MODEFANTOM :
if const.GIdPieceToDrop == pzl.id:
ok = 1
else:
ok = 1
if ok == 1:
#on informe que la piece est posee
pzl.visible = PIECEPOSED
self.PieceMoved.empty()
datas.DebugMessage( "I put the piece id " + str(pzl.id) + " with the visibility " + str(pzl.visible))
#on colle la piece a sa position
filename = os.path.join(self.LstThemesOfActivity[const.GIdxThemes], "1", pzl.filename)
imgtmp, background_rect = datas.Load_image("", pzl.filename, None, True)
self.Background.blit(imgtmp, (pzl.targetleft, pzl.targettop))
ok = 1
#on joue la musique
if const.GWithSound == 1:
if const.GSoundError == 0:
self.Channel0.play(self.Sound0)
#on diminue le nombre de pieces restants
const.GNbPieces = const.GNbPieces - 1
datas.DebugMessage("")
datas.DebugMessage("Number of leaving pieces " + str(const.GNbPieces))
del const.GTabPuzzles[cpt]
#On redessine la souris en blanc
for o in const.GLstSouris.sprites():
o.changepicture('souris-puzzle.png')
#on recharge les pieces du puzzle
self.GetPieceToDrop()
if const.GModeJeu == const.MODEFANTOM :
#effacer la zone de l'ecran concernant la boite a piece
screen = pygame.display.get_surface()
self.Background.blit(self.BackgroundBox, (67, 487), (67, 487, 640, 110))
self.ShowPiecesOfPuzzle()
screen.blit(self.Background, (0, 0))
#et recopier la derniere piece (car chevauchement)
self.ShowBtnMenus()
break
cpt += 1
else:
datas.DebugMessage("trop loin")
for o in const.GLstSouris.sprites():
o.changepicture('souris-puzzle.png')
screen.blit(self.Background, (0, 0))
#redessin de la souris a sa position
const.GLstSouris.draw(screen)
pygame.display.update()
const.GStateOfDrag = NODRAG
#***************************************************************************
#
#***************************************************************************
def DoInitLevel(self):
""" """
ApplicationPysy.DoInitLevel(self)
self.EcartPiece = 60
if const.GLevel == 0:
self.EcartPiece = 60
elif const.GLevel == 1 :
self.EcartPiece = 40
else:
self.EcartPiece = 20
#***************************************************************************
#
#***************************************************************************
def GetLevelForDfgFile(self, levelname):
return str(const.GLevel)
#***************************************************************************
#
#***************************************************************************
def ReadDfgFile(self):
""" Charge le fond a partir d'un fichier de configuration contenus dans le repertoire"""
ApplicationPysy.ReadDfgFile(self)
#effacer l'existant
const.GTabPuzzles[:] = []
#------------------ on va lire le fichier de configuration -----------------
configname = self.LstFicConfig[self.IdxFileDfg]
datas.DebugMessage("")
datas.DebugMessage("dfg file (number : " + str(self.IdxFileDfg) + ") named " + configname)
(dirpath, dirname) = os.path.split(configname)
cpt = 0
i = 0
nb1 = 0
f = open(configname,'rb')
lignes = f.readlines()
for lig in lignes:
lig = lig.strip()
if len(lig) == 0:
continue
if cpt == 0:
#fond de l'image
#chargement du dessin servant de fond
(f1, f2) = os.path.split(dirpath)
lig = lig.split('|')
if len(lig) == 3:
self.PuzzleWidth = int(lig[1])
self.PuzzleHeight = int(lig[2])
self.ImgBackground = os.path.join(f1, lig[0])
else:
self.PuzzleWidth = 640
self.PuzzleHeight = 480
self.ImgBackground = os.path.join(f1, lig[0])
if cpt == 1:
#le modele du puzzle
self.ImgModele = os.path.join(dirpath, lig)
if cpt >= 2:
#les morceaux du puzzle
pce = Piece()
lig = lig.split('|')
pce.targetleft = int(lig[1]) + const.MARGELEFT + 27
pce.targettop = int(lig[2]) + const.MARGETOP
pce.filename = os.path.join(dirpath, lig[0])
pce.backgrd = os.path.join(dirpath, lig[3])
pce.id = i
const.GTabPuzzles.append(pce)
i += 1
cpt += 1
f.close()
#MAJ du nombre de piece a voir
const.GNbPieces = i
#***************************************************************************
# Affiche les pieces du puzzle dans le coffre
#***************************************************************************
def ShowPiecesOfPuzzle(self):
NbPieceCoffre = 5
#effacer la zone de l'ecran concernant la boite a piece
screen = pygame.display.get_surface()
self.Background.blit(self.BackgroundBox, (67, 487), (67, 487, 640, 110))
screen.blit(self.BackgroundBox, (67, 487), (67, 487, 640, 110))
#afficher les pieces
i = 0
cptvisible = 0
for pzl in const.GTabPuzzles:
datas.DebugMessage ("i=" + str(i) + " visible = " + str(pzl.visible))
if cptvisible >= NbPieceCoffre :
pzl.boxleft = -1
pzl.boxtop = -1
else:
if i >= self.GIdxPremPieceCoffre:
if pzl.visible == PIECENOTPOSED :
#la piece n'est pas posee : on peut donc l'afficher
imgtmp, self.rect = datas.Load_image("", pzl.filename, None, True)
width = 0
height = 0
(pzl.largeur, pzl.hauteur) = imgtmp.get_size()
coefwidth = float(pzl.largeur) / 116 #largeur admissible pour les pieces posees
coefheight = float(pzl.hauteur) / 107 #hauteur admissible pour les pieces posees
if coefwidth > coefheight :
coefimg = coefwidth
else :
coefimg = coefheight
pzl.coef = coefimg
pzl.boxlargeur = int(pzl.largeur / coefimg)
pzl.boxhauteur = int(pzl.hauteur / coefimg)
imgtmp = pygame.transform.scale(imgtmp, (pzl.boxlargeur, pzl.boxhauteur ))
pzl.boxleft = 69 + 116 * cptvisible
pzl.boxtop = 489
self.Background.blit(imgtmp, (pzl.boxleft, pzl.boxtop))
screen.blit(imgtmp, (pzl.boxleft, pzl.boxtop))
cptvisible += 1
else:
pzl.boxleft = -1
pzl.boxtop = -1
else:
pzl.boxleft = -1
pzl.boxtop = -1
i += 1
if cptvisible == 0:
# i = 0
# for pzl in const.GTabPuzzles:
# if i <= self.GIdxPremPieceCoffre :
# if pzl.visible == PIECENOTPOSED :
# cptvisible += 1
# else:
# break
#
# i += 1
self.GIdxPremPieceCoffre = self.GIdxPremPieceCoffre - 1
if self.GIdxPremPieceCoffre >= 0:
self.ShowPiecesOfPuzzle()
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