/usr/share/games/planarity/planarity.py is in planarity 1.0+svn6432-0ubuntu2.
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# -*- coding: utf-8 -*-
#
# Copyright (C) 2009
# Martin Heistermann, <mh at sponc dot de>
#
# planarity (aka untangle) 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.
#
# planarity 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 planarity. If not, see <http://www.gnu.org/licenses/>.
from libavg import avg, gameapp, Point2D
from libavg.utils import getMediaDir
import math
import gzip
import cPickle
from hashlib import md5
from buttons import *
BASE_SIZE = (1280, 720)
DS_STATUS_TAG = 'planarity'[::-1]
g_player = avg.Player.get()
g_scale = 1.0
def getDelta(motion, topLeft, bottomRight, boundingSize):
xDelta = min(max(motion.x, -topLeft.x), boundingSize.x - bottomRight.x)
yDelta = min(max(motion.y, -topLeft.y), boundingSize.y - bottomRight.y)
return Point2D(xDelta, yDelta)
class VertexGroup(object):
def __init__(self, gameController, polygon, vertices):
self._polygon = g_player.createNode("polygon", {
'color': 'ffff00',
'strokewidth': 3*g_scale,
'opacity': 0.3,
'pos': polygon
})
self._vertices = vertices
self._gameController = gameController
self._gameController.level.addVertexGroup(self)
self._gameController.vertexDiv.appendChild(self._polygon)
self._button = g_player.createNode('image', {'href': 'close-button.png'})
self._gameController.vertexDiv.appendChild(self._button)
self._button.size *= g_scale
self._button.pos = polygon[0] - self._button.size/2
self._button.setEventHandler(avg.CURSORDOWN, avg.TOUCH | avg.MOUSE,
lambda event: self.delete())
xCoords = [vertex.pos.x for vertex in vertices]
yCoords = [vertex.pos.y for vertex in vertices]
self.topLeft = Point2D(min(xCoords), min(yCoords)) - vertices[0].size/2
self.bottomRight = Point2D(max(xCoords), max(yCoords)) + vertices[0].size/2
def onMotion(event):
delta = getDelta(event.motion, self.topLeft, self.bottomRight,
self._gameController.vertexDiv.size)
for i, vertex in enumerate(self._vertices):
vertex.pos += delta
self._polygon.pos = [pos + delta for pos in self._polygon.pos]
self._button.pos += delta
self.topLeft += delta
self.bottomRight += delta
self._mover = MoveButton(self._polygon, onMotion=onMotion)
def delete(self):
self._mover.delete()
self._gameController.ungroupVertices(self._vertices)
self._polygon.unlink()
self._button.unlink()
class GroupDetector(object):
"""use this as an event handler"""
def __init__(self, gameController, event):
self._gameController = gameController
self._polyline = g_player.createNode("polyline", {
'color': 'ffff00',
'strokewidth': 1
})
gameController.groupDiv.appendChild(self._polyline)
self._cursorid = event.cursorid
self._polyline.setEventCapture(self._cursorid)
self._polyline.setEventHandler(avg.CURSORMOTION, avg.TOUCH | avg.MOUSE,
self._onMotion)
self._polyline.setEventHandler(avg.CURSORUP, avg.TOUCH | avg.MOUSE,
lambda event: self.delete())
self._onMotion(event)
pass
def getClosedPolygon(self):
"""If the last edge intersects any edge, return a cleaned-up polygon
representing the enclosed region."""
points = self._polyline.pos # in-Python object copy
if len(points) < 4:
return False
last_edge = points[-2:]
for i in range(len(points) - 2):
edge = [points[i], points[i + 1]]
intersection = line_intersect(edge, last_edge)
if intersection:
# include the intersection point itself, plus all the edges
# after the intersecting edge, omitting the last edge
return [intersection] + points[i + 1:-1]
return False
def _onMotion(self, event):
self._polyline.pos += [event.pos]
polygon = self.getClosedPolygon()
if polygon:
vertices = self._gameController.groupVertices(polygon)
if vertices:
self.delete()
VertexGroup(self._gameController, polygon, vertices)
def delete(self):
self._polyline.releaseEventCapture(self._cursorid)
self._polyline.setEventHandler(avg.CURSORMOTION, avg.TOUCH | avg.MOUSE, None)
self._polyline.unlink()
def in_between(val,b1,b2):
"""return True if val is between b1 and b2"""
return((b1>=val and val>=b2) or (b1<=val and val<=b2))
def line_collide(line1,line2):
a=line1[0].x
b=line1[0].y
c=line1[1].x-line1[0].x
d=line1[1].y-line1[0].y
e=line2[0].x
f=line2[0].y
g=line2[1].x-line2[0].x
h=line2[1].y-line2[0].y
dem=g*d-c*h
if dem==0: # parallel
return False
s=(a*d+f*c-b*c-e*d)/dem
x=e+s*g
y=f+s*h
return Point2D(x,y)
def line_intersect(line1, line2):
ka, kb = line1
la, lb = line2
if (ka == la
or ka == lb
or kb == la
or kb == lb):
return False
p = line_collide(line1, line2)
if(p and in_between(p.x,ka.x,kb.x) # do line segments match?
and in_between(p.x,la.x,lb.x)
and in_between(p.y,ka.y,kb.y)
and in_between(p.y,la.y,lb.y)):
return p
return False
class Clash(object):
def __init__(self, gameController, pos, edge1, edge2):
self.__edges = edge1, edge2
self.__gameController = gameController
gameController.level.addClash() #XXX
edge1.addClash(edge2, self)
edge2.addClash(edge1, self)
#self.__node = g_player.createNode('image',{
# 'href':'clash.png',
# 'opacity': 0.7})
"""
self.__node = g_player.createNode('circle',{
'r': 10,
'strokewidth': 5,
'color': 'aa0000'})
"""
self.__node = g_player.createNode('rect', {
'size':Point2D(20,20)*g_scale,
'strokewidth':3*g_scale,
'color':'aa0000'})
gameController.clashDiv.appendChild(self.__node)
self.goto(pos)
def goto(self, pos):
self.__node.pos = pos - self.__node.size/2
def delete(self):
edge1, edge2 = self.__edges
edge1.removeClash(edge2)
edge2.removeClash(edge1)
self.__node.unlink()
self.__node = None
self.__gameController.level.removeClash() #XXX
class Edge(object):
def __init__(self, gameController, vertex1, vertex2):
self.__vertices = vertex1, vertex2
for vertex in self.__vertices:
vertex.addEdge(self)
self.__clashes = {}
self.__gameController = gameController
self.__line = g_player.createNode('line', {'strokewidth':3*g_scale})
gameController.edgeDiv.appendChild(self.__line)
self.__draw()
self.__clashState = False
def getLine(self):
return [v.pos for v in self.__vertices]
def checkCollisions(self):
for other in self.__gameController.getEdges():
pos = line_intersect(self.getLine(), other.getLine())
if other in self.__clashes.keys():
if pos:
self.__clashes[other].goto(pos)
else:
self.__clashes[other].delete()
return True
elif pos: # new clash
Clash(self.__gameController, pos, self, other)
return False
def onVertexMotion(self):
clashRemoved = self.checkCollisions()
self.__draw()
return clashRemoved
def addClash(self, other, clash):
assert other not in self.__clashes.keys()
self.__clashes[other] = clash
self.updateClashState()
def removeClash(self, other):
del self.__clashes[other]
self.updateClashState()
def __draw(self):
self.__line.pos1 = self.__vertices[0].pos
self.__line.pos2 = self.__vertices[1].pos
if self.isClashed():
self.__line.color = 'ff6000' # red
else:
self.__line.color = 'ffffff' # white
def updateClashState(self):
clashState = self.isClashed()
if clashState != self.__clashState:
self.__clashState = clashState
self.__draw()
for vertex in self.__vertices:
vertex.updateClashState()
def isClashed(self):
return len(self.__clashes) > 0
def delete(self):
for clash in self.__clashes.values():
clash.delete()
self.__line.unlink()
self.__line = None
self.__clashes = {}
class Vertex(object):
def __init__(self, gameController, pos):
self._gameController = gameController
self.__edges = []
self.__node = g_player.createNode('image', {'href':'vertex.png'})
parent = gameController.vertexDiv
parent.appendChild(self.__node)
self.__node.size *= g_scale
self.__nodeOffset = self.__node.size / 2
self.__node.pos = pos - self.__nodeOffset
self.__clashState = False
self._highlight = False
self.draggable = True
def onMotion(event):
if not self.draggable:
return
delta = getDelta(event.motion, self.__node.pos,
self.__node.pos + self.__node.size, parent.size)
self.pos += delta
self.__button = MoveButton(self.__node, onMotion=onMotion)
def addEdge(self, edge):
self.__edges.append(edge)
def updateClashState(self):
clashState = False
for edge in self.__edges:
if edge.isClashed():
clashState = True
break
if clashState != self.__clashState:
self.__clashState = clashState
self.__setNodeImage()
def highlight(self, addHighlighter):
self._highlight = addHighlighter
self.__setNodeImage()
def __setNodeImage(self):
if self._highlight:
href = 'vertex_hl'
else:
href = 'vertex'
if self.__clashState:
self.__node.href = href + '_clash.png'
else:
self.__node.href = href + '.png'
def getPos(self):
return self.__node.pos + self.__nodeOffset
def setPos(self, value):
self.__node.pos = value - self.__nodeOffset
clashRemoved = False
for edge in self.__edges:
clashRemoved |= edge.onVertexMotion()
if clashRemoved:
self._gameController.level.checkWin()
pos = property(getPos, setPos)
@property
def size(self):
return self.__node.size
def delete(self):
self.__button.delete()
self.__button = None
self.__node.unlink()
self.__node = None
self.__edges = None
class Level(object):
def __init__(self, gameController):
self.__gameController = gameController
self.__isRunning = False
self.__numClashes = 0
self._vertexGroups = []
def addClash(self):
self.__numClashes +=1
self.__gameController.updateStatus()
def removeClash(self):
assert self.__numClashes > 0
self.__numClashes -=1
self.__gameController.updateStatus()
def getStatus(self):
type_, number = self.__scoring[2:4]
if type_ == '*':
type_ = '<='
return "clashes left: %u<br/>goal: %s %u" %(self.__numClashes, type_, number)
def getName(self):
return self.__levelData['name']
def checkWin(self):
if self.__isRunning:
type_, number = self.__scoring[2:4]
# possible types: '=' (==) and '*' (<=)
if ((type_=='=' and self.__numClashes == number)
or (self.__numClashes <= number)):
self.__gameController.levelWon()
def start(self, levelData):
self.__levelData = levelData
self.__scoring = levelData["scoring"]
self.vertices = []
for vertexCoord in levelData["vertices"]:
self.vertices.append(Vertex(self.__gameController, vertexCoord))
self.edges = []
for v1, v2 in levelData["edges"]:
self.edges.append(Edge(self.__gameController, self.vertices[v1], self.vertices[v2]))
for edge in self.edges:
edge.checkCollisions()
self.__isRunning = True
def pause(self):
self.__isRunning = False
def stop(self):
self.__isRunning = False
for edge in self.edges:
edge.delete()
self.edges = []
for group in self._vertexGroups:
group.delete()
self._vertexGroups = []
for vertex in self.vertices:
vertex.delete()
self.vertices = []
def getEnclosedVertices(self, polygon):
return [vertex for vertex in self.vertices
if avg.pointInPolygon(vertex.pos, polygon)]
def addVertexGroup(self, group):
self._vertexGroups.append(group)
def loadLevels(size):
fp = gzip.open(getMediaDir(__file__, 'data/levels.pickle.gz'))
levels = cPickle.load(fp)
fp.close()
currentLevel = None
app = Planarity.get()
savedHash = app.getDatastore(DS_STATUS_TAG).data
levelHash = md5(app.getUserdataPath(''))
for levelIdx, level in enumerate(levels):
vertices = level['vertices']
minPos = Point2D(size)
maxPos = Point2D(0, 0)
for i in xrange(len(vertices)):
levelHash.update(str(vertices[i]))
vertices[i] = Point2D(vertices[i][0]*g_scale, vertices[i][1]*g_scale)
if vertices[i].x < minPos.x:
minPos.x = vertices[i].x
if vertices[i].y < minPos.y:
minPos.y = vertices[i].y
if vertices[i].x > maxPos.x:
maxPos.x = vertices[i].x
if vertices[i].y > maxPos.y:
maxPos.y = vertices[i].y
level['hash'] = levelHash.hexdigest()
if currentLevel is None and level['hash'] == savedHash:
currentLevel = levelIdx
# center level on screen
levelSize = maxPos - minPos
levelOffset = (size - levelSize) / 2 - minPos
for i in xrange(len(vertices)):
vertices[i] += levelOffset
return levels, 0 if currentLevel is None else currentLevel
class GameController(object):
def __init__(self, parentNode, onExit):
self.__ds = Planarity.get().initDatastore(DS_STATUS_TAG, '', lambda s: type(s) == str)
self.node = parentNode
self.__levels, self.__curLevel = loadLevels(parentNode.size)
background = g_player.createNode('image', {'href':'black.png'})
background.size = parentNode.size
parentNode.appendChild(background)
self.gameDiv = g_player.createNode('div', {})
parentNode.appendChild(self.gameDiv)
self.edgeDiv = g_player.createNode('div', {'sensitive':False})
self.groupDiv = g_player.createNode('div', {'sensitive':False})
self.vertexDiv = g_player.createNode('div', {})
self.vertexDiv.setEventHandler(avg.CURSORDOWN, avg.TOUCH | avg.MOUSE,
self._onDraw)
self.clashDiv = g_player.createNode('div', {'sensitive':False})
self._groupedVertices = set()
for div in (self.edgeDiv, self.vertexDiv, self.clashDiv, self.groupDiv):
self.gameDiv.appendChild(div)
div.size = parentNode.size
self.winnerDiv = g_player.createNode('words', {
'text':"YOU WON!",
'fontsize':100*g_scale,
'opacity':0,
'sensitive':False})
parentNode.appendChild(self.winnerDiv)
self.winnerDiv.pos = (parentNode.size - self.winnerDiv.getMediaSize()) / 2
LabelButton(parentNode, 'exit', 30*g_scale, onExit, Point2D(50, 50)*g_scale)
LabelButton(parentNode, 'about', 30*g_scale,
lambda:self.aboutBox.open(), Point2D(50, 100)*g_scale)
LabelButton(parentNode, 'levels', 30*g_scale,
lambda:self.levelMenu.open(self.__curLevel-1), Point2D(50, 150)*g_scale)
statusNode = g_player.createNode('words', {
'pos':(parentNode.width-50*g_scale, 50*g_scale),
'fontsize':30*g_scale,
'alignment':'right',
'sensitive':False})
parentNode.appendChild(statusNode)
def setStatus(text):
statusNode.text = text
self.__statusHandler = setStatus
levelNameDiv = g_player.createNode('div', {'sensitive':False})
self.gameDiv.appendChild(levelNameDiv)
bgImage = g_player.createNode('image', {'href':'menubg.png'})
levelNameDiv.appendChild(bgImage)
levelNameNode = g_player.createNode('words', {
'fontsize':30*g_scale,
'pos':Point2D(20, 20)*g_scale,
'sensitive':False})
levelNameDiv.appendChild(levelNameNode)
def setLevelName(text):
levelNameNode.text = text
levelNameSize = levelNameNode.getMediaSize()
bgImage.size = levelNameSize + Point2D(40, 40) * g_scale
levelNameDiv.pos = parentNode.size / 2 - bgImage.size / 2
levelNameDiv.opacity = 1
avg.fadeOut(levelNameDiv, 6000)
self.__levelNameHandler = setLevelName
self.levelMenu = LevelMenu(parentNode, self.__levels, self.__curLevel,
self.switchLevel)
self.aboutBox = AboutBox(self.levelMenu.menuSize, self.levelMenu.listHeight,
parent=parentNode)
self.level = Level(self)
self.__startNextLevel()
def getEdges(self):
return self.level.edges
def updateStatus(self):
self.__statusHandler(self.level.getStatus())
def switchLevel(self, levelIndex):
self.__curLevel = levelIndex
self.levelWon(False)
def __startNextLevel(self):
self.__curLevel %= len(self.__levels)
level = self.__levels[self.__curLevel]
self.level.start(level)
self.__levelNameHandler(self.level.getName())
self.__curLevel += 1
def levelWon(self, showWinnerDiv=True):
def nextLevel():
self.level.stop()
self.__startNextLevel()
if showWinnerDiv:
avg.fadeOut(self.winnerDiv, 400)
avg.fadeIn(self.gameDiv, 400)
self.level.pause()
level = self.__levels[self.__curLevel]
if level['menuItem'].color == '7f7f7f':
# unlock level
level['menuItem'].color = 'ffffff'
self.__ds.data = level['hash']
if showWinnerDiv:
avg.fadeIn(self.winnerDiv, 600)
avg.fadeOut(self.gameDiv, 600, lambda: g_player.setTimeout(1000, nextLevel))
else:
avg.fadeOut(self.gameDiv, 600, nextLevel)
def groupVertices(self, polygon):
vertices = set(self.level.getEnclosedVertices(polygon))
newGroup = vertices - self._groupedVertices
self._groupedVertices = self._groupedVertices.union(newGroup)
for vertex in newGroup:
vertex.highlight(True)
vertex.draggable = False
return list(newGroup)
def ungroupVertices(self, vertices):
for vertex in vertices:
vertex.highlight(False)
vertex.draggable = True
self._groupedVertices -= set(vertices)
def _onDraw(self, event):
GroupDetector(self, event)
return False
class LevelMenu(object):
VISIBLE_LEVELS = 11
def __init__(self, parentNode, levels, curLevel, callback):
# main div catches all clicks and disables game underneath
mainDiv = g_player.createNode('div', {
'size':parentNode.size,
'active':False,
'opacity':0})
parentNode.appendChild(mainDiv)
fontSize = round(16 * g_scale)
itemHeight = fontSize * 3
self.listHeight = itemHeight * self.VISIBLE_LEVELS
self.menuSize = Point2D(round(mainDiv.width*0.75), self.listHeight+itemHeight)
menuDiv = g_player.createNode('div', {
'pos':(mainDiv.size-self.menuSize)/2,
'size':self.menuSize})
mainDiv.appendChild(menuDiv)
bgImage = g_player.createNode('image', {
'href':'menubg.png',
'size':menuDiv.size})
menuDiv.appendChild(bgImage)
listFrameDiv = g_player.createNode('div', {
'size':(menuDiv.width, self.listHeight),
'crop':True})
menuDiv.appendChild(listFrameDiv)
selectionBg = g_player.createNode('rect', {
'pos':(-1, (listFrameDiv.height-itemHeight)/2),
'size':(listFrameDiv.width+2, itemHeight),
'fillcolor':'ff6000'}) # red
listFrameDiv.appendChild(selectionBg)
listDiv = g_player.createNode('div', {
'sensitive':False})
listFrameDiv.appendChild(listDiv)
pos = Point2D(listFrameDiv.width/2, 0)
for levelIdx, level in enumerate(levels):
menuItem = g_player.createNode('words', {
'text':level['name'],
'fontsize':fontSize,
'color':'7f7f7f' if levelIdx > curLevel else 'ffffff',
'alignment':'center'})
menuItem.pos = pos + Point2D(0, (itemHeight-menuItem.getMediaSize().y)/2)
level['menuItem'] = menuItem
listDiv.appendChild(menuItem)
pos.y += itemHeight
separatorLine = g_player.createNode('line', {
'pos1':(0, self.listHeight),
'pos2':(menuDiv.width, self.listHeight)})
menuDiv.appendChild(separatorLine)
listDivMaxPos = selectionBg.pos.y
listDivMinPos = -pos.y + listDivMaxPos + itemHeight
def onOpen(levelIndex):
mainDiv.active = True
self.__selectedLevelIndex = levelIndex
listDiv.pos = (0, listDivMaxPos - levelIndex * itemHeight)
selectionBg.fillopacity = 0.5
self.__motionDiff = 0
self.__lastTargetPos = listDiv.pos.y
avg.fadeIn(mainDiv, 400)
self.__onOpenHandler = onOpen
def onClose():
def setInactive():
mainDiv.active = False
avg.fadeOut(mainDiv, 400, setInactive)
def onStart():
callback(self.__selectedLevelIndex)
onClose()
def onUpDown(event):
self.__motionDiff = 0
def onMotion(event):
self.__motionDiff += event.motion.y
motion = round(self.__motionDiff / itemHeight) * itemHeight
if motion:
pos = (0, min(max(self.__lastTargetPos+motion, listDivMinPos), listDivMaxPos))
avg.LinearAnim(listDiv, 'pos', 200, listDiv.pos, pos).start()
self.__motionDiff -= motion
self.__lastTargetPos = pos[1]
self.__selectedLevelIndex = int((listDivMaxPos-self.__lastTargetPos) / itemHeight)
if levels[self.__selectedLevelIndex]['menuItem'].color == 'ffffff':
startBtn.setActive(True)
avg.LinearAnim(selectionBg, 'fillopacity', 200,
selectionBg.fillopacity, 0.5).start()
else:
startBtn.setActive(False)
avg.LinearAnim(selectionBg, 'fillopacity', 200,
selectionBg.fillopacity, 0).start()
MoveButton(listFrameDiv, onUpDown, onUpDown, onMotion)
startBtn = LabelButton(menuDiv, 'start level', 20*g_scale, onStart)
startBtn.setPos((itemHeight*2, self.listHeight+(itemHeight-startBtn.size.y)/2))
closeBtn = LabelButton(menuDiv, 'close menu', 20*g_scale, onClose)
closeBtn.setPos((menuDiv.width-itemHeight*2-closeBtn.size.x,
self.listHeight+(itemHeight-closeBtn.size.y)/2))
def open(self, levelIndex):
self.__onOpenHandler(levelIndex)
class AboutBox(avg.DivNode):
ABOUT_TEXT = [
(32, 'Planarity'),
(24, 'A multitouch adaption of the popular<br/>' \
'game Planarity, aka Untangle'),
(20, 'Authors:<br/>' \
'Martin Heistermann <mh@sponc.de><br/>' \
'Thomas Schott <scotty@c-base.org><br/>' \
'Ka-Ping Yee <ping@zesty.ca>'),
(20, 'levels borrowed from gPlanarity by Monty <monty@xiph.org><br/>' \
'based on libavg <www.libavg.de>')
]
def __init__(self, boxSize, aboutHeight, **kwargs):
kwargs['size'] = kwargs['parent'].size
kwargs['active'] = False
kwargs['opacity'] = 0
super(AboutBox, self).__init__(**kwargs)
boxDiv = avg.DivNode(pos=(self.size-boxSize)/2, size=boxSize, parent=self)
avg.ImageNode(href='menubg.png', size=boxSize, parent=boxDiv)
avg.LineNode(pos1=(0, aboutHeight), pos2=(boxSize.x, aboutHeight), parent=boxDiv)
def onClose():
def setInactive():
self.active = False
avg.fadeOut(self, 400, setInactive)
closeBtn = LabelButton(boxDiv, 'close about', 20*g_scale, onClose)
closeBtn.setPos(((boxDiv.width-closeBtn.size.x) / 2,
aboutHeight + (boxSize.y-aboutHeight-closeBtn.size.y) / 2))
aboutDiv = avg.DivNode(size=(boxSize.x, aboutHeight), sensitive=False,
parent=boxDiv)
pos = Point2D(aboutDiv.width / 2, 0)
for size, txt in self.ABOUT_TEXT:
node = avg.WordsNode(text=txt, pos=pos, fontsize=size*g_scale,
alignment='center', parent=aboutDiv)
pos.y += node.height + node.getLineExtents(0).y
aboutDiv.pos = (0, (aboutHeight - pos.y) / 2)
def open(self):
self.active = True
avg.fadeIn(self, 400)
class Planarity(gameapp.GameApp):
def init(self):
self._parentNode.mediadir = getMediaDir(__file__)
global g_scale
size = self._parentNode.size
g_scale = min(size.x / BASE_SIZE[0], size.y / BASE_SIZE[1])
self.__controller = GameController(self._parentNode,
onExit = self.quit)
if __name__ == '__main__':
Planarity.start()
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