/usr/share/games/pysycache/pysydblclick.py is in pysycache 3.1-3.1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# -*- 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
import pysyscores
#*******************************************************************************
# Classes #
#*******************************************************************************
class Target:
id = 0
left = 0
top = 0
boxleft = 0
boxtop = 0
largeur = 0
hauteur = 0
typetgt = 0
tofound = 0 #1 : c'est la cible qu'il faut cliquer (mode fantome)
visible = False
imagefile = ""
imagetofound = "" #-selected.png
imagefound = "" #-on.png
imagenotfound = "" #-off.png
firstclick = pygame.time.get_ticks()
isclicked = 0 #0 : pas clicke
#1 : deja clicke
#*******************************************************************************
#
#*******************************************************************************
class ApplicationDblClick(ApplicationPysy):
def __init__(self):
ApplicationPysy.__init__(self)
self.GImgBackground = ""
#***************************************************************************
#
#***************************************************************************
def InitializeApp(self, DirThemes, ActName):
ApplicationPysy.InitializeApp(self, DirThemes, ActName)
if const.GWithSound == 1:
if const.GSoundError == 0:
self.Channel0 = pygame.mixer.Channel(0)
music = os.path.join(const.GRepPysycache, 'sounds', 'double-click.wav').encode(const.GConsoleLocale)
self.Sound0 = pygame.mixer.Sound(music)
#***************************************************************************
# Retour 0 : on a pas gagne
# 1 : on a gagne
#***************************************************************************
def OnAGagne(self, gagne):
if len(const.GTabTarget) == 0:
gagne = 1
else:
gagne = 0
return gagne
#***************************************************************************
#
#***************************************************************************
def DoInitLevel(self):
""" """
pass
#***************************************************************************
#
#***************************************************************************
def DoTheVisibleEvent(self):
#a surcharger par chaque application
ApplicationPysy.DoTheVisibleEvent(self)
screen = pygame.display.get_surface()
self.ChangeVisibiliteTargets()
self.DrawTarget()
const.GLstSouris.draw(screen)
pygame.display.update()
#***************************************************************************
#
#***************************************************************************
def DoOnMouseUpAfterButtons(self, event0, event1):
ApplicationPysy.DoOnMouseUpAfterButtons(self, event0, event1)
oldGTypeSouris = const.GTypeSouris
const.GTypeSouris == const.EVENT_NOVENT
screen = pygame.display.get_surface()
#recherche de la cible concernee
todelete = 9999
cpt = 0
found = 999
for car in const.GTabTarget:
if car.visible == False:
cpt += 1
continue
if ( event0 + const.DEMISOURIS >= car.left ) & ( event0 + const.DEMISOURIS <= car.left + car.largeur ) & ( event1 + const.DEMISOURIS >= car.top ) & ( event1 + const.DEMISOURIS <= car.top + car.hauteur ) :
found = cpt
cpt += 1
idx = 0
if found != 999:
if const.GTabTarget[found].isclicked == 0 :
#cible non cliquee jusqu'a present
const.GTabTarget[found].firstclick = pygame.time.get_ticks()
const.GTabTarget[found].isclicked = 1
else:
#cible deja cliquee... mais dans les temps ?
if pygame.time.get_ticks() - const.GTabTarget[found].firstclick < (900 / (const.GLevel + 1)):
ok = 0
#ok, dans les temps, mais est-ce la bonne cible ?
if const.GModeJeu == const.MODEFANTOM :
if const.GTabTarget[found].typetgt == const.GCategToClick:
ok = 1
else:
ok = 1
if ok == 1:
datas.DebugMessage(" Double click on item %i (and GItemToClick=%i) " % (const.GTabTarget[found].id, const.GItemToClick ))
todelete = found
const.GTabTarget[found].visible = False
const.GTabTarget[found].isclicked = 0
# datas.Load_sound("sounds", "double-click.wav")
if const.GWithSound == 1:
if const.GSoundError == 0:
self.Channel0.play(self.Sound0)
#effacement du dessin de GItemToClick car c'est peut
#etre quelqu'un d'autre mais de la meme categorie qui
#a ete cliquee
i = 0
for tgt in const.GTabTarget:
if i == const.GItemToClick:
imgtmp, recttmp = datas.Load_image("", tgt.imagenotfound, None, True)
self.Background.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
self.BackgroundClear.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
screen.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
break
i += 1
#mise a jour des miniatures dans la boites
imgtmp, recttmp = datas.Load_image("", const.GTabTarget[found].imagefound, None, True)
self.Background.blit(imgtmp, (const.GTabTarget[found].boxleft, const.GTabTarget[found].boxtop))
self.BackgroundClear.blit(imgtmp, (const.GTabTarget[found].boxleft, const.GTabTarget[found].boxtop))
screen.blit(imgtmp, (const.GTabTarget[found].boxleft, const.GTabTarget[found].boxtop))
else:
#pas dans les temps : on remet a zero
# print "pas dans les temps"
const.GTabTarget[found].firstclick = pygame.time.get_ticks()
const.GTabTarget[found].isclicked = 1
if todelete != 9999:
#suppression de la cible
#on affiche l'arriere plan
self.DrawTarget()
#on supprime
del const.GTabTarget[todelete]
if len(const.GTabTarget) >= 1:
# print "on recherche un nouvel item"
self.RAZTarget()
self.DrawTarget()
self.GetCategToClick()
#on affiche les miniatures dans les boites
i = 0
for tgt in const.GTabTarget :
if const.GModeJeu == const.MODEFANTOM :
if i == const.GItemToClick:
imgtmp, recttmp = datas.Load_image("", tgt.imagetofound, None, True)
self.Background.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
self.BackgroundClear.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
screen.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
break
i += 1
const.GLstSouris.draw(screen)
pygame.display.update()
const.GTypeSouris = oldGTypeSouris
#***************************************************************************
#
#***************************************************************************
def GetCategToClick(self):
if const.GModeJeu == const.MODEFANTOM :
#on va tirer au sort un element puis prendre sa categorie
const.GItemToClick = random.randint(0, len(const.GTabTarget) - 1)
ok = 0
while ok == 0:
if const.GTabTarget[const.GItemToClick].visible == True:
#item visible...
const.GCategToClick = const.GTabTarget[const.GItemToClick].typetgt
ok = 1
else:
#item invisible... on recommence
const.GItemToClick = random.randint(0, len(const.GTabTarget) - 1)
else:
const.GCategToClick = 999
# print "il faudra trouver la categ ", const.GCategToClick, " et l'item ", const.GItemToClick
#***************************************************************************
#
#***************************************************************************
def InitActivity(self, WithHasard):
ApplicationPysy.InitActivity(self, WithHasard)
screen = pygame.display.get_surface()
const.GCategToClick = 999
#on copie cette image sur l'ecran
ImgFond, background_rect = datas.Load_image("", self.GImgBackground, None, True )
if const.GDebug == 1:
#on dessine les zones de position des items
configname = self.LstFicConfig[self.IdxFileDfg]
cpt = 0
cpdid = 0
f = open(configname,'rb')
lignes = f.readlines()
for lig in lignes:
lig = lig.strip()
if len(lig) == 0:
continue
if cpt == 0:
pass
else:
#recuperation des cibles pour l'activite
#image - image a trouver - nb mini - nb maxi - gauche coin gauche - haut coin gauche - bas coin droit - droit coin droit
lig = lig.split('|')
#les limites de la zone de destination des cibles
LimGauche = int(lig[2]) + const.MARGELEFT
LimHaut = int(lig[3]) + const.MARGETOP
LimDroite = int(lig[4]) + const.MARGELEFT
LimBas = int(lig[5]) + const.MARGETOP
rect = pygame.Rect([LimGauche - const.MARGELEFT, LimHaut - const.MARGETOP, LimDroite - LimGauche, LimBas - LimHaut])
pygame.draw.rect(ImgFond, (255, 0, 0, 50), rect, 0)
cpt += 1
f.close()
#on copie ce cache sur l'image de fond
self.Background.blit(ImgFond, (0 + const.MARGELEFT + 27, 0 + const.MARGETOP))
self.BackgroundClear.blit(ImgFond, (0 + const.MARGELEFT + 27, 0 + const.MARGETOP))
self.GetCategToClick()
#affichage des miniatures dans la boites
i = 0
for tgt in const.GTabTarget :
if const.GModeJeu == const.MODEFANTOM :
if i == const.GItemToClick:
imgtmp, recttmp = datas.Load_image("", tgt.imagetofound, None, True)
else:
imgtmp, recttmp = datas.Load_image("", tgt.imagenotfound, None, True)
else:
imgtmp, recttmp = datas.Load_image("", tgt.imagenotfound, None, True)
self.Background.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
self.BackgroundClear.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
screen.blit(imgtmp, (tgt.boxleft, tgt.boxtop))
i += 1
#on va copier sur l'ecran les elements a double cliquer
self.DrawTarget()
#***************************************************************************
#
#***************************************************************************
def DrawTarget(self):
screen = pygame.display.get_surface()
#on efface tous les caches
for img in const.GTabTarget :
# if img.visible == False:
img.isclicked = 0
imgtmp, recttmp = datas.Load_image("", img.imagefile, True)
(img.largeur, img.hauteur) = imgtmp.get_size()
self.Background.blit(self.BackgroundClear, (img.left, img.top), ([img.left, img.top, img.largeur, img.hauteur]) )
screen.blit(self.BackgroundClear, (img.left, img.top), ([img.left, img.top, img.largeur, img.hauteur]) )
#on affiche que les visibles
for img in const.GTabTarget :
if img.visible == True:
imgtmp, recttmp = datas.Load_image("", img.imagefile, True)
(img.largeur, img.hauteur) = imgtmp.get_size()
self.Background.blit(imgtmp, (img.left, img.top))
screen.blit(imgtmp, (img.left, img.top))
#***************************************************************************
# Selon le niveau, on ne vas pas afficher toutes les cibles en meme temps
# il faut avoir vide la liste avant
#***************************************************************************
def RAZTarget(self):
pygame.time.set_timer(const.EVTVISIBLE, 0)
if len(const.GTabTarget) == 0:
pass
else:
#--------- selon le niveau, on rend visible certains elements ----------
if const.GLevel == 0: #facile
#on rend visible une seule cible a la fois
idx = random.randint(0, len(const.GTabTarget) - 1)
self.MakeTargetVisible(idx, True)
elif const.GLevel == 1: #moyen
#on rend visible plusieurs cibles en meme temps
if len(const.GTabTarget) <= 3:
for i in range (0, len(const.GTabTarget)) :
self.MakeTargetVisible(i, True)
else:
for i in range (0, len(const.GTabTarget)) :
x = random.randint(0, 1) #0 : invisible - 1 : visible
if x == 0:
self.MakeTargetVisible(i, False)
else:
self.MakeTargetVisible(i, True)
else: #difficile
#on rend visible toutes les cibles et de temps en temps elles disparaissent
if len(const.GTabTarget) <= 4:
for i in range (0, len(const.GTabTarget)) :
self.MakeTargetVisible(i, True)
else:
for i in range (0, len(const.GTabTarget)) :
x = random.randint(0, 1) #0 : invisible - 1 : visible
if x == 0:
self.MakeTargetVisible(i, False)
else:
self.MakeTargetVisible(i, True)
#evenement pour changer la visibilite de la cible
pygame.time.set_timer(const.EVTVISIBLE, 2000)
#***************************************************************************
#
#***************************************************************************
def EndOfActivity(self):
ApplicationPysy.EndOfActivity(self)
pygame.time.set_timer(const.EVTVISIBLE, 0)
#***************************************************************************
#
#***************************************************************************
def MotionAfterMouse(self, event0, event1, str):
ApplicationPysy.MotionAfterMouse(self, event0, event1, str)
#***************************************************************************
#
#***************************************************************************
def ReadDfgFile(self):
ApplicationPysy.ReadDfgFile(self)
""" Charge les cibles a partir d'un fichier de configuration contenus dans le repertoire"""
screen = pygame.display.get_surface()
#effacer l'existant
const.GTabTarget[:] = []
LstFound = []
#------------------ on va lire le fichier de configuration -----------------
configname = self.LstFicConfig[self.IdxFileDfg]
datas.DebugMessage("")
datas.DebugMessage("dfg file (number %i ) named %s " %( self.IdxFileDfg, configname ))
(dirpath, dirname) = os.path.split(configname)
cpt = 0
cpdid = 0
f = open(configname,'rb')
lignes = f.readlines()
for lig in lignes:
lig = lig.strip()
if len(lig) == 0:
continue
if cpt == 0:
self.GImgBackground = os.path.join(dirpath, lig)
cpdid = 0
else:
#recuperation des cibles pour l'activite
#image - image a trouver - nb mini - nb maxi - gauche coin gauche - haut coin gauche - bas coin droit - droit coin droit
lig = lig.split('|')
#le nombre de cible a generer
nb1 = int(lig[1])
datas.DebugMessage("...number of targets : %i " % nb1)
#les limites de la zone de destination des cibles
LimGauche = int(lig[2]) + const.MARGELEFT
LimHaut = int(lig[3]) + const.MARGETOP
LimDroite = int(lig[4]) + const.MARGELEFT
LimBas = int(lig[5]) + const.MARGETOP
for i in range (nb1) :
tgt = Target()
tgt.imagefile = os.path.join(dirpath, lig[0] + ".png")
tgt.imagetofound = os.path.join(dirpath, lig[0] + "-selected.png") #image a decouvrir
tgt.imagefound = os.path.join(dirpath, lig[0] + "-on.png") #image normale
tgt.imagenotfound = os.path.join(dirpath, lig[0] + "-off.png") #image de la silhouette (non dbl cliquee)
x = random.randint(LimGauche, LimDroite - 92) #92 = largeur max d'une image
y = random.randint(LimHaut, LimBas - 92)
tgt.id = cpdid
tgt.left = x + 27
tgt.top = y
if cpdid <= 6:
tgt.boxleft = 39 + 91 * cpdid
tgt.boxtop = 490
else:
tgt.boxleft = 39 + 91 * (cpdid - 7)
tgt.boxtop = 545
tgt.typetgt = cpt
datas.DebugMessage("item id = " + str(cpdid) + " categ = " + str(cpt))
const.GTabTarget.append(tgt)
cpdid += 1
datas.DebugMessage("...position on background left=" + str(tgt.left) + " top=" + str(tgt.top))
cpt += 1
f.close()
self.RAZTarget()
# const.GNbTarget = len(const.GTabTarget)
#***************************************************************************
#
#***************************************************************************
def ChangeVisibiliteTargets(self):
if const.GLevel != 2:
pass
else:
#valable que pour le niveau difficile et s'il y a au moins 4 elements
#on choisit une cible au hasard et on change sa visibilite
if len(const.GTabTarget) > 3:
#une ou plusieurs cibles ?
idx = random.randint(0, len(const.GTabTarget) - 1)
x = random.randint(0, 1) #0 : invisible - 1 : visible
if x == 0 :
self.MakeTargetVisible(idx, False)
else:
self.MakeTargetVisible(idx, True)
# else:
# self.MakeTargetVisible(idx, True)
#***************************************************************************
#
#***************************************************************************
def MakeTargetVisible(self, idx, visible):
datas.DebugMessage("Change visibility of item num %i " % idx)
if const.GTabTarget[idx].visible != visible :
const.GTabTarget[idx].isclicked = 0
const.GTabTarget[idx].visible = visible
# cpt = 0
# for img in const.GTabTarget :
# if cpt == idx :
# img.isclicked = 0
# if img.visible != visible:
# #on ne change que si sont differents
# if visible == True:
# #on rend la cible visible
# if const.GDebug == 1:
# print "...visible"
# else:
# #on rend invisible la cible
# if const.GDebug == 1:
# print "...invisible"
# img.visible = visible
#
# break
# cpt += 1
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