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# -*- coding: utf-8 -*-
import gc
import random
import time
class Level:
def __init__(self, board, mainloop, gpl, lvl_count):
self.game_board = board
self.mainloop = mainloop
self.next_pressed = False
self.name = self.mainloop.user_name
self.prev_lvl = -1 # used to check if level changed
self.games_per_lvl = gpl # number of games to play in order to level up
self.lvl_count = lvl_count # number of levels
self.completed = 0 # how many times was this level completed - loaded from db later on
self.completed_time = time.time()
self.restart()
self.dp = self.mainloop.lang.dp
def restart(self):
self.lvl = 1 # current level
self.game_step = 1 # used to store number of games played in this level
def levelup(self, record=True):
if record:
self.mainloop.dialog.show_dialog(2, self.mainloop.lang.d["Ready to go to the next level?"],
self.manual_levelup, self.reset_level, bg_type=1, decor_type=1)
else:
self.manual_levelup(record)
def manual_levelup(self, args=None):
if self.lvl < self.lvl_count:
self.lvl += 1
self.mainloop.sfx.play(7)
self.load_level_plus(args)
def manual_leveldown(self):
if self.lvl > 1:
self.lvl -= 1
self.mainloop.sfx.play(9)
self.load_level_plus()
def chapter_up(self):
chs = self.game_board.chapters
lch = len(chs)
if lch > 1:
current_chapter = self.get_current_chapter(chs, lch)
if current_chapter < lch - 1:
self.lvl = chs[current_chapter + 1]
self.mainloop.sfx.play(7)
self.load_level_plus()
def chapter_down(self):
chs = self.game_board.chapters
lch = len(chs)
if lch > 1:
current_chapter = self.get_current_chapter(chs, lch)
if self.lvl > chs[current_chapter] > 0:
self.lvl = chs[current_chapter]
self.mainloop.sfx.play(9)
self.load_level_plus()
elif chs[current_chapter] == self.lvl > 1:
self.lvl = chs[current_chapter - 1]
self.mainloop.sfx.play(9)
self.load_level_plus()
def get_current_chapter(self, chs, lch):
if self.lvl == self.lvl_count:
return lch - 1
elif self.lvl == 1:
return 0
else:
for i in range(0, lch - 1):
if chs[i] <= self.lvl < chs[i + 1]:
return i
return None
def update_level_dict(self):
self.game_board.mainloop.db.update_cursor(self.game_board.mainloop.userid, self.game_board.active_game.dbgameid,
self.lvl)
self.game_board.mainloop.m.load_levels()
def welcome(self):
pass
def game_over(self, tts=""):
if tts == "":
self.game_board.say(self.dp["Game Over!"], 6)
else:
self.game_board.say(tts, 6)
self.dialog_type = 1
self.game_step -= 1
self.completed_time = time.time()
self.game_board.show_msg = True
self.game_board.mainloop.redraw_needed[0] = True
def game_won(self, tts=""):
self.mainloop.dialog.show_dialog(2, self.mainloop.lang.d["Congratulations! Game Completed."],
self.game_won_restart, self.reset_level, bg_type=1, decor_type=2)
def game_won_restart(self, args=None):
self.game_restart()
def game_restart(self, args=None):
self.restart()
self.game_step = 1
self.load_level()
self.game_board.mainloop.score = 0
def try_again(self, silent=False):
self.game_board.changed_since_check = False
if not silent:
self.mainloop.sfx.play(8)
def next_board(self, tts=""):
if not self.next_pressed:
self.game_board.changed_since_check = False
self.game_board.mainloop.redraw_needed[0] = True
if self.game_step < self.games_per_lvl:
if self.mainloop.speaker.talkative:
if tts == "":
# pick a praise phrase
index = random.randrange(0, len(self.dp["Great job!"]))
praise = self.dp["Great job!"][index]
self.game_board.say(praise, 6)
elif tts != None:
self.game_board.say(tts, 6)
else:
self.mainloop.sfx.play(14)
self.dialog_type = 0
self.game_board.show_msg = True
self.completed_time = time.time()
else:
if self.all_completed():
all_completed_already = True
else:
all_completed_already = False
if self.mainloop.completions is not None:
self.mainloop.completions[self.lvl - 1] = 1
self.game_board.mainloop.db.update_completion(self.game_board.mainloop.userid,
self.game_board.active_game.dbgameid, self.lvl)
self.mainloop.completions_dict[self.game_board.active_game.dbgameid][self.lvl - 1] = 1
if all_completed_already or not self.all_completed():
self.levelup()
if tts != None:
self.game_board.say(self.dp["Perfect! Level completed!"], 6)
else:
self.game_won(tts)
self.completed_time = time.time()
self.next_pressed = True
def next_board_load(self, tts=""):
if self.game_step < self.games_per_lvl:
self.game_step += 1
self.load_level()
else:
if self.lvl < self.lvl_count:
self.levelup()
else:
pass
def load_level(self, args=None):
self.game_board.create_game_objects(self.lvl)
gc.collect()
if self.game_board.game_type == "Board":
self.game_board.board.board_bg.update_me = True
if args is None:
self.update_level_dictx()
self.game_board.mainloop.redraw_needed = [True, True, True]
self.next_pressed = False
def reset_level(self):
self.game_step = 1
self.load_level()
def all_completed(self):
if self.mainloop.completions is not None:
for each in self.mainloop.completions:
if each < 1:
return False
return True
else:
return False
def update_level_dictx(self):
self.update_level_dict()
self.completed = self.game_board.mainloop.db.query_completion(self.game_board.mainloop.userid,
self.game_board.active_game.dbgameid, self.lvl,
self.game_board.active_game.lang_activity)
def load_level_plus(self, args=None):
self.game_step = 1
self.load_level(args)
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