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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
# eduActiv8 - Educational Activities for Kids
# Copyright (C) 2012-2019 Ireneusz Imiolek
# 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/>.
# THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESSED OR IMPLIED WARRANTIES,
# INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY
# AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
# IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
# INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
# (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
# HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
# STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
# EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# Import the android module. If we can't import it, set it to None - this
# lets us test it, and check to see if we want android-specific behavior.
try:
import android
except ImportError:
android = None
import gc
import os
import pygame
import sys
import time
import classes.config
import classes.sound
import classes.dbconn
import classes.loginscreen
import classes.game_driver
import classes.level_controller
import classes.board
import classes.xml_conn
import classes.menu
import classes.info_bar
import classes.speaker
import classes.colors
import classes.lang
import classes.score_bar
import classes.dialogwnd
import classes.updater
import classes.sizer
# setting the working directory to the directory of this file
path = os.path.abspath(os.path.dirname(sys.argv[0]))
os.chdir(path)
class GamePlay:
"""The top most class - subclasses the Thread to keep the game and speaker in two different processes
holds main loop"""
def __init__(self, speaker, lang, configo, updater):
# Create / set additional top level game objects and mainloop variables
self.speaker = speaker
self.lang = lang
self.config = configo
self.updater = updater
self.first_run = True
self.updater_started = False
self.show_dialogwnd = False
self.game_board = None
self.layout = None
self.cl = classes.colors.Color()
self.sfx = classes.sound.SoundFX(self)
self.m = None
self.userid = -1
self.score = 0
self.window_states = ["LOG IN", "GAME"]
self.window_state = self.window_states[0]
self.theme = "default"
#self.menu_type = 1 #TODO menu type = 0
self.menu_group = 0
self.menu_category = 0
self.menu_inner_cat = 0
self.menu_level = 0 # 0 - home, 1 - categories, 2 games in a category
self.completions = None
self.completions_dict = None
# As long as this is False the main loop of a state will keep running. If some action sets it to True the loop ends and so does the current state.
self.done = False
# but if you log out you are still given a chance to log back in...
self.done4good = False
self.logged_out = False
self.android = android
self.draw_func = None
self.draw_func_args = None
self.mbtndno = None # mouse button down object
if android is not None:
infoObject = pygame.display.Info()
h = 770
login_h = 570
self.android_screen_size = [int(infoObject.current_w * h / infoObject.current_h), h]
self.android_login_size = [int(infoObject.current_w * login_h / infoObject.current_h), login_h]
def set_init_vals(self):
self.redraw_needed = [True, True, True]
self.flip_needed = True
self.init_resize = True
self.done = False
# mouse over [surface, group of objects, top most object]
self.mouse_over = [None, None, None]
def create_subsurfaces(self):
# create subsurfaces & set some of the initial layout constraints
self.game_bg = self.screen.subsurface(self.sizer.game_bg_pos)
#self.game = self.screen.subsurface(self.game_board.layout.game_pos) # game panel - all action happens here
self.info_bar = self.screen.subsurface(self.sizer.info_bar_pos) # info panel - level control, game info, etc.
self.score_bar = self.screen.subsurface(self.sizer.score_bar_pos) # top panel - holding username, score etc.
self.dialogbg = self.screen.subsurface(self.sizer.dialogbg_pos)
self.dialogwnd = self.screen.subsurface(self.sizer.dialogwnd_pos)
self.sb.resize()
def recreate_game_screen(self):
try:
self.game = self.screen.subsurface(self.layout.game_pos)
except:
pass
def fs_rescale(self, info):
"""rescale the game after fullscreen toggle, this will restart the board
could not get all the game objects to scale nicely"""
# pass new screen resolution
self.sizer.update_sizer(self.size[0], self.size[1])
self.game_board.layout.update_layout_fs(self.size[0], self.size[1], self.game_board.layout.x_count,
self.game_board.layout.y_count)
# load new game - create game objects
self.game_board.level.load_level()
# adjust the layout to accommodate changes to number of squares automatically added due to screen ratio change
self.game_board.layout.update_layout(self.game_board.data[0], self.game_board.data[1])
self.create_subsurfaces()
self.game = self.screen.subsurface(self.game_board.layout.game_pos)
info.new_game(self.game_board, self.info_bar)
#self.m.reset_scroll()
def fullscreen_toggle(self, info):
"""toggle between fullscreen and windowed version with CTRL + F
current activity will be reset"""
self.redraw_needed = [True, True, True]
if self.config.fullscreen is True:
self.config.fullscreen = False
self.size = self.wn_size[:]
self.screen = pygame.display.set_mode(self.size, pygame.RESIZABLE)
self.fs_rescale(info)
else:
self.config.fullscreen = True
self.size = self.fs_size[:]
self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN)
self.fs_rescale(info)
pygame.display.flip()
def on_resize(self, size, info):
if android is None:
repost = False
if size[0] < self.config.size_limits[0]:
size[0] = self.config.size_limits[0]
repost = True
if size[0] > self.config.size_limits[2]:
size[0] = self.config.size_limits[2]
repost = True
if size[1] < self.config.size_limits[1]:
size[1] = self.config.size_limits[1]
repost = True
if size[1] > self.config.size_limits[3]:
size[1] = self.config.size_limits[3]
repost = True
if size != self.fs_size or self.config.platform == "macos":
self.wn_size = size[:]
self.size = size[:]
self.screen = pygame.display.set_mode(self.size, pygame.RESIZABLE)
self.sizer.update_sizer(self.size[0], self.size[1])
self.fs_rescale(info)
#self.create_subsurfaces()
self.config.settings["screenw"] = self.size[0]
self.config.settings["screenh"] = self.size[1]
self.config.settings_changed = True
self.config.save_settings(self.db)
# TODO check if commenting out the following code affects Windows/MacOS
"""
if repost:
pygame.event.post(
pygame.event.Event(pygame.VIDEORESIZE, size=self.size[:], w=self.size[0], h=self.size[1]))
"""
if android is not None:
self.size = self.android_screen_size[:]
self.info.rescale_title_space()
def set_up_user(self):
# load and set up user settings
self.config.load_settings(self.db, self.userid)
self.lang.load_language()
self.completions_dict = dict()
self.speaker.talkative = self.config.settings["espeak"]
self.speaker.start_server()
self.config.check_updates = self.config.settings["check_updates"]
if self.android is None and self.config.check_updates and self.first_run:
self.first_run = False
self.updater_started = True
if self.updater is not None:
self.updater.start()
if self.config.loaded_settings:
self.config.fullscreen = self.config.settings["full_screen"]
# message said at the start of the game
if self.lang.lang != 'he':
uname = self.user_name
else:
uname = ""
if sys.version_info < (3, 0):
try:
self.welcome_msg = self.lang.dp["Hello"] + " " + uname.encode("utf-8") + "! " + self.lang.dp[
"Welcome back."]
except:
self.welcome_msg = self.lang.dp["Hello"]
else:
self.welcome_msg = self.lang.dp["Hello"] + " " + uname + "! " + self.lang.dp["Welcome back."]
self.speaker.say(self.welcome_msg) # say welcome message
def switch_scheme(self, scheme):
self.redraw_needed = [True, True, True]
self.scheme_code = scheme
if scheme is None:
self.scheme = None
else:
self.scheme = eval("classes.colors.%sScheme()" % scheme)
self.info.create()
self.fs_rescale(self.info)
#self.m.lang_change()
self.game_board.line_color = self.game_board.board.board_bg.line_color
if scheme is None:
s_id = 0
elif scheme == "WB":
s_id = 1
elif scheme == "BW":
s_id = 2
elif scheme == "BY":
s_id = 3
self.cl.reset_default_colors_sv(self.scheme)
self.config.settings["scheme"] = s_id
self.config.settings_changed = True
self.config.save_settings(self.db)
self.info.realign()
def set_up_scheme(self):
s_id = self.config.settings["scheme"]
if s_id == 0:
scheme = None
elif s_id == 1:
scheme = "WB"
elif s_id == 2:
scheme = "BW"
elif s_id == 3:
scheme = "BY"
if scheme != self.scheme_code:
self.switch_scheme(scheme)
def run(self):
# start of this Thread
if android is None:
pygame.init()
self.db = classes.dbconn.DBConnection(self.config.file_db, self)
self.scheme = None # classes.colors.BYScheme() #BW, WB, BY
self.scheme_code = None
self.user_name = None
self.display_info = pygame.display.Info()
# Used to manage how fast the screen updates
self.clock = pygame.time.Clock()
while self.done4good is False:
if self.window_state == "LOG IN":
self.done = False
self.set_init_vals()
"""
if self.config.platform != "windows" and android is None:
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (
self.config.window_pos[0], self.config.window_pos[1])
"""
os.environ['SDL_VIDEO_CENTERED'] = '1'
if android is None:
if not self.logged_out:
self.size = [800, 570]
else:
self.size = self.wn_size
else:
self.size = self.android_login_size
self.screen = pygame.display.set_mode(self.size)
pygame.display.set_caption(self.config.window_caption)
self.loginscreen = classes.loginscreen.LoginScreen(self, self.screen, self.size)
wait = False
while self.done is False and self.userid < 0:
if android is not None:
if android.check_pause():
wait = True
android.wait_for_resume()
else:
wait = False
if not wait:
for event in pygame.event.get():
if event.type == pygame.QUIT or (
event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
self.done = True # mark to finish the loop and the game
self.done4good = True
else:
self.loginscreen.handle(event)
if self.redraw_needed[0] and self.loginscreen.update_me:
self.loginscreen.update()
self.flip_needed = True
if self.flip_needed:
# update the screen with what we've drawn.
pygame.display.flip()
self.flip_needed = False
self.clock.tick(30)
if self.window_state == "GAME":
self.set_up_user()
self.done = False
self.game_const = None
self.set_init_vals()
"""
if android is None:
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (self.config.window_pos[0], self.config.window_pos[1])
"""
os.environ['SDL_VIDEO_CENTERED'] = '1'
self.config.fs_width = self.display_info.current_w
self.config.fs_height = self.display_info.current_h
# check if there's a size available from previous session, but not on MacOS
if self.config.platform != "macos" and \
self.config.settings["screenw"] >= self.config.size_limits[0] and \
self.config.settings["screenh"] >= self.config.size_limits[1] and \
self.config.settings["screenw"] <= self.config.size_limits[2] and \
self.config.settings["screenh"] <= self.config.size_limits[3]:
self.wn_size = [self.config.settings["screenw"], self.config.settings["screenh"]]
else:
self.wn_size = [min(self.config.fs_width - self.config.os_panels_w, self.config.size_limits[2]),
min(self.config.fs_height - self.config.os_panels_h, self.config.size_limits[3])]
self.config.settings["screenw"] = self.wn_size[0]
self.config.settings["screenh"] = self.wn_size[1]
self.fs_size = [self.config.fs_width, self.config.fs_height]
if self.config.fullscreen == True:
self.size = self.fs_size[:]
flag = pygame.FULLSCREEN
else:
self.size = self.wn_size[:]
flag = pygame.RESIZABLE
# restarting the display to solve a bug causing some of the game area unresponsive after resizing (this bug affected the game only when it was set to start in fullscreen)
if android is None:
pygame.display.quit()
pygame.display.init()
self.screen = pygame.display.set_mode(self.size, flag)
else:
self.wn_size = self.android_screen_size
self.fs_size = self.android_screen_size
self.size = self.android_screen_size
self.screen = pygame.display.set_mode(self.android_screen_size)
# Set title of the window
pygame.display.set_caption(self.config.window_caption)
self.sizer = classes.sizer.Sizer(self, self.size[0], self.size[1])
self.sb = classes.score_bar.ScoreBar(self)
self.create_subsurfaces()
# display splash screen during loading
self.screen.fill((255, 255, 255))
loading_image = pygame.image.load(os.path.join('res', 'images', 'schemes', 'white', 'home_logo.png'))
self.screen.blit(loading_image, ((self.size[0] - 750) // 2, (self.size[1] - 180) // 2))
pygame.display.flip()
# create a list of one sprite holding game image or logo
self.sprites_list = pygame.sprite.RenderPlain()
# create a dummy self.game_board variable to be deleted and recreated at the beginning of the main loop
self.game_board = None
# kind of a dirty workaround to avoid issues with anti-aliasing on devices not supporting aa compatible bit depths - hopefully it works (not tested - haven't got such device)
if pygame.display.get_surface().get_bitsize() not in [32, 24]:
pygame.draw.aalines = pygame.draw.lines
pygame.draw.aaline = pygame.draw.line
# create game menu / game manager
self.xml_conn = classes.xml_conn.XMLConn(self)
m = classes.menu.Menu(self)
self.m = m
# create info panel integrated with level control - holds current level/game and some buttons to change levels, etc.
info = classes.info_bar.InfoBar(self)
self.info = info
self.dialog = classes.dialogwnd.DialogWnd(self)
# -------- Main Program Loop ----------- #
wait = False
while self.done is False:
if android is not None:
if android.check_pause():
wait = True
android.wait_for_resume()
else:
if wait:
self.redraw_needed = [True, True, True]
wait = False
if not wait:
if m.active_game_id != m.game_started_id: # if game id changed since last frame or selected activity is the Language changing panel
if self.game_board is not None:
# if this is not the first start of a game - the self.game_board has been already 'created' at least once
self.game_board.board.clean() # empty sprite groups, delete lists
del (self.game_board) # delete all previous game objects
self.game_board = None
exec("import game_boards.%s" % m.game_constructor[0:7])
self.game_const = eval("game_boards.%s" % m.game_constructor)
self.game_board = self.game_const(self, self.speaker, self.config, self.size[0], self.size[1])
m.game_started_id = m.active_game_id
self.layout = self.game_board.layout
self.recreate_game_screen()
info.new_game(self.game_board, self.info_bar)
self.set_up_scheme()
gc.collect() # force garbage collection to remove remaining variables to free memory
elif self.game_board.level.lvl != self.game_board.level.prev_lvl:
# if game id is the same but the level changed load new level
self.layout = self.game_board.layout
self.sizer.update_sizer(self.size[0], self.size[1])
self.recreate_game_screen()
info.new_game(self.game_board, self.info_bar)
self.game_board.level.prev_lvl = self.game_board.level.lvl
self.redraw_needed[0] = True
gc.collect()
if not self.show_dialogwnd:
if self.game_board.show_msg:
self.sb.draw(self.score_bar)
self.redraw_needed = [True, True, True]
if time.time() - self.game_board.level.completed_time > 1.5:
self.game_board.show_msg = False
self.game_board.level.next_board_load()
self.redraw_needed = [True, True, True]
# Process or delegate events
for event in pygame.event.get():
if event.type == pygame.QUIT or (
event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
self.dialog.show_dialog(0, self.lang.d["Do you want to exit the game?"])
elif event.type == pygame.VIDEORESIZE:
if self.config.fullscreen == False:
self.on_resize(list(event.size), info)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_f and (
event.mod & pygame.KMOD_LCTRL):
self.fullscreen_toggle(info)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_F5: # refresh - reload level
self.game_board.level.load_level()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_F8:
# auto resize window to prep for screenshots and video
self.on_resize([1280, 720], self.info)
elif event.type == pygame.MOUSEBUTTONDOWN or event.type == pygame.MOUSEMOTION:
pos = event.pos
if self.show_dialogwnd:
self.dialog.handle(event)
else:
if pos[0] > 0 and self.sizer.score_bar_h > pos[1]:
if self.mouse_over[0] is not None and self.mouse_over[0] != self.sb:
self.mouse_over[0].on_mouse_out()
self.mouse_over[0] = self.sb
self.sb.handle(event)
elif pos[0] > 0 and self.sizer.top_margin > pos[1]:
if self.mouse_over[0] is not None and self.mouse_over[0] != info:
self.mouse_over[0].on_mouse_out()
self.mouse_over[0] = info
info.handle(event, self.game_board.layout, self)
elif pos[0] > 0 and self.sizer.top_margin < \
pos[1] < self.game_board.layout.game_h + self.sizer.top_margin:
# clicked on game board
if event.type == pygame.MOUSEBUTTONDOWN and self.game_board.show_msg is True:
# if dialog after completing the game is shown then hide it and load next game
self.game_board.show_msg = False
self.game_board.level.next_board_load()
else:
self.game_board.handle(event)
else:
# clicked on info panel
if self.mouse_over[0] is not None and self.mouse_over[0] != self.game_board:
self.mouse_over[0].on_mouse_out()
self.mouse_over[0] = self.game_board
if event.type == pygame.MOUSEBUTTONDOWN and self.game_board.show_msg is True:
# if dialog after completing the game is shown then hide it and load next game
self.game_board.show_msg = False
self.game_board.level.next_board_load()
elif event.type == pygame.MOUSEBUTTONUP:
pos = event.pos
if self.show_dialogwnd:
self.dialog.handle(event)
else:
gbh = False
if pos[0] > 0 and self.sizer.top_margin < \
pos[1] < self.game_board.layout.game_h + self.sizer.top_margin:
self.game_board.handle(event)
gbh = True
elif pos[0] > 0 and pos[1] < self.sizer.score_bar_h:
self.sb.handle(event)
elif pos[0] > 0 and pos[1] < self.sizer.top_margin:
# make the game finish drag, etc.
self.game_board.handle(event)
# handle info button clicks
info.handle(event, self.game_board.layout, self)
if not gbh:
self.game_board.handle(event)
if android is None:
pygame.mouse.set_cursor(*pygame.cursors.arrow)
else:
if self.show_dialogwnd:
self.dialog.handle(event)
else:
# let the game handle other events
self.game_board.handle(event)
# checking if any of the subsurfaces need updating and updating them if needed
if self.redraw_needed[1]:
info.draw(self.info_bar)
self.redraw_needed[1] = False
self.flip_needed = True
if self.redraw_needed[0]:
self.game_board.update(self.game)
self.redraw_needed[0] = False
self.flip_needed = True
if self.sb.update_me:
self.sb.draw(self.score_bar)
self.flip_needed = True
self.sb.update_me = False
if self.flip_needed:
# update the screen with what we've drawn.
if self.show_dialogwnd:
if self.dialog.dialog_type != 2 or (self.dialog.dialog_type == 2 and time.time() - self.game_board.level.completed_time > 0.5):
self.sb.draw(self.score_bar)
self.dialog.update()
pygame.display.flip()
self.flip_needed = False
if self.show_dialogwnd:
if self.dialog.dialog_type == 2:
self.flip_needed = True
# Limit to 30 frames per second but most redraws are made when needed - less often
# 30 frames per second used mainly for event handling
self.game_board.process_ai()
self.clock.tick(30)
# close eSpeak process, quit pygame, collect garbage and exit the game.
if self.config.settings_changed:
self.config.save_settings(self.db)
self.clock.tick(300)
self.db.close()
if self.speaker.process is not None:
self.speaker.stop_server()
pygame.quit()
gc.collect()
if android is None:
os.sys.exit()
def main():
# create configuration object
if android is not None or len(sys.argv) == 1:
# Map the back button to the escape key.
if android is not None:
pygame.init()
android.init()
android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
else:
icon = pygame.image.load(os.path.join('res', 'icon', 'ico256.png'))
pygame.display.set_icon(icon)
configo = classes.config.Config(android)
# create the language object
lang = classes.lang.Language(configo, path)
# create the Thread objects and start the threads
speaker = classes.speaker.Speaker(lang, configo, android)
#cancel out checking for updates so that the PC does not have to connect to the Internet
updater = None #classes.updater.Updater(configo, android)
app = GamePlay(speaker, lang, configo, updater)
if android is None:
speaker.start()
app.run()
elif len(sys.argv) == 2:
if sys.argv[1] == "v" or sys.argv[1] == "version":
from classes.cversion import ver
print("eduactiv8-%s" % ver)
else:
print("Sorry arguments not recognized.")
if __name__ == "__main__":
main()
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