Raspi commit...

This commit is contained in:
Piotr Dobrowolski 2017-09-09 21:18:00 +02:00
parent 70a9eb0be6
commit b6f4601972
19 changed files with 1169 additions and 0 deletions

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raspi/mgmt/ansible.cfg Normal file
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[defaults]
remote_user=pi
hostfile=hosts
[ssh_connection]
pipelining=True

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raspi/mgmt/hosts Normal file
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[raspi]
192.168.43.12
#192.168.43.44
192.168.43.219
192.168.43.231

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raspi/pySejf.py Normal file
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#!/usr/bin/python
import os
os.chdir(os.path.dirname(os.path.realpath(__file__)))
import subprocess
subprocess.call('(date; pwd) >> /tmp/log', shell=True)
import random, math, pygame
from pygame.locals import *
from virtualKeyboard import VirtualKeyboard
import threading
from math import cos
import time
import RPi.GPIO as GPIO
pygame.init()
#gameplay
#wynik w snake, ktory wygrywa
SNAKE_SCORE = 2
#predkosc gry w snake - w zakresie od 1 do 10
TICK_SNAKE = 10
#ilosc segmentow dodanych do snake po zlapaniu jablka
SNAKE_ADDSIZE = 10
#hasla klawiatury ekranowej dla obu zagadek
password1 = 'one'
password2 = 'two'
#ilosc powtorzen mp3
MP3_LOOPS = 4
#layout
#font i komunikat do snake
FONT_SNAKE = pygame.font.SysFont("Courier", 28)
MSG_SNAKE = 'Koniec gry! Twoj wynik: '
#font klawiatury
FONT_KEYBOARD = pygame.font.SysFont("Purisa", 28)
#kolor klawiatury w RGB
COLOR_KEYBOARD = [0, 0, 127]
#kolor tekstu na klawiaturze (na klawiszach, guzikach i wpisywanego hasla) w RGB
COLOR_KEYBOARD_TEXT = (0, 255, 0)
#tekst na przyciskach klawiatury
MSG_BTN1 = "Wpisz ja"
MSG_BTN2 = "Kasuj"
#grafika - jablko do snake, segmenty snake
IMG_APPLE = pygame.image.load("media/apple.gif")
IMG_SNAKEBODY = pygame.image.load("media/snake.gif")
#obrazki poszczegolnych slajdow
IMG_HELLO = pygame.image.load('media/hello_background.png')
IMG_KEY = pygame.image.load('media/key_background.gif')
IMG_WIN = pygame.image.load('media/congratulation_background.gif')
IMG_POT = pygame.image.load('media/pot_background.png')
IMG_FOAMBTN = pygame.image.load('media/foambtn_background.png')
IMG_KEYPAD = pygame.image.load('media/keypad_background.png')
IMG_SNAKE = pygame.image.load('media/snake_background.png')
IMG_MAZE = pygame.image.load('media/maze_background.png')
IMG_MP3 = pygame.image.load('media/sound_background.jpg')
IMG_KEYBOARD = pygame.image.load('media/keyboard_background.png')
IMG_DYNAMO = pygame.image.load('media/dynamo_background.jpg')
wall_a = 0 #czy to RPi jest na scianie A?
#pinologia
#przypisania pinow - fizyczne przyciski
PIN_BTNY = 17
PIN_BTNG = 27
#przypisania pinow - piny z RPi do Ardu zapalajace diode
PIN_SUC4 = 2
PIN_SUC9 = 3
PIN_SUC10 = 4
#przypisania pinow - piny z Ardu do Rpi wywolujace slajd
PIN_SET1 = 25
PIN_SET2 = 8
PIN_SET3 = 7
PIN_SET5 = 12
PIN_SET6 = 16
PIN_SET_WIN = 20
#przypisania pinow - zworka do GND na tym pinie ustawia, ze ta Pi jest na scianie A (uruchamia dzwiek i obrotowa lampe)
PIN_WALL_A = 26
#przypisania pinow - na tym pinie jest przekaznik wlaczajacy lampe obrotowa i otwierajacy szuflade #5
PIN_RELAY = 21
#ustawianie stanow i trybow pracy pinow
GPIO.setmode(GPIO.BCM) # set up BCM GPIO numbering
GPIO.setup(PIN_BTNY, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_BTNG, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_SET1, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_SET2, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_SET3, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_SET5, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_SET6, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
GPIO.setup(PIN_WALL_A, GPIO.IN, pull_up_down=GPIO.PUD_UP) # set GPIO2 as input (button)
if GPIO.input(PIN_WALL_A) == 0:
print "this RPi is on wall A."
wall_a = 1
if(wall_a):
GPIO.setup(PIN_SET_WIN, GPIO.IN, pull_up_down=GPIO.PUD_UP) # ten pin jest dzielony miedzy wszystkie rpi i arduina - pullup robi tylko RPi A
else:
GPIO.setup(PIN_SET_WIN, GPIO.IN)
print "this RPi is."
GPIO.setup(PIN_SUC4, GPIO.OUT)
GPIO.output(PIN_SUC4, 1)
GPIO.setup(PIN_SUC9, GPIO.OUT)
GPIO.setup(PIN_SUC10, GPIO.OUT)
GPIO.setup(PIN_RELAY, GPIO.OUT)
GPIO.output(PIN_SUC9, 1)
GPIO.output(PIN_SUC10, 1)
GPIO.output(PIN_RELAY, 1)
WINSIZEX, WINSIZEY = 900, 680
counter = 0
timeSec = 0
UP = 1
DOWN = 3
RIGHT = 2
LEFT = 4
lastJoyState = RIGHT
score = 0
dynamoValSPI = [0,0,0]
#numery slajdow
SLIDE_START = 0
SLIDE_KEY = 1
SLIDE_POT = 2
SLIDE_FOAMBTN = 3
SLIDE_SNAKE = 4
SLIDE_DYNAMO = 5
SLIDE_KEYPAD = 6
SLIDE_MAZE = 7
SLIDE_MP3 = 8
SLIDE_KEYBOARD = 9
SLIDE_CONGRATS = 11
SLIDE_SNAKE_DEAD = 10 #to nie slajd, tylko wartosc potrzebna do resetowania snake po przegranej
global slide
#slajd poczatkowy
slide = SLIDE_START
slides = [SLIDE_START,SLIDE_KEY,SLIDE_POT,SLIDE_FOAMBTN,SLIDE_SNAKE,SLIDE_KEYPAD,SLIDE_MAZE,SLIDE_MP3,SLIDE_KEYBOARD,SLIDE_CONGRATS]
def win():
print "GAME OVER - YOU WIN"
GPIO.output(PIN_RELAY, 0)
def signalWin(success):
pin = 0
if success == 4:
pin = PIN_SUC4
elif success == 9:
pin = PIN_SUC9
elif success == 10:
pin = PIN_SUC10
print("signalling win for task: ")
print(success)
print("using GPIO pin: ")
print(pin)
GPIO.output(pin, 0)
pygame.time.wait(200)
GPIO.output(pin, 1)
print("done signalling.")
def waitForEvents():
global slide
print("waiting for events")
while 1:
if GPIO.input(PIN_SET1) == 0 and slide != SLIDE_KEY:
print "Ardu said go to key slide"
slide = SLIDE_KEY
return
if GPIO.input(PIN_SET2) == 0 and slide != SLIDE_POT:
print "Ardu said go to pot slide"
slide = SLIDE_POT
return
if GPIO.input(PIN_SET3) == 0 and slide != SLIDE_FOAMBTN:
print "Ardu said go to foam button slide"
slide = SLIDE_FOAMBTN
return
if GPIO.input(PIN_SET5) == 0 and slide != SLIDE_DYNAMO:
print "Ardu said go to dynamo slide"
slide = SLIDE_DYNAMO
return
if GPIO.input(PIN_SET6) == 0 and slide != SLIDE_KEYPAD:
print "Ardu said go to keypad slide"
slide = SLIDE_KEYPAD
return
if GPIO.input(PIN_SET_WIN) == 0 and slide != SLIDE_CONGRATS:
print "Ardu said win"
slide = SLIDE_CONGRATS
return
if GPIO.input(PIN_BTNY) == 0 and slide != SLIDE_MAZE:
print "yellow button pressed - go to maze slide"
slide = SLIDE_MAZE
return
if GPIO.input(PIN_BTNG) == 0 and slide != SLIDE_MP3:
print "green button pressed - go to mp3 slide"
slide = SLIDE_MP3
return
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
slide = SLIDE_KEYBOARD
print("mouse event")
return
elif event.type == pygame.KEYDOWN:
if slide != SLIDE_SNAKE:
slide = SLIDE_SNAKE
else:
slide = SLIDE_SNAKE_DEAD
print("keydown event")
return
def checkEvents():
global slide
if GPIO.input(PIN_SET1) == 0 and slide != SLIDE_KEY:
print "Ardu said go to key slide"
slide = SLIDE_KEY
return
if GPIO.input(PIN_SET2) == 0 and slide != SLIDE_POT:
print "Ardu said go to pot slide"
slide = SLIDE_POT
return
if GPIO.input(PIN_SET3) == 0 and slide != SLIDE_FOAMBTN:
print "Ardu said go to foam button slide"
slide = SLIDE_FOAMBTN
return
if GPIO.input(PIN_SET5) == 0 and slide != SLIDE_DYNAMO:
print "Ardu said go to dynamo slide"
slide = SLIDE_DYNAMO
return
if GPIO.input(PIN_SET6) == 0 and slide != SLIDE_KEYPAD:
print "Ardu said go to keypad slide"
slide = SLIDE_KEYPAD
return
if GPIO.input(PIN_SET_WIN) == 0 and slide != SLIDE_CONGRATS:
print "Ardu said win"
slide = SLIDE_KEYPAD
return
if GPIO.input(PIN_BTNY) == 0 and slide != SLIDE_MAZE:
print "yellow button pressed - go to maze slide"
slide = SLIDE_MAZE
return
if GPIO.input(PIN_BTNG) == 0 and slide != SLIDE_MP3:
print "green button pressed - go to mp3 slide"
slide = SLIDE_MP3
return
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN and slide != SLIDE_KEYBOARD:
slide = SLIDE_KEYBOARD
print("mouse event")
return 1
elif event.type == pygame.KEYDOWN:
slide = SLIDE_SNAKE
print("keydown event")
return
else: return 0
def drawSlide(n):
print("drawing slide:")
print(n)
screen.fill(WHITE)
screen.blit(slides[n], (0, 0))
pygame.display.flip()
waitForEvents()
def collide(x1, x2, y1, y2, w1, w2, h1, h2):
if x1+w1>x2 and x1<x2+w2 and y1+h1>y2 and y1<y2+h2:return True
else:return False
def die(screen, score):
f=FONT_SNAKE
t=f.render(MSG_SNAKE+str(score), True, (0, 0, 0))
if(score >= SNAKE_SCORE):
signalWin(4)
screen.blit(t, (10, 270))
pygame.display.update()
pygame.time.wait(2000)
waitForEvents()
def main():
global slide
startonce = 0
showstartscreen = 0
while startonce == 0:
startonce = 0
######## CONSTANTS
WINSIZE = [WINSIZEX,WINSIZEY]
BLOCKSIZE = [18,18]
UP = 1
DOWN = 3
RIGHT = 2
LEFT = 4
WHITE = [255, 255, 255]
MINX = 100
MAXX = WINSIZEX - MINX
MINY = 100
MAXY = WINSIZEY - MINY
SNAKESTEP = 20
TRUE = 1
FALSE = 0
######## VARIABLES
direction = RIGHT # 1=up,2=right,3=down50,4=left
snakexy = [300,400]
snakelist = [[300,400],[280,400],[260,400]]
counter = 0
score = 0
appleonscreen = 0
applexy = [0,0]
newdirection = RIGHT
snakedead = FALSE
gameregulator = 6
gamepaused = 0
growsnake = 0 # added to grow tail by two each time
snakegrowunit = 2 # added to grow tail by two each time
clock = pygame.time.Clock()
screen = pygame.display.set_mode(WINSIZE)#FULLSCREEN)
#screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
pygame.display.set_caption('PozySejf')
pygame.FULLSCREEN
#screen = display.set_mode([1024,768], FULLSCREEN)
#screen.fill(BLACK)
dynamoValSPI = [0,0,0]
dynamoRectY = [50, 50, 50]
dynamoRectX = 50
dynamoXpos = [-100, 0, 100]
distanceDynamoRect = 300
textInputDotNumber = 0
pushButtonNumber = 100
valueSound = 100
passwordLetter = ''
#### show initial start screen
### every while loop for each slide
while slide == SLIDE_START:
print("showing slide 0")
screen.fill(WHITE)
screen.blit(IMG_HELLO, (0, 0))
pygame.display.flip()
pygame.time.wait(5000)
waitForEvents()
break
while slide == SLIDE_KEY:
print("showing slide 1 - key")
screen.fill(WHITE)
screen.blit(IMG_KEY, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_POT:
print("showing slide 2 - pot")
screen.fill(WHITE)
screen.blit(IMG_POT, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_FOAMBTN:
print("showing slide 3 - foam button")
screen.fill(WHITE)
screen.blit(IMG_FOAMBTN, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_SNAKE: ## snake
print("snake is starting...")
xs = [290, 290, 290, 290, 290];
ys = [290, 270, 250, 230, 210];
dirs = 0
score = 0
applepos = (random.randint(0, WINSIZEX), random.randint(0, WINSIZEY))
pygame.init()
#s=pygame.display.set_mode((600, 600))
appleimage = IMG_APPLE
img = IMG_SNAKEBODY#pygame.Surface((20, 20))
#img.fill((255, 0, 0))
f = FONT_SNAKE
clock = pygame.time.Clock()
while slide == SLIDE_SNAKE:
clock.tick(TICK_SNAKE)
if GPIO.input(PIN_SET1) == 0 and slide != SLIDE_KEY:
print "Ardu said go to key slide"
slide = SLIDE_KEY
break
if GPIO.input(PIN_SET2) == 0 and slide != SLIDE_POT:
print "Ardu said go to pot slide"
slide = SLIDE_POT
break
if GPIO.input(PIN_SET3) == 0 and slide != SLIDE_FOAMBTN:
print "Ardu said go to foam button slide"
slide = SLIDE_FOAMBTN
break
if GPIO.input(PIN_SET5) == 0 and slide != SLIDE_DYNAMO:
print "Ardu said go to dynamo slide"
slide = SLIDE_DYNAMO
break
if GPIO.input(PIN_SET6) == 0 and slide != SLIDE_KEYPAD:
print "Ardu said go to keypad slide"
slide = SLIDE_KEYPAD
break
if GPIO.input(PIN_SET_WIN) == 0 and slide != SLIDE_CONGRATS:
print "Ardu said win"
slide = SLIDE_KEYPAD
break
if GPIO.input(PIN_BTNY) == 0:
print "yellow button pressed - go to maze slide"
slide = SLIDE_MAZE
break
if GPIO.input(PIN_BTNG) == 0:
print "green button pressed - go to mp3 slide"
slide = SLIDE_MP3
break
for e in pygame.event.get():
#if e.type == QUIT:
# sys.exit(0) #quit - nie chcemy miec mozliwosci wyjscia z aplikacji
if e.type == KEYDOWN:
if e.key == K_UP and dirs != 0:dirs = 2
elif e.key == K_DOWN and dirs != 2:dirs = 0
elif e.key == K_LEFT and dirs != 1:dirs = 3
elif e.key == K_RIGHT and dirs != 3:dirs = 1
elif e.type == pygame.MOUSEBUTTONDOWN:
slide = SLIDE_KEYBOARD
print("mouse event")
break
i = len(xs)-1
while i >= 2:
if collide(xs[0], xs[i], ys[0], ys[i], 20, 20, 20, 20):
die(screen, score)
score = 0
break
i-= 1
if collide(xs[0], applepos[0], ys[0], applepos[1], 20, 10, 20, 10):
score+=1
for i in range(0, SNAKE_ADDSIZE):
xs.append(700)
ys.append(700)
applepos=(random.randint(0,WINSIZEX),random.randint(0,WINSIZEY))
if xs[0] < 0 or xs[0] > WINSIZEX or ys[0] < 0 or ys[0] > WINSIZEY:
die(screen, score)
score = 0
break
i = len(xs)-1
while i >= 1:
xs[i] = xs[i-1];ys[i] = ys[i-1];i -= 1
if dirs==0:ys[0] += 20
elif dirs==1:xs[0] += 20
elif dirs==2:ys[0] -= 20
elif dirs==3:xs[0] -= 20
#rysuj tlo
screen.fill(WHITE)
screen.blit(IMG_SNAKE, (0, 0))
print("drawing snake...")
if(score > SNAKE_SCORE):
die(screen, score)
break
for i in range(0, len(xs)):
screen.blit(img, (xs[i], ys[i]))
screen.blit(appleimage, applepos);t=f.render(str(score), True, (0, 0, 0));screen.blit(t, (10, 10));pygame.display.update()
while slide == SLIDE_SNAKE_DEAD:
print("resetting snake.")
slide = SLIDE_SNAKE
while slide == SLIDE_DYNAMO:
print("showing slide 5 - dynamo")
screen.fill(WHITE)
screen.blit(IMG_DYNAMO, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_KEYPAD:
print("showing slide 6 - drawer keypad")
screen.fill(WHITE)
screen.blit(IMG_KEYPAD, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_MAZE:
print("showing slide 7 - maze")
screen.fill(WHITE)
screen.blit(IMG_MAZE, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_MP3:
print("showing slide 8 - mp3 player")
screen.fill(WHITE)
screen.blit(IMG_MP3, (0, 0))
pygame.display.flip()
waitForEvents()
break
while slide == SLIDE_KEYBOARD: ## keyboard
#print("checking events")
checkEvents()
#render backdrop
screen.fill(WHITE)
screen.blit(IMG_KEYBOARD, (0, 0))
font = FONT_KEYBOARD
#render keys
height1 = 480-40
height2 = 560-40
height3 = 640-40
letterMeaning = ['q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', 'a', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l', 'z', 'x', 'c', 'v', 'b', 'n', 'm', ' ']
letterQM = []
for i in range(10):
letterQM.append(pygame.draw.rect(screen,COLOR_KEYBOARD,Rect([i*80 +120,height1],[70 , 70])))
tt = font.render(letterMeaning[i], True, COLOR_KEYBOARD_TEXT)
#tt = font.render(str(i), True, (0, 0, 0))
screen.blit(tt, (i*80 +120+20,height1+15))
for j in range(9):
letterQM.append(pygame.draw.rect(screen,COLOR_KEYBOARD,Rect([j*80 +160,height2],[70 , 70])))
tt = font.render(letterMeaning[j+10], True, COLOR_KEYBOARD_TEXT)
#tt = font.render(str(j+10), True, (0, 0, 0))
screen.blit(tt, (j*80 +160+20,height2+15))
for k in range(8):
letterQM.append(pygame.draw.rect(screen,COLOR_KEYBOARD,Rect([k*80 +200,height3],[70 , 70])))
tt = font.render(letterMeaning[k+19], True, COLOR_KEYBOARD_TEXT)
#tt = font.render(str(k+19), True, (0, 0, 0))
screen.blit(tt, (k*80 +200+20,height3+15))
#render buttons
enterButton = pygame.draw.rect(screen,COLOR_KEYBOARD,Rect([WINSIZEX/2 - 100 - 70,300],[140 , 70]))
tt = font.render(MSG_BTN1, True, COLOR_KEYBOARD_TEXT)
screen.blit(tt, [WINSIZEX/2 - 100 - 70,300])
clearButton = pygame.draw.rect(screen,COLOR_KEYBOARD,Rect([WINSIZEX/2 + 100 - 70,300],[140 , 70]))
tt = font.render(MSG_BTN2, True, COLOR_KEYBOARD_TEXT)
screen.blit(tt, [WINSIZEX/2 + 100 - 70,300])
#render password as it is typed
tt = font.render(passwordLetter, True, COLOR_KEYBOARD_TEXT)
screen.blit(tt, [WINSIZEX/2 - 70,380])
#interactive features
for event in pygame.event.get():
#if event.type == pygame.QUIT:
# exit()
if event.type == pygame.MOUSEBUTTONDOWN:
# Set the x, y postions of the mouse click
x, y = event.pos
if enterButton.collidepoint(x, y):
if passwordLetter == password1:
print 'password correct for task 9.'
signalWin(9)
if passwordLetter == password2:
print 'password correct for task 10.'
signalWin(10)
passwordLetter = ''
if clearButton.collidepoint(x, y):
passwordLetter = ''
for i in range(10+9+8):
if letterQM[i].collidepoint(x, y):
passwordLetter = passwordLetter + letterMeaning[i]
print passwordLetter
pygame.display.flip()
while slide == SLIDE_CONGRATS: ## congratulation
print("showing slide 10 - win")
screen.fill(WHITE)
screen.blit(IMG_WIN, (0, 0))
pygame.display.flip()
if(wall_a):
win()
pygame.mixer.init()
pygame.mixer.music.load("media/win.mp3")
pygame.mixer.music.play(MP3_LOOPS)
pygame.mixer.music.set_volume(1.0)
while pygame.mixer.music.get_busy() == True:
continue
while 1:
print "you win."
waitForEvents()
if __name__ == '__main__':
main()

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raspi/snake.py Normal file
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import pygame, random, sys
from pygame.locals import *
def collide(x1, x2, y1, y2, w1, w2, h1, h2):
if x1+w1>x2 and x1<x2+w2 and y1+h1>y2 and y1<y2+h2:return True
else:return False
def die(screen, score):
f=pygame.font.SysFont('Courier', 30);t=f.render('Your score was: '+str(score), True, (0, 0, 0));screen.blit(t, (10, 270));pygame.display.update();pygame.time.wait(2000);sys.exit(0)
xs = [290, 290, 290, 290, 290];ys = [290, 270, 250, 230, 210];dirs = 0;score = 0;applepos = (random.randint(0, 590), random.randint(0, 590));pygame.init();s=pygame.display.set_mode((600, 600));pygame.display.set_caption('Snake');appleimage = pygame.image.load("media/apple.gif");img = pygame.Surface((20, 20));img.fill((255, 255, 0));f = pygame.font.SysFont('Courier', 20);clock = pygame.time.Clock()
while True:
clock.tick(10)
for e in pygame.event.get():
#if e.type == QUIT:
# sys.exit(0) #quit - nie chcemy miec mozliwosci wyjscia z aplikacji
if e.type == KEYDOWN:
if e.key == K_UP and dirs != 0:dirs = 2
elif e.key == K_DOWN and dirs != 2:dirs = 0
elif e.key == K_LEFT and dirs != 1:dirs = 3
elif e.key == K_RIGHT and dirs != 3:dirs = 1
i = len(xs)-1
while i >= 2:
if collide(xs[0], xs[i], ys[0], ys[i], 20, 20, 20, 20):die(s, score)
i-= 1
if collide(xs[0], applepos[0], ys[0], applepos[1], 20, 10, 20, 10):score+=1;xs.append(700);ys.append(700);applepos=(random.randint(0,590),random.randint(0,590))
if xs[0] < 0 or xs[0] > 580 or ys[0] < 0 or ys[0] > 580: die(s, score)
i = len(xs)-1
while i >= 1:
xs[i] = xs[i-1];ys[i] = ys[i-1];i -= 1
if dirs==0:ys[0] += 20
elif dirs==1:xs[0] += 20
elif dirs==2:ys[0] -= 20
elif dirs==3:xs[0] -= 20
s.fill((255, 255, 255))
for i in range(0, len(xs)):
s.blit(img, (xs[i], ys[i]))
s.blit(appleimage, applepos);t=f.render(str(score), True, (0, 0, 0));s.blit(t, (10, 10));pygame.display.update()

511
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"""
(C) Copyright 2007 Anthony Maro
(C) Copyright 2014 William B Phelps
Version 2.1 - March 2014 - for PiTFT 320x240 touchscreen
Version 2.2 - March 2014 - generalized for "any" touchscreen
Now has 2 line input area (code specific for 2 lines)
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., 59 Temple Place - Suite 330, Boston, MA
02111-1307, USA.
Usage:
from virtualKeyboard import VirtualKeyboard
vkeybd = VirtualKeyboard(screen)
userinput = vkeybd.run(default_text)
screen is a full screen pygame screen. The VirtualKeyboard will shade out the current screen and overlay
a transparent keyboard. default_text gets fed to the initial text import - used for editing text fields
If the user clicks the escape hardware button, the default_text is returned
"""
import pygame, time
from pygame.locals import *
from string import maketrans
Uppercase = maketrans("abcdefghijklmnopqrstuvwxyz`1234567890-=[]\;\',./",
'ABCDEFGHIJKLMNOPQRSTUVWXYZ~!@#$%^&*()_+{}|:"<>?')
#_keyWidth = 27 # default key width including borders
#_keyHeight = 29 # default key height
# ----------------------------------------------------------------------------
class VirtualKeyboard():
''' Implement a basic full screen virtual keyboard for touchscreens '''
def __init__(self, screen):
self.screen = screen
self.rect = self.screen.get_rect()
self.w = self.rect.width
self.h = self.rect.height
# make a copy of the screen
self.screenCopy = screen.copy()
# create a background surface
self.background = pygame.Surface(self.rect.size)
self.background.fill((0,0,0)) # fill with black
self.background.set_alpha(127) # 50% transparent
# blit background to screen
self.screen.blit(self.background,(0,0))
self.keyW = int(self.w/12+0.5) # key width with border
self.keyH = int(self.h/8+0.5) # key height
self.x = (self.w-self.keyW*12)/2 # centered
self.y = 5 # stay away from the edges (better touch)
# print 'keys x {} w {} keyW {} keyH {}'.format(self.x, self.w, self.keyW, self.keyH)
pygame.font.init() # Just in case
self.keyFont = pygame.font.Font(None, self.keyW) # keyboard font
# set dimensions for text input box
# self.textW = self.w-(self.keyW+2) # leave room for escape key (?)
self.textW = self.keyW*11+2 # leave room for escape key
self.textH = self.keyH*2-6
self.caps = False
self.keys = []
# self.textbox = pygame.Surface((self.rect.width,self.keyH*2))
self.addkeys() # add all the keys
self.paintkeys() # paint all the keys
pygame.display.update()
def run(self, text=''):
self.text = text
# create an input text box
# create a text input box with room for 2 lines of text. leave room for the escape key
self.input = TextInput(self.screen,self.text,self.x,self.y,self.textW,self.textH)
counter = 0
# main event loop (hog all processes since we're on top, but someone might want
# to rewrite this to be more event based...
while True:
time.sleep(0.1) # 10/second is often enough
events = pygame.event.get()
if events <> None:
for e in events:
# touch screen does not have these events...
# if (e.type == KEYDOWN):
# if e.key == K_ESCAPE:
# self.clear()
# return self.text # Return what we started with
# if e.key == K_RETURN:
# self.clear()
# return self.input.text # Return what the user entered
# if e.key == K_LEFT:
# self.input.deccursor()
# pygame.display.flip()
# if e.key == K_RIGHT:
# self.input.inccursor()
# pygame.display.flip()
if (e.type == MOUSEBUTTONDOWN):
self.selectatmouse()
if (e.type == MOUSEBUTTONUP):
if self.clickatmouse():
# user clicked enter or escape if returns True
self.clear()
return self.input.text # Return what the user entered
if (e.type == MOUSEMOTION):
if e.buttons[0] == 1:
# user click-dragged to a different key?
self.selectatmouse()
counter += 1
if counter > 5:
self.input.flashcursor()
counter = 0
## gtk.main_iteration(block=False)
def unselectall(self, force = False):
''' Force all the keys to be unselected
Marks any that change as dirty to redraw '''
for key in self.keys:
if key.selected:
key.selected = False
key.dirty = True
def clickatmouse(self):
''' Check to see if the user is pressing down on a key and draw it selected '''
self.unselectall()
for key in self.keys:
keyrect = Rect(key.x,key.y,key.w,key.h)
if keyrect.collidepoint(pygame.mouse.get_pos()):
key.dirty = True
if key.bskey:
# Backspace
self.input.backspace()
self.paintkeys()
return False
if key.fskey:
self.input.inccursor()
self.paintkeys()
return False
if key.spacekey:
self.input.addcharatcursor(' ')
self.paintkeys()
return False
if key.shiftkey:
self.togglecaps()
self.paintkeys()
return False
if key.escape:
self.input.text = '' # clear input
return True
if key.enter:
return True
if self.caps:
keycap = key.caption.translate(Uppercase)
else:
keycap = key.caption
self.input.addcharatcursor(keycap)
self.paintkeys()
return False
self.paintkeys()
return False
def togglecaps(self):
''' Toggle uppercase / lowercase '''
if self.caps:
self.caps = False
else:
self.caps = True
for key in self.keys:
key.dirty = True
def selectatmouse(self):
# User has touched the screen - is it inside the textbox, or inside a key rect?
self.unselectall()
pos = pygame.mouse.get_pos()
# print 'touch {}'.format(pos)
if self.input.rect.collidepoint(pos):
# print 'input {}'.format(pos)
self.input.setcursor(pos)
else:
for key in self.keys:
keyrect = Rect(key.x,key.y,key.w,key.h)
if keyrect.collidepoint(pos):
key.selected = True
key.dirty = True
self.paintkeys()
return
self.paintkeys()
def addkeys(self): # Add all the keys for the virtual keyboard
x = self.x
y = self.y + self.textH + self.keyH/4
row = ['1','2','3','4','5','6','7','8','9','0','-','=']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
y += self.keyH # overlap border
x = self.x
row = ['q','w','e','r','t','y','u','i','o','p','[',']']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
y += self.keyH
x = self.x
row = ['a','s','d','f','g','h','j','k','l',';','\'','`']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
x = self.x + self.keyW/2
y += self.keyH
row = ['z','x','c','v','b','n','m',',','.','/','\\']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
x = self.x + 1
y += self.keyH + self.keyH/4
# print 'addkeys keyW {} keyH {}'.format(self.keyW, self.keyH)
onekey = VKey('Shift',x,y,int(self.keyW*2.5),self.keyH,self.keyFont)
onekey.special = True
onekey.shiftkey = True
self.keys.append(onekey)
x += onekey.w + self.keyW/6
onekey = VKey('Space',x,y,self.keyW*5,self.keyH,self.keyFont)
onekey.special = True
onekey.spacekey = True
self.keys.append(onekey)
x += onekey.w + self.keyW/6
onekey = VKey('Enter',x,y,int(self.keyW*2.5),self.keyH,self.keyFont)
onekey.special = True
onekey.enter = True
self.keys.append(onekey)
x += onekey.w + self.keyW/3
onekey = VKey('<-',x,y,int(self.keyW*1.2+0.5),self.keyH,self.keyFont)
onekey.special = True
onekey.bskey = True
self.keys.append(onekey)
x += onekey.w + self.keyW/3
xfont = pygame.font.SysFont('Courier', 22, bold=True) # I like this X better #TODO???
onekey = VKey('X',self.x+self.textW-1,self.y,self.keyW,self.keyH,xfont) # exit key TODO???
onekey.special = True
onekey.escape = True
self.keys.append(onekey)
def paintkeys(self):
''' Draw the keyboard (but only if they're dirty.) '''
for key in self.keys:
key.draw(self.screen, self.background, self.caps)
pygame.display.update()
def clear(self):
''' Put the screen back to before we started '''
self.screen.blit(self.screenCopy,(0,0))
pygame.display.update()
# ----------------------------------------------------------------------------
class TextInput():
''' Handles the text input box and manages the cursor '''
def __init__(self, screen, text, x, y, w, h):
self.screen = screen
self.text = text
self.cursorpos = len(text)
self.x = x
self.y = y
self.w = w
self.h = h
self.rect = Rect(x,y,w,h)
self.layer = pygame.Surface((self.w,self.h))
self.background = pygame.Surface((self.w,self.h))
self.background.fill((0,0,0)) # fill with black
# self.font = pygame.font.Font(None, fontsize) # use this if you want more text in the line
rect = screen.get_rect()
fsize = int(rect.height/12+0.5) # font size proportional to screen height
self.txtFont = pygame.font.SysFont('Courier New', fsize, bold=True)
# attempt to figure out how many chars will fit on a line
# this does not work with proportional fonts
tX = self.txtFont.render("XXXXXXXXXX", 1, (255,255,0)) # 10 chars
rtX = tX.get_rect() # how big is it?
self.lineChars = int(self.w/(rtX.width/10))-1 # chars per line (horizontal)
self.lineH = rtX.height # pixels per line (vertical)
# print 'txtinp: width={} rtX={} font={} lineChars={} lineH={}'.format(self.w,rtX,fsize, self.lineChars,self.lineH)
self.cursorlayer = pygame.Surface((2,22)) # thin vertical line
self.cursorlayer.fill((255,255,255)) # white vertical line
self.cursorvis = True
self.cursorX = len(text)%self.lineChars
self.cursorY = int(len(text)/self.lineChars) # line 1
self.draw()
def draw(self):
''' Draw the text input box '''
# self.layer.fill([255, 255, 255, 127]) # 140
self.layer.fill((0,0,0)) # clear the layer
pygame.draw.rect(self.layer, (255,255,255), (0,0,self.w,self.h), 1) # draw the box
# should be more general, but for now, just hack it for 2 lines
txt1 = self.text[:self.lineChars] # line 1
txt2 = self.text[self.lineChars:] # line 2
t1 = self.txtFont.render(txt1, 1, (255,255,0)) # line 1
self.layer.blit(t1,(4,4))
t2 = self.txtFont.render(txt2, 1, (255,255,0)) # line 1
self.layer.blit(t2,(4,4+self.lineH))
self.screen.blit(self.background, self.rect)
self.screen.blit(self.layer, self.rect)
self.drawcursor()
pygame.display.update()
def flashcursor(self):
''' Toggle visibility of the cursor '''
if self.cursorvis:
self.cursorvis = False
else:
self.cursorvis = True
self.screen.blit(self.background,self.rect)
self.screen.blit(self.layer,self.rect)
if self.cursorvis:
self.drawcursor()
pygame.display.update()
def addcharatcursor(self, letter):
''' Add a character whereever the cursor is currently located '''
if self.cursorpos < len(self.text):
# Inserting in the middle
self.text = self.text[:self.cursorpos] + letter + self.text[self.cursorpos:]
self.cursorpos += 1
self.draw()
return
self.text += letter
self.cursorpos += 1
self.draw()
def backspace(self):
''' Delete a character before the cursor position '''
if self.cursorpos == 0: return
self.text = self.text[:self.cursorpos-1] + self.text[self.cursorpos:]
self.cursorpos -= 1
self.draw()
return
def deccursor(self):
''' Move the cursor one space left '''
if self.cursorpos == 0: return
self.cursorpos -= 1
self.draw()
def inccursor(self):
''' Move the cursor one space right (but not beyond the end of the text) '''
if self.cursorpos == len(self.text): return
self.cursorpos += 1
self.draw()
def drawcursor(self):
''' Draw the cursor '''
line = int(self.cursorpos/self.lineChars) # line number
if line>1: line = 1
x = 4
y = 4 + self.y + line*self.lineH
# Calc width of text to this point
if self.cursorpos > 0:
linetext = self.text[line*self.lineChars:self.cursorpos]
rtext = self.txtFont.render(linetext, 1, (255,255,255))
textpos = rtext.get_rect()
x = x + textpos.width + 1
self.screen.blit(self.cursorlayer,(x,y))
def setcursor(self,pos): # move cursor to char nearest position (x,y)
line = int((pos[1]-self.y)/self.lineH) # vertical
if line>1: line = 1 # only 2 lines
x = pos[0]-self.x + line*self.w # virtual x position
p = 0
l = len(self.text)
# print 'setcursor {} x={},y={}'.format(pos,x,y)
# print 'text {}'.format(self.text)
while p < l:
text = self.txtFont.render(self.text[:p+1], 1, (255,255,255)) # how many pixels to next char?
rtext = text.get_rect()
textX = rtext.x + rtext.width
# print 't = {}, tx = {}'.format(t,textX)
if textX >= x: break # we found it
p += 1
self.cursorpos = p
self.draw()
# ----------------------------------------------------------------------------
class VKey(object):
''' A single key for the VirtualKeyboard '''
# def __init__(self, caption, x, y, w=67, h=67):
def __init__(self, caption, x, y, w, h, font):
self.x = x
self.y = y
self.caption = caption
self.w = w+1 # overlap borders
self.h = h+1 # overlap borders
self.special = False
self.enter = False
self.bskey = False
self.fskey = False
self.spacekey = False
self.escape = False
self.shiftkey = False
self.font = font
self.selected = False
self.dirty = True
self.keylayer = pygame.Surface((self.w,self.h)).convert()
self.keylayer.fill((128, 128, 128)) # 0,0,0
## self.keylayer.set_alpha(160)
# Pre draw the border and store in the key layer
pygame.draw.rect(self.keylayer, (255,255,255), (0,0,self.w,self.h), 1)
def draw(self, screen, background, shifted=False, forcedraw=False):
''' Draw one key if it needs redrawing '''
if not forcedraw:
if not self.dirty: return
keyletter = self.caption
if shifted:
if self.shiftkey:
self.selected = True # highlight the Shift button
if not self.special:
keyletter = self.caption.translate(Uppercase)
position = Rect(self.x, self.y, self.w, self.h)
# put the background back on the screen so we can shade properly
screen.blit(background, (self.x,self.y), position)
# Put the shaded key background into key layer
if self.selected:
color = (200,200,200)
else:
color = (0,0,0)
# Copy key layer onto the screen using Alpha so you can see through it
pygame.draw.rect(self.keylayer, color, (1,1,self.w-2,self.h-2))
screen.blit(self.keylayer,(self.x,self.y))
# Create a new temporary layer for the key contents
# This might be sped up by pre-creating both selected and unselected layers when
# the key is created, but the speed seems fine unless you're drawing every key at once
templayer = pygame.Surface((self.w,self.h))
templayer.set_colorkey((0,0,0))
color = (255,255,255)
text = self.font.render(keyletter, 1, (255, 255, 255))
textpos = text.get_rect()
blockoffx = (self.w / 2)
blockoffy = (self.h / 2)
offsetx = blockoffx - (textpos.width / 2)
offsety = blockoffy - (textpos.height / 2)
templayer.blit(text,(offsetx, offsety))
screen.blit(templayer, (self.x,self.y))
self.dirty = False