#!/usr/bin/python import os os.chdir(os.path.dirname(os.path.realpath(__file__))) os.environ['SDL_VIDEO_CENTERED'] = '1' import serial import webapp import threading import logging import socket import json import string logging.basicConfig(level=logging.INFO) import random, pygame from pygame.locals import * import threading import time import RPi.GPIO as GPIO class Slide(object): def __init__(self): pass def render(self, screen): pass def handle(self, ev): pass def enter(self, prev_slide): return True def exit(self, next_slide): return True class ImageSlide(Slide): def __init__(self, image): self.image = image def render(self, screen): screen.fill(WHITE) screen.blit(self.image, (0, 0)) class FinalSlide(ImageSlide): def exit(self, next_slide): # Allow change to exit slide return isinstance(next_slide, FinalSlide) class FinalEverythingSlide(FinalSlide): def enter(self, prev_slide): global wall_a if(wall_a): win() pygame.mixer.music.load("media/win.mp3") pygame.mixer.music.play(MP3_LOOPS) pygame.mixer.music.set_volume(1.0) return True class SnakeSlide(Slide): def enter(self, prev_slide=None): self.xs = [290, 290, 290, 290, 290]; self.ys = [290, 270, 250, 230, 210]; self.dirs = 0 self.score = 0 self.applepos = (random.randint(0, WINSIZEX), random.randint(0, WINSIZEY)) #s=pygame.display.set_mode((600, 600)) self.appleimage = IMG_APPLE self.img = IMG_SNAKEBODY#pygame.Surface((20, 20)) #img.fill((255, 0, 0)) self.f = FONT_SNAKE self.clock = pygame.time.Clock() self.finished = False return True def finish(self): self.finished = True self.finish_time = time.time() def handle(self, e): print(e) if e.type == KEYDOWN: if e.key == K_UP and self.dirs != 0: self.dirs = 2 elif e.key == K_DOWN and self.dirs != 2: self.dirs = 0 elif e.key == K_LEFT and self.dirs != 1: self.dirs = 3 elif e.key == K_RIGHT and self.dirs != 3: self.dirs = 1 if self.finished and time.time() - self.finish_time > 3: self.enter() print(self.dirs) def render(self, screen): self.clock.tick(TICK_SNAKE) if self.finished: f=FONT_SNAKE t=f.render(MSG_SNAKE+str(self.score), True, (0, 0, 0)) screen.blit(t, (10, 270)) return i = len(self.xs)-1 while i >= 2: if collide(self.xs[0], self.xs[i], self.ys[0], self.ys[i], 20, 20, 20, 20): self.finish() return i-= 1 if collide(self.xs[0], self.applepos[0], self.ys[0], self.applepos[1], 20, 10, 20, 10): self.score+=1 for i in range(0, SNAKE_ADDSIZE): self.xs.append(700) self.ys.append(700) self.applepos=(random.randint(0,WINSIZEX),random.randint(0,WINSIZEY)) if self.xs[0] < 0 or self.xs[0] > WINSIZEX or self.ys[0] < 0 or self.ys[0] > WINSIZEY: self.finish() return self.xs[1:] = self.xs[:-1] self.ys[1:] = self.ys[:-1] if self.dirs==0:self.ys[0] += 20 elif self.dirs==1:self.xs[0] += 20 elif self.dirs==2:self.ys[0] -= 20 elif self.dirs==3:self.xs[0] -= 20 #rysuj tlo screen.fill(WHITE) screen.blit(IMG_SNAKE, (0, 0)) print("drawing snake...") if(self.score > SNAKE_SCORE): self.finish() signalWin(4) return for i in range(0, len(self.xs)): screen.blit(self.img, (self.xs[i], self.ys[i])) screen.blit(self.appleimage, self.applepos); t=self.f.render(str(self.score), True, (0, 0, 0)); screen.blit(t, (10, 10)); pygame.init() pygame.mixer.init() from gameplayconfig import * #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) # Well, we flipped it... GPIO.output(PIN_RELAY, 0) WINSIZEX, WINSIZEY = 900, 680 timeSec = 0 UP = 1 DOWN = 3 RIGHT = 2 LEFT = 4 #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 = 11 SLIDE_CONGRATS = 9 SLIDE_CONGRATS_EVERYTHING = 12 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: ImageSlide(IMG_HELLO), SLIDE_KEY: ImageSlide(IMG_KEY), SLIDE_POT: ImageSlide(IMG_POT), SLIDE_FOAMBTN: ImageSlide(IMG_FOAMBTN), SLIDE_DYNAMO: ImageSlide(IMG_DYNAMO), SLIDE_KEYPAD: ImageSlide(IMG_KEYPAD), SLIDE_MAZE: ImageSlide(IMG_MAZE), SLIDE_MP3: ImageSlide(IMG_MP3), SLIDE_CONGRATS: FinalSlide(IMG_WIN), SLIDE_CONGRATS_EVERYTHING: FinalEverythingSlide(IMG_WIN), SLIDE_SNAKE: SnakeSlide(), } def go_to_slide(new_slide): global slide if new_slide == slide: logging.warning('Same slide...') return False if slides.get(slide) and not slides[slide].exit(slides.get(new_slide)): logging.warning('exit rejected') return False if slides.get(new_slide) and not slides[new_slide].enter(slides.get(slide)): logging.warning('enter rejected') return False slide = new_slide return True class SerialThread(threading.Thread): def run(self): self.logger = logging.getLogger(self.__class__.__name__) for line in self.serial: try: self.handle(line) except: self.logger.exception('Oops...') def handle(self, line): print('Arduino said:', line) command, _, args = line.partition(':') if command == 'SLIDE': global slide go_to_slide(int(args)) print('Setting slide to: ', slide) class BroadcastThread(threading.Thread): def run(self): cs = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) cs.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) cs.setsockopt(socket.SOL_SOCKET, socket.SO_BROADCAST, 1) while True: global slide print('sending') cs.sendto(json.dumps({ 'slide': slide, 'name': socket.gethostname(), }), ('255.255.255.255', 54545)) time.sleep(1) class ReceiveThread(threading.Thread): states = None def run(self): self.states = {} s=socket.socket(socket.AF_INET, socket.SOCK_DGRAM) s.bind(('',54545)) while True: try: msg, (host, port) = s.recvfrom(1024) self.states[host] = json.loads(msg) if all(s['slide'] in [SLIDE_CONGRATS, SLIDE_CONGRATS_EVERYTHING] for s in self.states.values()): go_to_slide(SLIDE_CONGRATS_EVERYTHING) except: logging.exception('Receiver failed') time.sleep(0.5) for c in ['/dev/ttyUSB0', '/dev/ttyACM0']: try: ser = serial.Serial(c, 115200) except: continue print('Using ', c) webapp.init(ser) th = SerialThread() th.serial = ser th.daemon = True th.start() bth = BroadcastThread() bth.daemon = True bth.start() rth = ReceiveThread() rth.daemon = True rth.start() webapp.app.rth = rth def win(): print "GAME OVER - YOU WIN" GPIO.output(PIN_RELAY, 1) 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 checkEvents(): clock.tick(30) def checkEvents(handler=None): global slide if GPIO.input(PIN_BTNY) == 0 and slide != SLIDE_MAZE: print "yellow button pressed - go to maze slide" go_to_slide(SLIDE_MAZE) return if GPIO.input(PIN_BTNG) == 0 and slide != SLIDE_MP3: print "green button pressed - go to mp3 slide" go_to_slide(SLIDE_MP3) return for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: go_to_slide(SLIDE_KEYBOARD) print("mouse event") return elif event.type == pygame.KEYDOWN: if slide != SLIDE_SNAKE: go_to_slide(SLIDE_SNAKE) print("keydown event") return if handler: handler(event) return True def collide(x1, x2, y1, y2, w1, w2, h1, h2): if x1+w1>x2 and x1y2 and y1= SNAKE_SCORE): signalWin(4) screen.blit(t, (10, 270)) pygame.display.update() pygame.time.wait(2000) ############# old main ######## 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 ######## VARIABLES clock = pygame.time.Clock() screen = pygame.display.set_mode(WINSIZE, pygame.NOFRAME) pygame.display.set_caption('PozySejf') ############# old main def main(): global slide passwordLetter = '' startonce = 0 while startonce == 0: startonce = 0 #### show initial start screen ### every while loop for each slide if slide in slides: slides[slide].render(screen) checkEvents(slides[slide].handle) pygame.display.flip() clock.tick(15) while slide == SLIDE_SNAKE_DEAD: print("resetting snake.") slide = SLIDE_SNAKE 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() if __name__ == '__main__': main()