#!/usr/bin/env python # -*- mode: python; coding: utf-8; -*- ##---------------------------------------------------------------------------## ## ## Copyright (C) 1998-2003 Markus Franz Xaver Johannes Oberhumer ## Copyright (C) 2003 Mt. Hood Playing Card Co. ## Copyright (C) 2005-2009 Skomoroh ## ## 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 . ## ##---------------------------------------------------------------------------## __all__ = [] # imports import sys # PySol imports from pysollib.gamedb import registerGame, GameInfo, GI from pysollib.util import * from pysollib.stack import * from pysollib.game import Game from pysollib.layout import Layout from pysollib.hint import AbstractHint, DefaultHint, CautiousDefaultHint from pysollib.pysoltk import MfxCanvasText # /*********************************************************************** # // # ************************************************************************/ class Memory_RowStack(OpenStack): def clickHandler(self, event): game = self.game if len(self.cards) != 1 or self.cards[-1].face_up: return 1 if game.other_stack is None: game.playSample("flip", priority=5) self.flipMove() game.other_stack = self else: assert len(game.other_stack.cards) == 1 and game.other_stack.cards[-1].face_up c1, c2 = self.cards[-1], game.other_stack.cards[0] self.flipMove() if self.game.cardsMatch(c1, c2): self._dropPairMove(1, game.other_stack) else: game.playSample("flip", priority=5) game.score = game.score - 1 game.updateStatus(moves=game.moves.index+1) # update moves now game.updateText() game.canvas.update_idletasks() game.sleep(0.5) game.other_stack.flipMove() game.canvas.update_idletasks() game.sleep(0.2) self.flipMove() game.other_stack = None self.game.finishMove() return 1 def _dropPairMove(self, n, other_stack, frames=-1, shadow=-1): game = self.game game.playSample("droppair", priority=200) game.closed_cards = game.closed_cards - 2 game.score = game.score + 5 rightclickHandler = clickHandler doubleclickHandler = clickHandler def controlclickHandler(self, event): return 0 def shiftclickHandler(self, event): return 0 # /*********************************************************************** # // Memory # ************************************************************************/ class Memory24(Game): Hint_Class = None COLUMNS = 6 ROWS = 4 WIN_SCORE = 40 PERFECT_SCORE = 60 # 5 * (6*4)/2 # # game layout # def createGame(self): # create layout l, s = Layout(self), self.s # game extras self.other_stack = None self.closed_cards = -1 self.score = 0 # create text x, y = l.XM, self.ROWS*l.YS if self.preview <= 1: self.texts.score = MfxCanvasText(self.canvas, x, y, anchor="sw", font=self.app.getFont("canvas_large")) x = self.texts.score.bbox()[1][0] + 16 # set window w = max(2*l.XS, x) self.setSize(l.XM + w + self.COLUMNS*l.XS, l.YM + self.ROWS*l.YS) # create stacks for i in range(self.ROWS): for j in range(self.COLUMNS): x, y = l.XM + w + j*l.XS, l.YM + i*l.YS s.rows.append(Memory_RowStack(x, y, self, max_move=0, max_accept=0, max_cards=1)) x, y = l.XM, l.YM s.talon = InitialDealTalonStack(x, y, self) l.createText(s.talon, anchor="n", text_format="%D") s.internals.append(InvisibleStack(self)) # define stack-groups l.defaultStackGroups() # # game overrides # def startGame(self): n = self.COLUMNS * self.ROWS assert len(self.s.talon.cards) == n self.other_stack = None self.closed_cards = n self.score = 0 self.updateText() n = n - self.COLUMNS self.s.talon.dealRow(rows=self.s.rows[:n], flip=0, frames=0) self.startDealSample() self.s.talon.dealRow(rows=self.s.rows[n:], flip=0) assert len(self.s.talon.cards) == 0 def isGameWon(self): return self.closed_cards == 0 and self.score >= self.WIN_SCORE def getAutoStacks(self, event=None): return ((), (), ()) # # scoring # def updateText(self): if self.preview > 1 or not self.texts.score: return t = "" if self.closed_cards: t = _("Points: %d") % self.score else: if self.score >= self.WIN_SCORE: t = _("WON\n\n") t = t + _("Total: %d") % self.score self.texts.score.config(text=t) def getGameScore(self): return self.score # Memory special: check score for a perfect game def getWinStatus(self): won, status, updated = Game.getWinStatus(self) if status == 2 and self.score < self.PERFECT_SCORE: return won, 1, self.U_WON return won, status, updated # # game extras # def cardsMatch(self, card1, card2): return card1.suit == card2.suit and card1.rank == card2.rank def canSaveGame(self): return 0 def canUndo(self): return 0 def _restoreGameHook(self, game): if game.loadinfo.other_stack_id >= 0: self.other_stack = self.allstacks[game.loadinfo.other_stack_id] else: self.other_stack = None self.closed_cards = game.loadinfo.closed_cards self.score = game.loadinfo.score def _loadGameHook(self, p): self.loadinfo.addattr(other_stack_id=p.load()) self.loadinfo.addattr(closed_cards=p.load()) self.loadinfo.addattr(score=p.load()) def _saveGameHook(self, p): if self.other_stack: p.dump(self.other_stack.id) else: p.dump(-1) p.dump(self.closed_cards) p.dump(self.score) class Memory30(Memory24): COLUMNS = 6 ROWS = 5 WIN_SCORE = 45 PERFECT_SCORE = 75 # 5 * (6*5)/2 class Memory40(Memory24): COLUMNS = 8 ROWS = 5 WIN_SCORE = 50 PERFECT_SCORE = 100 # 5 * (8*5)/2 # /*********************************************************************** # // Concentration # ************************************************************************/ class Concentration_RowStack(Memory_RowStack): def _dropPairMove(self, n, other_stack, frames=-1, shadow=-1): game = self.game game.playSample("droppair", priority=200) game.closed_cards = game.closed_cards - 2 game.score = game.score + 5 # old_state = game.enterState(game.S_FILL) f = game.s.talon game.moveMove(n, self, f, frames=frames, shadow=shadow) game.moveMove(n, other_stack, f, frames=frames, shadow=shadow) game.leaveState(old_state) class Concentration(Memory24): COLUMNS = 13 ROWS = 4 WIN_SCORE = 50 PERFECT_SCORE = 130 # 5 * (13*4)/2 # # game layout # def createGame(self): # create layout l, s = Layout(self, card_x_space=4), self.s # game extras self.other_stack = None self.closed_cards = -1 self.score = 0 # set window self.setSize(l.XM + self.COLUMNS*l.XS, l.YM + (self.ROWS+1)*l.YS) # create stacks for i in range(self.ROWS): for j in range(self.COLUMNS): x, y = l.XM + j*l.XS, l.YM + i*l.YS s.rows.append(Concentration_RowStack(x, y, self, max_move=0, max_accept=0, max_cards=1)) x, y = l.XM + self.COLUMNS*l.XS/2, self.height - l.YS s.talon = InitialDealTalonStack(x, y, self) l.createText(s.talon, dx=-10, anchor="sw", text_format="%D") # create text x, y = l.XM, self.height - l.YM if self.preview <= 1: self.texts.score = MfxCanvasText(self.canvas, x, y, anchor="sw", font=self.app.getFont("canvas_large")) # define stack-groups l.defaultStackGroups() # # game extras # def cardsMatch(self, card1, card2): return card1.rank == card2.rank # register the game registerGame(GameInfo(176, Memory24, "Memory 24", GI.GT_MEMORY | GI.GT_SCORE, 2, 0, GI.SL_SKILL, suits=(0,2), ranks=(0,8,9,10,11,12))) registerGame(GameInfo(219, Memory30, "Memory 30", GI.GT_MEMORY | GI.GT_SCORE, 2, 0, GI.SL_SKILL, suits=(0,2,3), ranks=(0,9,10,11,12))) registerGame(GameInfo(177, Memory40, "Memory 40", GI.GT_MEMORY | GI.GT_SCORE, 2, 0, GI.SL_SKILL, suits=(0,2), ranks=(0,4,5,6,7,8,9,10,11,12))) registerGame(GameInfo(178, Concentration, "Concentration", GI.GT_MEMORY | GI.GT_SCORE, 1, 0, GI.SL_SKILL))