Compare commits

..

7 Commits

Author SHA1 Message Date
Storm Dragon
fe20a8dbd0 Moved over from gitlab. 2023-07-18 18:29:57 -04:00
Storm Dragon
9edf3f6a6b Removed mine-race because it was written as a full audiogame. 2020-09-12 19:33:14 -04:00
Storm Dragon
45cb4b6bbb removed zombie dice because I never completed it. 2020-09-12 19:30:10 -04:00
Storm Dragon
5c32ce0ad3 Removed a zip file that somehow go placed in here. 2019-11-24 19:04:48 -05:00
Storm Dragon
4a25240149 Updated the README. 2019-11-24 18:59:13 -05:00
Storm Dragon
a4cf0bc5ba The python version has been moved to its own repository. 2019-11-24 18:56:57 -05:00
Storm Dragon
33d9738dde Updated info. 2019-11-24 11:17:16 -05:00
46 changed files with 469 additions and 380 deletions

View File

@ -1,4 +1,7 @@
storm-games
===========
A collection of games, accessible to the blind, playable by all.
A collection of command line games, accessible to the blind, playable by all.
<script src="https://liberapay.com/stormdragon2976/widgets/button.js"></script>
<noscript><a href="https://liberapay.com/stormdragon2976/donate"><img alt="Donate using Liberapay" src="https://liberapay.com/assets/widgets/donate.svg"></a></noscript>

View File

@ -1,5 +1,5 @@
10 Anonymous
0 Anonymous
15 Test
2 Fluff
0 anonymous
0 anonymous
0 anonymous

View File

@ -0,0 +1,189 @@
-- Store operating system commands in a variable.
function os.capture(cmd, raw)
local f = assert(io.popen(cmd, 'r'))
local s = assert(f:read('*a'))
f:close()
if raw then
return s
end
s = string.gsub(s, '^%s+', '')
s = string.gsub(s, '%s+$', '')
s = string.gsub(s, '[\n\r]+', ' ')
return s
end
-- Speak with appropriate tool.
local function speak(text)
if os.capture("uname") == "Linux" then
os.execute('spd-say "' .. text .. '"')
else
os.execute('say "' .. text .. '"')
end
end
-- Window related variables.
local gameName = "Bottle Blaster"
local SDL = require "SDL"
local mixer = require "SDL.mixer"
local ret, err = SDL.init { SDL.flags.Video }
if not ret then
error(err)
end
local function trySDL(func, ...)
local t = { func(...) }
if not t[1] then
error(t[#t])
end
return table.unpack(t)
end
local function exit_game(SDL, mixer)
SDL.quit()
mixer.quit()
return false
end
local win, err = SDL.createWindow {
title = gameName,
width = 320,
height = 320
}
if not win then
error(err)
end
trySDL(mixer.openAudio, 44100, SDL.audioFormat.S16, 2, 1024)
-- Load all game sounds here:
-- Format: local variableName = trySDL(mixer.loadWAV, "path/to/file")
-- Supported file types flac, ogg, wav
local bottle =
{
trySDL(mixer.loadWAV, "sounds/glass1.ogg"),
trySDL(mixer.loadWAV, "sounds/glass2.ogg"),
trySDL(mixer.loadWAV, "sounds/glass3.ogg")
}
local gun =
{
trySDL(mixer.loadWAV, "sounds/gun1.ogg"),
trySDL(mixer.loadWAV, "sounds/gun2.ogg"),
trySDL(mixer.loadWAV, "sounds/gun3.ogg"),
trySDL(mixer.loadWAV, "sounds/gun4.ogg"),
trySDL(mixer.loadWAV, "sounds/gun5.ogg")
}
local empty = trySDL(mixer.loadWAV, "sounds/empty.ogg")
local load = {}
load[3] = trySDL(mixer.loadWAV, "sounds/load3.ogg")
load[4] = trySDL(mixer.loadWAV, "sounds/load3.ogg")
load[5] = trySDL(mixer.loadWAV, "sounds/load5.ogg")
local function play_sound(sound, channel, loop)
channel = channel or -1
loop = loop or 0
sound:playChannel(channel, loop)
end
local function play_at_location(sound, xPosition, yPosition)
channel = channel or -1
loop = loop or 0
xPosition = xPosition or 0
yPosition = yPosition or 0
mixer.SetPanning(-1, 255, 127)
sound:playChannel(-1, 0)
end
local function game_intro()
local sound = trySDL(mixer.loadWAV, "sounds/game-intro.ogg")
sound:playChannel(-1, 0)
while mixer.playing(-1) > 0 do
SDL.delay(100)
end
end
-- Game variables
local direction = ""
local holdKey = {}
local keyName = ""
local loaded = true
local playerPosition = math.random(0, 30)
local running = true
local weapon = 1
-- game functions.
local function player_move(position, direction)
if direction == "Left" and position > 0 then
position = position - 1
end
if direction == "Right" and position < 30 then
position = position + 1
end
return position
end
game_intro()
-- Main game loop.
while running do
-- Need a timer to make holding arrows move at a slower speed. for player_move()
playerPosition = player_move(playerPosition, direction)
-- Iterate over all events, this function does not block.
for e in SDL.pollEvent() do
if e.type == SDL.event.KeyUp then --chrys just recognice the keyup and free the loop
keyName = SDL.getKeyName(e.keysym.sym)
holdKey[keyName] = false
direction = ""
-- speak(playerPosition)
end
if e.type == SDL.event.Quit then
running = false
elseif e.type == SDL.event.KeyDown and not holdKey[keyName] then -- chrysif not already down ( see below)
keyName = SDL.getKeyName(e.keysym.sym)
holdKey[keyName] = true --chrys mark the remember the keydown
if keyName == "Q" then
running = exit_game(SDL, mixer)
elseif keyName == "Left Shift" or keyName == "Right Shift" then
if weapon >= 3 and loaded == false then
-- Need to not allow firing until loading is complete.
play_sound(load[weapon])
end
loaded = true
elseif keyName == "Space" then
if loaded == true then
play_sound(gun[weapon])
play_sound(bottle[math.random(1, #bottle)])
else
play_sound(empty)
end
if weapon >= 3 then
loaded = false
end
elseif keyName == "Left" or keyName == "Right" then
direction = keyName
elseif tonumber(keyName) == nil then -- make sure keyName can be converted to a number for remaing if statements to avoid a crash.
keyName = "0"
elseif tonumber(keyName) >= 1 and tonumber(keyName) <= 5 then
weapon = tonumber(keyName)
if weapon >= 3 then
loaded = false
else
loaded = true
end
if weapon == 1 then
speak("pistal")
elseif weapon == 2 then
speak("beretta")
elseif weapon == 3 then
speak("boomstick shotgun")
elseif weapon == 4 then
speak("pump action shotgun")
elseif weapon == 5 then
speak("bo and arrow")
end
end
end
end
end

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,95 +0,0 @@
#!/bin/bash
# Get the coluns and lines of the "screen"
cols=$(tput cols)
lines=$(tput lines)
# Settings to improve accessibility of dialog.
export DIALOGOPTS='--insecure --no-lines --visit-items'
inputbox() {
# Returns: text entered by the user
# Args 1, Instructions for box.
# args: 2 initial text (optional)
dialog --backtitle "$(gettext "Enter text and press enter.")" \
--clear \
--inputbox "$1" 0 0 "$2" --stdout
}
msgbox() {
# Returns: None
# Shows the provided message on the screen with an ok button.
dialog --clear --msgbox "$*" 10 72
}
infobox() {
# Returns: None
# Shows the provided message on the screen with no buttons.
local timeout=3
dialog --infobox "$*" 0 0
read -n1 -t $timeout continue
# Clear any keypresses from the buffer
clear_buffer
}
yesno() {
# Returns: Yes or No
# Args: Question to user.
# Called in if $(yesno) == "Yes"
# Or variable=$(yesno)
if dialog --clear --backtitle "$(gettext "Press 'Enter' for \"yes\" or 'Escape' for \"no\".")" --yesno "$*" 0 0 ; then
echo "Yes"
else
echo "No"
fi
}
get_keypress() {
# Returnes the pressed key.
# There arre two ways to use this function.
# first way, get_keypress variableName
# Second way variableName="$(get_keypress)"
# This variable name is long to absolutely minimize possibility of collision.
local getKeypressFunctionReturnVariable=$1
local returnedKeypress
# Unset IFS to capture any key that is pressed.
local ifs="$IFS"
unset IFS
read -sn1 returnedKeypress
# Restore IFS
IFS="$ifs"
if [[ $getKeypressFunctionReturnVariable ]]; then
eval $getKeypressFunctionReturnVariable="'$returnedKeypress'"
else
echo "$returnedKeypress"
fi
}
menulist() {
# Args: menu options
# returns: selected option
# set gameMenu to control the message.
declare -a menuList
for i in $@ ; do
menuList+=("$i" "$i")
done
dialog --backtitle "${menuMessage:-Game menu...}" \
--clear \
--no-tags \
--menu "Please make your selection" 0 0 0 "${menuList[@]}" --stdout
}
numpicker() {
# Args: max number, Min numberr optional.
# returns: selected number
# set gameMenu to control the message.
declare -a menuList
local max=$1
local min=${2:-10}
for i in $(seq $min $max) ; do
menuList+=("$i" "$i")
done
dialog --backtitle "${menuMessage:-Numeric menu...}" \
--clear \
--no-tags \
--menu "Please select a number between $min and $max." 0 0 0 "${menuList[@]}" --stdout
}

108
getkey.sh Executable file
View File

@ -0,0 +1,108 @@
#!/bin/bash
# Reset terminal to current state when we exit.
trap "stty $(stty -g)" EXIT
# Disable echo and special characters, set input timeout to 0.2 seconds.
stty -echo -icanon time 2 || exit $?
# String containing all keypresses.
KEYS=""
# Set field separator to BELL (should not occur in keypresses)
IFS=$'\a'
# Input loop.
while [ 1 ]; do
# Read more input from keyboard when necessary.
while read -t 0 ; do
read -s -r -d "" -N 1 -t 0.2 CHAR && KEYS="$KEYS$CHAR" || break
done
# If no keys to process, wait 0.05 seconds and retry.
if [ -z "$KEYS" ]; then
sleep 0.02
continue
fi
# Check the first (next) keypress in the buffer.
case "$KEYS" in
$'\x1B\x5B\x41'*) # Up arrow
KEYS="${KEYS##???}"
KEY="Arrow_U"
;;
$'\x1B\x5B\x42'*) # Down Arrow
KEYS="${KEYS##???}"
KEY="Arrow_D"
;;
$'\x1B\x5B\x44'*) # Left Arrow
KEYS="${KEYS##???}"
KEY="Arrow_L"
;;
$'\x1B\x5B\x43'*) # Right Arrow
KEYS="${KEYS##???}"
KEY="Arrow_R"
;;
$'\x1B\x4F\x48'*) # Home
KEYS="${KEYS##???}"
KEY="Home"
;;
$'\x1B\x5B\x31\x7E'*) # Home (Numpad)
KEYS="${KEYS##????}"
KEY="Home"
;;
$'\x1B\x4F\x46'*) # End
KEYS="${KEYS##???}"
KEY="End"
;;
$'\x1B\x5B\x34\x7E'*) # End (Numpad)
KEYS="${KEYS##????}"
KEY="End"
;;
$'\x1B\x5B\x45'*) # 5 (Numpad)
KEYS="${KEYS#???}"
KEY="Numpad_5"
;;
$'\x1B\x5B\x35\x7e'*) # PageUp
KEYS="${KEYS##????}"
KEY="Page_U"
;;
$'\x1B\x5B\x36\x7e'*) # PageDown
KEYS="${KEYS##????}"
KEY="Page_D"
;;
$'\x1B\x5B\x32\x7e'*) # Insert
KEYS="${KEYS##????}"
KEY="Insert"
;;
$'\x1B\x5B\x33\x7e'*) # Delete
KEYS="${KEYS##????}"
KEY="Delete"
;;
$'\n'*|$'\r'*) # Enter/Return
KEYS="${KEYS##?}"
KEY="Enter"
;;
$'\t'*) # Tab
KEYS="${KEYS##?}"
KEY="Tab"
;;
$'\x1B') # Esc (without anything following!)
KEYS="${KEYS##?}"
exit 0
;;
$'\x1B'*) # Unknown escape sequences
echo -n "Unknown escape sequence (${#KEYS} chars): \$'"
echo -n "$KEYS" | od --width=256 -t x1 | sed -e '2,99 d; s|^[0-9A-Fa-f]* ||; s| |\\x|g; s|$|'"'|"
KEYS=""
;;
[$'\x01'-$'\x1F'$'\x7F']*) # Consume control characters
KEYS="${KEYS##?}"
;;
*) # Printable characters.
KEY="${KEYS:0:1}"
KEYS="${KEYS#?}"
;;
esac
echo "$KEY"
done

32
godville-tracker/datachecker.sh Executable file
View File

@ -0,0 +1,32 @@
#!/bin/bash
#If there is more than one command line arg something is wrong
if [ $# -gt 1 ] ; then
echo "usage:
$0 godname"
exit 1
fi
#set godName variable if it was passed from the command line
if [ $# -eq 1 ] ; then
godName="$1"
fi
#read from file if it exists, and name wasn't passed in on command line
if [ -f .godville-trackerrc -a $# -eq 0 ] ; then
source .godville-trackerrc
fi
#if name is not set in file, prompt for it here
if [ -z "$godName" ] ; then
read -p "Please enter the god's name? " godName
fi
godvilleInfo="$(curl -Ss "http://godvillegame.com/gods/api/${godName}.json")"
clear
#remove most of the json stuff
godvilleInfo="$(echo "$godvilleInfo" | sed -e 's/":"/ /g' -e 's/","/\n/g')"
godvilleInfo="$(echo "$godvilleInfo" | sed -e 's/":/ /g' -e 's/,"/\n/g')"
godvilleInfo="$(echo "$godvilleInfo" | sed -e 's/{"//g' -e 's/"}//g')"
echo "$godvilleInfo"
exit 0

103
godville-tracker/godville-tracker Executable file
View File

@ -0,0 +1,103 @@
#!/bin/bash
#If there is more than one command line arg something is wrong
if [ $# -gt 1 ] ; then
echo "usage:
$0 godname"
exit 1
fi
#set godName variable if it was passed from the command line
if [ $# -eq 1 ] ; then
godName="$1"
fi
#read from file if it exists, and name wasn't passed in on command line
if [ -f .godville-trackerrc -a $# -eq 0 ] ; then
source .godville-trackerrc
fi
#if name is not set in file, prompt for it here
if [ -z "$godName" ] ; then
read -p "Please enter the god's name? " godName
fi
#Counter variable initialization
i=60
#main update loop
while [ "${continue^}" != "Q" ] ; do
#Update info every minute
if [ $i -ge 60 ] ; then
godvilleInfo="$(curl -Ss "http://godvillegame.com/gods/api/${godName}.json")"
#godvilleInfo="$(cat tmp.txt)"
clear
#remove most of the json stuff, and other formatting goodness
godvilleInfo="$(echo "$godvilleInfo" | sed -e 's/":"/ /g' -e 's/","/\n/g')"
godvilleInfo="$(echo "$godvilleInfo" | sed -e 's/":/ /g' -e 's/,"/\n/g')"
godvilleInfo="$(echo "$godvilleInfo" | sed -e 's/{"//g' -e 's/"}//g' -e 's/}}//g' -e 's/\\u201[c|d]/"/g')"
#load info into variables
alignment="$(echo "$godvilleInfo" | grep "^alignment" | cut -d ' ' -f2-)"
bricks_cnt="$(echo "$godvilleInfo" | grep "^bricks_cnt" | cut -d ' ' -f2-)"
bricks_cnt=$(echo "scale=1;$bricks_cnt * 0.1" | bc)
clan="$(echo "$godvilleInfo" | grep "^clan " | cut -d ' ' -f2-)"
clan_position="$(echo "$godvilleInfo" | grep "^clan_position" | cut -d ' ' -f2-)"
gender="$(echo "$godvilleInfo" | grep "^gender" | cut -d ' ' -f2-)"
gold_approx="$(echo "$godvilleInfo" | grep "^gold_approx" | cut -d ' ' -f2-)"
inventory="$(echo "$godvilleInfo" | grep "^inventory " | cut -d ' ' -f2-)"
inventory_max_num="$(echo "$godvilleInfo" | grep "^inventory_max_num" | cut -d ' ' -f2-)"
level="$(echo "$godvilleInfo" | grep "^level" | cut -d ' ' -f2-)"
name="$(echo "$godvilleInfo" | grep "^name" | cut -d ' ' -f2-)"
max_health="$(echo "$godvilleInfo" | grep "^max_health" | cut -d ' ' -f2-)"
motto="$(echo "$godvilleInfo" | grep "^motto" | cut -d ' ' -f2-)"
pet_class="$(echo "$godvilleInfo" | grep "^pet_class" | cut -d ' ' -f2-)"
pet_level="$(echo "$godvilleInfo" | grep "^pet_level" | cut -d ' ' -f2-)"
pet_name="$(echo "$godvilleInfo" | grep "^pet pet_name" | cut -d ' ' -f3-)"
quest="$(echo "$godvilleInfo" | grep "^quest" | cut -d ' ' -f2-)"
temple_completed_at="$(echo "$godvilleInfo" | grep "^temple_completed_at" | cut -d ' ' -f2-)"
if [ "$temple_completed_at" != "null" ] ; then
temple_completed_at="$(date --date="$temple_completed_at" +'%I:%M%p %A, %B %d, %Y')"
fi
#display Information
echo "God
Name: $godName
Hero
Name: $name ($gender)
Motto: $motto
Personality: $alignment"
#Not everyone is in a clan:
if [ -n "$clan" ] ; then
echo "Guild: $clan ($clan_position)"
fi
echo "Level: $level
Inventory: ### / $inventory_max_num
Health: ### / $max_health
Quest: $quest
Gold: $gold_approx
Bricks for Temple: $bricks_cnt%"
#Not everyone has completed their temple
if [ "$temple_completed_at" != "null" ] ; then
echo "Temple Completed: $temple_completed_at"
fi
#Not everyone has a pet
if [ -n "$pet_name" ] ; then
echo
echo "Pet
Name: $pet_name
Class $pet_class"
#Not all pets show a level
if [[ "$pet_level" =~ ^[0-9]+$ ]] ; then
echo "Level: $pet_level"
fi
fi
#reset counter variable
i=0
fi
#Wait for user input and sleep for 1 second
read -t1 -n1 continue
#Incriment counter
let i++
done
echo
exit 0

30
menu.sh
View File

@ -1,30 +0,0 @@
#!/bin/bash
export DIALOGOPTS='--no-lines --visit-items'
cols=$(tput cols)
lines=$(tput lines)
path="$(realpath "$0")"
path="${path%/*}"
declare -A gameList
for i in $path/*/ ; do
i="${i::-1}"
gameList[${i##*/}]="${i}"
done
gameList[exit]="Exit"
while : ; do
game="$(dialog --backtitle "Storm Games" \
--menu "Select A Game" $((lines - 5)) $cols $((lines / 2)) $(
for i in ${!gameList[@]} ; do
echo "$i"
echo '|'
done) --stdout)"
if [[ "$game" != "exit" && -n "$game" ]]; then
cd "${gameList[$game]}"
./$game""
echo
read -n1 -p "Press any key to continue" continue
else
break
fi
done
exit 0

View File

@ -9,3 +9,6 @@ TTYtter (optional)
Playing
You are given a scrambled list of numbers from 1 to 9. Press the number you want to flip from, and that number, plus all the numbers after it will reverse. the object of the game is to get the numbers in the right order, 123456789, in as few tries as possible.
<script src="https://liberapay.com/stormdragon2976/widgets/button.js"></script>
<noscript><a href="https://liberapay.com/stormdragon2976/donate"><img alt="Donate using Liberapay" src="https://liberapay.com/assets/widgets/donate.svg"></a></noscript>

View File

@ -1,64 +0,0 @@
#!/bin/python
# -*- coding: utf-8 -*-
from storm_games import *
# Initial variable settings
mode = "menu"
sounds = initialize_gui("Numnastics")
def game(mode):
i = 0
startTime = time.time()
tries = 0
numberList = list("123456789")
random.shuffle(numberList)
while ''.join(numberList) != "123456789":
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
# Escape is the back/exit key, close the game if not playing, or return to menu if playing.
if event.key == pygame.K_ESCAPE:
if mode != "menu":
mode = "menu"
return mode
elif mode == "menu": exit_game()
elif event.key in [pygame.K_1, pygame.K_2, pygame.K_3, pygame.K_4, pygame.K_5, pygame.K_6,pygame.K_7, pygame.K_8, pygame.K_9]:
i = numberList.index((pygame.key.name(event.key)))
speak(numberList[i])
elif event.key in [pygame.K_LEFT, pygame.K_UP]:
if i > 0: i = i - 1
speak(numberList[i])
elif event.key in [pygame.K_RIGHT, pygame.K_DOWN]:
if i < len(numberList) - 1: i = i + 1
speak(numberList[i])
elif event.key == pygame.K_SPACE:
speak(str(' '.join(numberList[i:len(numberList)])))
continue
elif event.key == pygame.K_RETURN:
if i != -1:
reversedNumberList = numberList[i:len(numberList)]
reversedNumberList.reverse()
del numberList[i:len(numberList)]
numberList.extend(reversedNumberList)
tries = tries + 1
sounds['flip'].play()
speak(str(' '.join(numberList[i:len(numberList)])))
else:
i = -1
sounds['error'].play()
endTime = round(time.time() - startTime, 2)
message = [
"Congratulations! You beat Numnastics in " + str(tries) + " tries.",\
"Your time was " + str(endTime) + " seconds."]
display_message(message)
sounds['win'].play()
time.sleep(sounds['win'].get_length())
return "menu"
# Game starts at main menu
mode = game_menu("start game", "instructions", "credits", "exit_game")
while True:
if mode == "menu": mode = game_menu("start game", "instructions", "credits", "exit_game")
if mode == "start game": mode = game(mode)
time.sleep(.001)

Binary file not shown.

View File

@ -1,148 +0,0 @@
#!/bin/python
# -*- coding: utf-8 -*-
"""Standard initializations and functions shared by all games."""
import configparser
import os
from os import listdir
from os.path import isfile, join
from inspect import isfunction
from xdg import BaseDirectory
import pygame
import random
import requests
import speechd
import time
localConfig = configparser.ConfigParser()
globalConfig = configparser.ConfigParser()
spd = speechd.Client()
def write_config(writeGlobal = False):
if writeGlobal == False:
with open(gamePath, 'w') as configfile:
localConfig.write(configfile)
else:
with open(globalPath, 'w') as configfile:
globalConfig.write(configfile)
def speak(text, interupt = True):
if interupt == True: spd.cancel()
spd.say(text)
def exit_game():
spd.close()
pygame.quit()
exit()
def initialize_gui(gameTitle):
# Check for, and possibly create, storm-games path
global globalPath
global gamePath
globalPath = BaseDirectory.xdg_config_home + "/storm-games"
gamePath = globalPath + "/" + str.lower(str.replace(gameTitle, " ", "-") + "config")
globalPath = globalPath + "/config"
if not os.path.exists(gamePath): os.makedirs(gamePath)
# Seed the random generator to the clock
random.seed()
# Set game's name
global gameName
gameName = gameTitle
# start pygame
pygame.init()
# start the display (required by the event loop)
pygame.display.set_mode((320, 200))
pygame.display.set_caption(gameTitle)
# Load sounds from the sound directory and creates a list like that {'bottle': 'bottle.ogg'}
soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
#lets make a dict with pygame.mixer.Sound() objects {'bottle':<soundobject>}
soundData = {}
for f in soundFiles:
soundData[f.split('.')[0]] = pygame.mixer.Sound("sounds/" + f)
soundData['game-intro'].play()
time.sleep(soundData['game-intro'].get_length())
return soundData
def display_message(info):
info.append("Press escape or enter to continue.")
info.reverse()
info.append("Use the up and down arrow keys to navigate this message.")
info.reverse()
i = 0
speak(str(info[0:len(info)]))
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN: return
if event.key == pygame.K_DOWN and i < len(info) - 1: i = i + 1
if event.key == pygame.K_UP and i > 0: i = i - 1
speak(info[i])
event = pygame.event.clear()
time.sleep(0.001)
def instructions():
info = (
"Welcome to " + gameName + ": brought to you by Storm Dragon. Use the up and down arrows to navigate these instructions.",\
"The object of the game is to arrange the random string of numbers so they read one through nine in as few tries as possible.",\
"You can use the up or left arrow to move back in the string, and the down or right arrow to move forward, or close to the end of the string of numbers.",\
"you can also jump directly to the number you want by pressing it on your keyboard. If you want to go to the number 8 in the string, just press 8.",\
"When you are on the number you want, press the enter key and that number, plus all the numbers to the end of the string, will be reversed.",\
"For example, if you have the string of numbers 1 2 3 4 5 6 9 8 7, pressing enter while on the number 9 will reverse 9 8 7, making the string 1 2 3 4 5 6 7 8 9 and you will win the game.",\
"If you need to her the string of numbers from your current position, press the spacebar.",\
"Have fun, and good luck!",\
"Press escape or enter to return to the game menu.")
i = 0
speak(info[i])
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN: return
if event.key == pygame.K_DOWN and i < len(info) - 1: i = i + 1
if event.key == pygame.K_UP and i > 0: i = i - 1
speak(info[i])
event = pygame.event.clear()
time.sleep(0.001)
def credits():
info = (
gameName + ": brought to you by Storm Dragon",\
"Billy Wolfe, designer and coder.",\
"http://stormdragon.tk",\
"Press escape or enter to return to the game menu.")
i = 0
speak(info[i])
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_RETURN: return
if event.key == pygame.K_DOWN and i < len(info) - 1: i = i + 1
if event.key == pygame.K_UP and i > 0: i = i - 1
speak(info[i])
event = pygame.event.clear()
time.sleep(0.001)
def game_menu(*options):
loop = True
pygame.mixer.music.load("sounds/music_menu.ogg")
pygame.mixer.music.set_volume(0.75)
pygame.mixer.music.play(-1)
i = 0
speak(options[i])
while loop == True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: exit_game()
if event.key == pygame.K_DOWN and i < len(options) - 1: i = i + 1
if event.key == pygame.K_UP and i > 0: i = i - 1
if event.key == pygame.K_RETURN:
try:
eval(options[i] + "()")
continue
except:
pygame.mixer.music.fadeout(500)
time.sleep(0.25)
return options[i]
continue
speak(options[i])
event = pygame.event.clear()
time.sleep(0.001)

View File

@ -8,33 +8,6 @@
# There are 2 sets of keybindings. uijk or erdf.
# The lowest note is e or u, with r or i being the next highest.
# Finally d or j follow by f and k for the ascending pitches.
# Note the arrow keys may also be used.
# Down is lowest with left, then right, then up in order of pitch.
get_key() {
# Arrow keys translate to upper case letters.
# Up arrow is A
# Down arrow is B
# Left arrow is D
local __key
local __lastKey
while [[ -z "$__key" && -z "$__lastKey" ]]; do
read -t 001 -rsn1 __key
while [[ "$__key" =~ [[:cntrl:][:punct:]] ]]; do
# Key may be an arrow or something else, so remove punct and cntrl characters and try again.
if [[ -n "$__key" ]]; then
__lastKey="$__key"
else
__key="$__lastKey"
break
fi
read -t 001 -rsn1 __key
done
done
# Return __key if it contains a letter.
# If it doesn't, then a punctuation key was pressed, so return __lastKey instead.
[[ -n "$__key" ]] && echo "$__key" || echo "$__lastKey"
}
# Simon notes
notes=("sq E4" "sq C#4" "sq A3" "sq E3")
@ -51,12 +24,11 @@ done
# Clear the player variable
unset player
i=0
while : ; do
key="$(get_key)"
key="$(echo "$key" | tr 'Afk' '0')"
key="$(echo "$key" | tr 'Cdj' '1')"
key="$(echo "$key" | tr 'Dir' '2')"
key="$(echo "$key" | tr 'Beu' '3')"
while read -sn1 key ; do
key="$(echo "$key" | tr 'fk' '0')"
key="$(echo "$key" | tr 'dj' '1')"
key="$(echo "$key" | tr 'ir' '2')"
key="$(echo "$key" | tr 'eu' '3')"
player=(${player[@]} $key)
# make sure the pressed key exists in the array.
if [[ "$key" =~ [0-3] ]]; then

19
soundboard/soundboard Executable file
View File

@ -0,0 +1,19 @@
#!/bin/bash
if [ $# -ne 1 ] ; then
echo "Usage: soundboard name, where name is the name of a soundboard you want to load."
exit 1
fi
if ! [ -d sounds/$1 ] ; then
echo "soundboard $1 not found."
exit 1
fi
while [ 1 -gt 0 ] ; do
read -sn1 key
if [ -f sounds/$1/$key.ogg ] ; then
play -qV0 sounds/$1/$key.ogg&
fi
done
exit 0

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -35,15 +35,15 @@ sequence="${sequence}\"|sox -np synth 0.0$(($RANDOM % 5 + 4)) sq ${notes[$(($RAN
done
eval play -q ${sequence} norm -5
sleep .5
guess="win"
unset guess
i=0
while [[ "${guess}" == "win" ]]; do
while [ -z "${guess}" ]; do
play -nqV0 synth .2 sq E4 pad .3 norm -5 &
read -sn1 -t .6 guess || guess="win"
read -sn1 -t .6 guess
((i++))
done
if [ $i -eq $length ]; then
echo "you win! The answer was $length!"
echo "you win!"
else
echo "you lose"
echo "You guessed $i. the actual number was $length."

View File

@ -255,9 +255,6 @@ noteLength="0.75"
;;
"=")
noteLength="1.00"
;;
$'\e')
exit 0
esac
if [ "$instrument" == "12" ] ; then
play -qn -V0 synth pl ${note}$(($octave + 1)) pl ${note}${octave} delay 0 0.02 remix - $effect fade 0 $noteLength vol $volume &> /dev/null &