Merged with latest code from master.
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commit
401b2a8527
235
__init__.py
235
__init__.py
@ -10,11 +10,12 @@ from os.path import isfile, join
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from inspect import isfunction
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from xdg import BaseDirectory
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from setproctitle import setproctitle
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import pyglet
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import pygame
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import pyperclip
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import random
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import re
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import requests
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import textwrap
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import webbrowser
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# Global variable for speech provider
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try:
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@ -29,6 +30,7 @@ except ImportError:
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print("No other speech providers found.")
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exit()
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import math
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import numpy as np
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import time
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localConfig = configparser.ConfigParser()
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@ -113,20 +115,46 @@ def read_config(readGlobal = False):
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globalConfig.read_file(configfile)
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except:
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pass
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def speak(text, interupt = True):
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def speak(text, interupt=True):
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if speechProvider == "speechd":
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if interupt == True: spd.cancel()
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if interupt: spd.cancel()
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spd.say(text)
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else:
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if speechProvider == "accessible_output2":
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s.speak(text, interrupt=True)
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# Display the text on screen
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screen = pygame.display.get_surface()
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font = pygame.font.Font(None, 36)
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# Wrap the text
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maxWidth = screen.get_width() - 40 # Leave a 20-pixel margin on each side
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wrappedText = textwrap.wrap(text, width=maxWidth // font.size('A')[0])
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# Render each line
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textSurfaces = [font.render(line, True, (255, 255, 255)) for line in wrappedText]
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screen.fill((0, 0, 0)) # Clear screen with black
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# Calculate total height of text block
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totalHeight = sum(surface.get_height() for surface in textSurfaces)
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# Start y-position (centered vertically)
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currentY = (screen.get_height() - totalHeight) // 2
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# Blit each line of text
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for surface in textSurfaces:
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textRect = surface.get_rect(center=(screen.get_width() // 2, currentY + surface.get_height() // 2))
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screen.blit(surface, textRect)
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currentY += surface.get_height()
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pygame.display.flip()
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def check_for_exit():
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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return True
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return False
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pygame.event.pump()
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def exit_game():
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if speechProvider == "speechd": spd.close()
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# Close the pyglet window
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pyglet.app.exit()
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pygame.mixer.music.stop()
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pygame.quit()
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exit()
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def initialize_gui(gameTitle):
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# Check for, and possibly create, storm-games path
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@ -141,18 +169,101 @@ def initialize_gui(gameTitle):
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global gameName
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gameName = gameTitle
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setproctitle(str.lower(str.replace(gameTitle, " ", "")))
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# init pyglet window
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window = pyglet.window.Window(500, 300, gameTitle)
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# start pygame
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pygame.init()
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# start the display (required by the event loop)
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pygame.display.set_mode((800, 600))
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pygame.display.set_caption(gameTitle)
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# Set 32 channels for sound by default
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pygame.mixer.pre_init(44100, -16, 2, 1024)
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pygame.mixer.init()
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pygame.mixer.set_num_channels(32)
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# Reserve the cut scene channel
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pygame.mixer.set_reserved(0)
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# Load sounds from the sound directory and creates a list like {'bottle': 'bottle.ogg'}
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soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
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# make a dict with pyglet media {'bottle':<soundobject>}
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try:
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soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
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except Exception as e:
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print("No sounds found.")
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speak("No sounds found.", False)
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#lets make a dict with pygame.mixer.Sound() objects {'bottle':<soundobject>}
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soundData = {}
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for f in soundFiles:
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soundData[f.split('.')[0]] = pyglet.media.load("sounds/" + f, streaming = False)
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soundData[f.split('.')[0]] = pygame.mixer.Sound("sounds/" + f)
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soundData['game-intro'].play()
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time.sleep(soundData['game-intro'].duration)
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time.sleep(soundData['game-intro'].get_length())
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return soundData
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def generate_tone(frequency, duration=0.1, sample_rate=44100, volume = 0.2):
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t = np.linspace(0, duration, int(sample_rate * duration), False)
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tone = np.sin(2 * np.pi * frequency * t)
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stereo_tone = np.vstack((tone, tone)).T # Create a 2D array for stereo
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stereo_tone = (stereo_tone * 32767).astype(np.int16)
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stereo_tone = (stereo_tone * 32767 * volume).astype(np.int16) # Apply volume
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stereo_tone = np.ascontiguousarray(stereo_tone) # Ensure C-contiguous array
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return pygame.sndarray.make_sound(stereo_tone)
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def x_powerbar():
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clock = pygame.time.Clock()
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screen = pygame.display.get_surface()
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position = -50 # Start from the leftmost position
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direction = 1 # Move right initially
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barHeight = 20
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while True:
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frequency = 440 # A4 note
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leftVolume = (50 - position) / 100
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rightVolume = (position + 50) / 100
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tone = generate_tone(frequency)
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channel = tone.play()
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channel.set_volume(leftVolume, rightVolume)
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# Visual representation
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screen.fill((0, 0, 0))
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barWidth = screen.get_width() - 40 # Leave 20px margin on each side
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pygame.draw.rect(screen, (100, 100, 100), (20, screen.get_height() // 2 - barHeight // 2, barWidth, barHeight))
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markerPos = int(20 + (position + 50) / 100 * barWidth)
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pygame.draw.rect(screen, (255, 0, 0), (markerPos - 5, screen.get_height() // 2 - barHeight, 10, barHeight * 2))
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pygame.display.flip()
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for event in pygame.event.get():
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check_for_exit()
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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channel.stop()
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return position # This will return a value between -50 and 50
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position += direction
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if position > 50:
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position = 50
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direction = -1
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elif position < -50:
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position = -50
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direction = 1
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clock.tick(40) # Speed of bar
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def y_powerbar():
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clock = pygame.time.Clock()
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screen = pygame.display.get_surface()
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power = 0
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direction = 1 # 1 for increasing, -1 for decreasing
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barWidth = 20
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while True:
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frequency = 220 + (power * 5) # Adjust these values to change the pitch range
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tone = generate_tone(frequency)
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channel = tone.play()
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# Visual representation
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screen.fill((0, 0, 0))
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barHeight = screen.get_height() - 40 # Leave 20px margin on top and bottom
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pygame.draw.rect(screen, (100, 100, 100), (screen.get_width() // 2 - barWidth // 2, 20, barWidth, barHeight))
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markerPos = int(20 + (100 - power) / 100 * barHeight)
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pygame.draw.rect(screen, (255, 0, 0), (screen.get_width() // 2 - barWidth, markerPos - 5, barWidth * 2, 10))
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pygame.display.flip()
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for event in pygame.event.get():
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check_for_exit()
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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channel.stop()
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return power
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power += direction
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if power >= 100 or power <= 0:
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direction *= -1 # Reverse direction at limits
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clock.tick(40)
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def cut_scene(sounds, soundName):
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pygame.event.clear()
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pygame.mixer.stop()
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@ -164,45 +275,46 @@ def cut_scene(sounds, soundName):
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pygame.mixer.stop()
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pygame.event.pump()
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def obj_play(sounds, soundName, playerPos, objPos):
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distance = playerPos - objPos
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if distance > 9 or distance < -9:
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# The item is out of range, so play it at 0
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left = 0
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right = 0
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elif distance == 0:
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left = 0.9
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right = 0.9
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def calculate_volume_and_pan(player_pos, obj_pos):
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distance = abs(player_pos - obj_pos)
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max_distance = 12 # Maximum audible distance
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if distance > max_distance:
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return 0, 0, 0 # No sound if out of range
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# Calculate volume (non-linear scaling for more noticeable changes)
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volume = ((max_distance - distance) / max_distance) ** 1.5
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# Determine left/right based on relative position
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if player_pos < obj_pos:
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# Object is to the right
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left = max(0, 1 - (obj_pos - player_pos) / max_distance)
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right = 1
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elif player_pos > obj_pos:
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# Object is to the left
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left = 1
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right = max(0, 1 - (player_pos - obj_pos) / max_distance)
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else:
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angle = math.radians(distance * 5)
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left = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle))
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right = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
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if left < 0: left *= -1
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if right < 0: right *= -1
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# x is the channel for the sound
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# Player is on the object
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left = right = 1
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return volume, left, right
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def obj_play(sounds, soundName, player_pos, obj_pos):
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volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
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if volume == 0:
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return None # Don't play if out of range
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# Play the sound on a new channel
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x = sounds[soundName].play(-1)
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# Apply the position information to the channel
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x.set_volume(left, right)
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# return the channel so that it can be used in the update and stop functions.
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# Apply the volume and pan
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x.set_volume(volume * left, volume * right)
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return x
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def obj_update(x, playerPos, objPos):
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distance = playerPos - objPos
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if distance > 9 or distance < -9:
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left = 0
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right = 0
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elif distance == 0:
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left = 0.9
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right = 0.9
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else:
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angle = math.radians(distance * 5)
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left = math.sqrt(2)/2.0 * (math.cos(angle) + math.sin(angle))
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right = math.sqrt(2)/2.0 * (math.cos(angle) - math.sin(angle))
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if left < 0: left *= -1
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if right < 0: right *= -1
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# Apply the position information to the channel
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x.set_volume(left, right)
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# return the channel
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def obj_update(x, player_pos, obj_pos):
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if x is None:
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return None
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volume, left, right = calculate_volume_and_pan(player_pos, obj_pos)
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if volume == 0:
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x.stop()
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return None
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# Apply the volume and pan
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x.set_volume(volume * left, volume * right)
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return x
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def obj_stop(x):
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@ -213,6 +325,22 @@ def obj_stop(x):
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except:
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return x
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def play_ambiance(sounds, soundNames, probability, randomLocation = False):
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# Check if any of the sounds in the list is already playing
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for soundName in soundNames:
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if pygame.mixer.find_channel(True) and pygame.mixer.find_channel(True).get_busy():
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return
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if random.randint(1, 100) > probability:
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return
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# Choose a random sound from the list
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ambianceSound = random.choice(soundNames)
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channel = sounds[ambianceSound].play()
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if randomLocation and channel:
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left_volume = random.random()
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right_volume = random.random()
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channel.set_volume(left_volume, right_volume)
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return channel # Return the channel object for potential further manipulation
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def play_random(sounds, soundName, pause = False, interrupt = False):
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key = []
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for i in sounds.keys():
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@ -282,7 +410,7 @@ def learn_sounds(sounds):
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loop = True
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pygame.mixer.music.pause()
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i = 0
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soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"]) and (f.split('.')[0].lower() not in ["game-intro", "music_menu"])]
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soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"]) and (f.split('.')[0].lower() not in ["game-intro", "music_menu"]) and (not f.lower().startswith("_"))]
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# j keeps track of last spoken index so it isn't voiced on key up.
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j = -1
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while loop == True:
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@ -317,9 +445,12 @@ def game_menu(sounds, *options):
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if pygame.mixer.music.get_busy():
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pygame.mixer.music.unpause()
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else:
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pygame.mixer.music.load("sounds/music_menu.ogg")
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pygame.mixer.music.set_volume(0.75)
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pygame.mixer.music.play(-1)
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try:
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pygame.mixer.music.load("sounds/music_menu.ogg")
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pygame.mixer.music.set_volume(0.75)
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pygame.mixer.music.play(-1)
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except:
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pass
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i = 0
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# j keeps track of last spoken index so it isn't voiced on key up.
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j = -1
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7
requirements.txt
Normal file
7
requirements.txt
Normal file
@ -0,0 +1,7 @@
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pygame>=2.0.0
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pyperclip>=1.8.0
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requests>=2.25.0
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pyxdg>=0.27
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setproctitle>=1.2.0
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numpy>=1.19.0
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accessible-output2>=0.14
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2
requirements_linux.txt
Normal file
2
requirements_linux.txt
Normal file
@ -0,0 +1,2 @@
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-r requirements.txt
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python-speechd>=0.11.1
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