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7 changed files with 525 additions and 35 deletions

View File

@@ -15,7 +15,8 @@ This module provides core functionality for Storm Games including:
from .services import (
ConfigService,
VolumeService,
PathService
PathService,
SpeechHistoryService
)
# Import Sound class and functions
@@ -39,7 +40,7 @@ from .sound import (
)
# Import Speech class and functions
from .speech import messagebox, speak, Speech
from .speech import messagebox, speak, Speech, speak_previous, speak_current, speak_next
# Import Scoreboard
from .scoreboard import Scoreboard
@@ -78,7 +79,7 @@ __version__ = '2.0.0'
# Make all symbols available at the package level
__all__ = [
# Services
'ConfigService', 'VolumeService', 'PathService',
'ConfigService', 'VolumeService', 'PathService', 'SpeechHistoryService',
# Sound
'Sound',
@@ -102,6 +103,9 @@ __all__ = [
'messagebox',
'speak',
'Speech',
'speak_previous',
'speak_current',
'speak_next',
# Scoreboard
'Scoreboard',
@@ -133,6 +137,7 @@ __all__ = [
configService = ConfigService.get_instance()
volumeService = VolumeService.get_instance()
pathService = PathService.get_instance()
speechHistoryService = SpeechHistoryService.get_instance()
# Set up backward compatibility hooks for initialize_gui
_originalInitializeGui = initialize_gui

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@@ -354,7 +354,7 @@ def learn_sounds(sounds):
Excluded sounds:
- Files in folders named 'ambience' (at any level)
- Files in any directory starting with '.'
- Files starting with 'game-intro', 'music_menu', or '_'
- Files whose filename starts with 'game-intro', 'music_menu', or '_' (regardless of directory)
Args:
sounds (dict): Dictionary of available sound objects
@@ -374,8 +374,11 @@ def learn_sounds(sounds):
# Process each sound key in the dictionary
for soundKey in sounds.keys():
# Skip if key has any excluded prefix
if any(soundKey.lower().startswith(prefix.lower()) for prefix in excludedPrefixes):
# Extract the filename (part after the last '/')
filename = soundKey.split('/')[-1]
# Skip if filename has any excluded prefix
if any(filename.lower().startswith(prefix.lower()) for prefix in excludedPrefixes):
continue
# Split key into path parts

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@@ -166,8 +166,8 @@ class Scoreboard:
if name is None:
# Import get_input here to avoid circular imports
from .input import get_input
name = get_input("New high score! Enter your name:", "Player")
if name is None: # User cancelled
name = get_input("New high score! Enter your name:", "")
if name is None or name.strip() == "": # User cancelled or entered empty
name = "Player"
# Insert new score at correct position

View File

@@ -6,10 +6,13 @@ Provides centralized services to replace global variables:
- ConfigService: Manages game configuration
- VolumeService: Handles volume settings
- PathService: Manages file paths
- SpeechHistoryService: Manages speech history for navigation
"""
import configparser
import os
import time
from collections import deque
from xdg import BaseDirectory
# For backward compatibility
@@ -272,3 +275,164 @@ class PathService:
globalPath = self.globalPath
return self
class SpeechHistoryService:
"""Speech history management service for message navigation."""
_instance = None
@classmethod
def get_instance(cls):
"""Get or create the singleton instance."""
if cls._instance is None:
cls._instance = SpeechHistoryService()
return cls._instance
def __init__(self, max_size=10):
"""Initialize speech history.
Args:
max_size (int): Maximum number of messages to keep in history
"""
self.history = deque(maxlen=max_size)
self.current_index = -1
self.max_size = max_size
def add_message(self, text):
"""Add a message to the speech history.
Args:
text (str): The spoken message to add to history
"""
if not text or not text.strip():
return
# Add message with timestamp
message_entry = {
'text': text.strip(),
'timestamp': time.time()
}
self.history.append(message_entry)
# Reset current index when new message is added
self.current_index = -1
def get_current(self):
"""Get the current message in history.
Returns:
str or None: Current message text, or None if no history
"""
if not self.history:
return None
if self.current_index == -1:
# Return most recent message
return self.history[-1]['text']
else:
# Return message at current index
if 0 <= self.current_index < len(self.history):
return self.history[self.current_index]['text']
return None
def move_previous(self):
"""Navigate to the previous message in history.
Returns:
str or None: Previous message text, or None if at beginning
"""
if not self.history:
return None
if self.current_index == -1:
# Start from the most recent message
self.current_index = len(self.history) - 1
elif self.current_index > 0:
# Move backward in history
self.current_index -= 1
else:
# Already at the beginning, wrap to the end
self.current_index = len(self.history) - 1
return self.get_current()
def move_next(self):
"""Navigate to the next message in history.
Returns:
str or None: Next message text, or None if at end
"""
if not self.history:
return None
if self.current_index == -1:
# Already at most recent, wrap to beginning
self.current_index = 0
elif self.current_index < len(self.history) - 1:
# Move forward in history
self.current_index += 1
else:
# At the end, wrap to beginning
self.current_index = 0
return self.get_current()
def clear_history(self):
"""Clear all messages from history."""
self.history.clear()
self.current_index = -1
def set_max_size(self, max_size):
"""Change the maximum history size.
Args:
max_size (int): New maximum size for history buffer
"""
if max_size > 0:
self.max_size = max_size
# Create new deque with new max size, preserving recent messages
old_history = list(self.history)
self.history = deque(old_history[-max_size:], maxlen=max_size)
# Adjust current index if needed
if self.current_index >= len(self.history):
self.current_index = len(self.history) - 1
def get_history_size(self):
"""Get the current number of messages in history.
Returns:
int: Number of messages in history
"""
return len(self.history)
def is_at_first(self):
"""Check if currently at the first (oldest) message in history.
Returns:
bool: True if at the first message
"""
if not self.history:
return False
return self.current_index == 0
def is_at_last(self):
"""Check if currently at the last (newest) message in history.
Returns:
bool: True if at the last message or viewing most recent
"""
if not self.history:
return False
return self.current_index == -1 or self.current_index == len(self.history) - 1
def get_most_recent(self):
"""Get the most recent message (what F2 should always say).
Returns:
str or None: Most recent message text, or None if no history
"""
if not self.history:
return None
return self.history[-1]['text']

View File

@@ -120,24 +120,25 @@ class Sound:
pygame.event.clear()
pygame.mixer.stop()
# Play the sound
channel = self.sounds[soundName].play(-1 if loop else 0)
if not channel:
return None
# Apply appropriate volume settings
sfx_volume = self.volumeService.get_sfx_volume()
# Handle positional audio if positions are provided
# Handle positional audio if positions are provided - check range BEFORE starting sound
if playerPos is not None and objPos is not None:
# Calculate stereo panning
left_vol, right_vol = self._get_stereo_panning(playerPos, objPos, centerDistance)
# Don't play if out of range
if left_vol == 0 and right_vol == 0:
channel.stop()
return None
# Play the sound
channel = self.sounds[soundName].play(-1 if loop else 0)
if not channel:
return None
# Apply volume settings
if playerPos is not None and objPos is not None:
# Apply positional volume adjustments
channel.set_volume(volume * left_vol * sfx_volume, volume * right_vol * sfx_volume)
else:
@@ -351,6 +352,10 @@ def _find_matching_sound(soundPattern, sounds):
keys = [k for k in sounds.keys() if re.match("^" + soundPattern + ".*", k)]
return random.choice(keys) if keys else None
def get_available_channel():
"""Get an available channel for playing sounds."""
return pygame.mixer.find_channel()
# Global functions for backward compatibility
def play_bgm(musicFile):
"""Play background music with proper volume settings."""
@@ -425,20 +430,22 @@ def play_sound(sound_or_name, volume=1.0, loop=False, playerPos=None, objPos=Non
# Case 4: Sound name with dictionary
elif isinstance(sounds, dict) and isinstance(sound_or_name, str) and sound_or_name in sounds:
# Apply volume settings
sfx_vol = volumeService.get_sfx_volume()
# Handle positional audio - check range BEFORE starting sound
if playerPos is not None and objPos is not None:
left_vol, right_vol = _get_stereo_panning(playerPos, objPos, centerDistance)
if left_vol == 0 and right_vol == 0:
return None # Don't start sound if out of range
# Play the sound
channel = sounds[sound_or_name].play(-1 if loop else 0)
if not channel:
return None
# Apply volume settings
sfx_vol = volumeService.get_sfx_volume()
# Handle positional audio
if playerPos is not None and objPos is not None:
left_vol, right_vol = _get_stereo_panning(playerPos, objPos, centerDistance)
if left_vol == 0 and right_vol == 0:
channel.stop()
return None
channel.set_volume(volume * left_vol * sfx_vol, volume * right_vol * sfx_vol)
else:
channel.set_volume(volume * sfx_vol)

275
speech.py
View File

@@ -13,6 +13,9 @@ import textwrap
import time
from sys import exit
# Keep track of whether dialog instructions have been shown
dialogUsageInstructions = False
class Speech:
"""Handles text-to-speech functionality."""
@@ -58,12 +61,14 @@ class Speech:
# No speech providers found
print("No speech providers found.")
def speak(self, text, interrupt=True):
def speak(self, text, interrupt=True, priority="normal", add_to_history=True):
"""Speak text using the configured speech provider and display on screen.
Args:
text (str): Text to speak and display
interrupt (bool): Whether to interrupt current speech (default: True)
priority (str): Speech priority - "important", "normal", or "notification"
add_to_history (bool): Whether to add this message to speech history (default: True)
"""
if not self.provider:
return
@@ -71,7 +76,7 @@ class Speech:
currentTime = pygame.time.get_ticks()
# Check if this is the same text within the delay window
if (self.lastSpoken["text"] == text and
if (self.lastSpoken["text"] == text and
currentTime - self.lastSpoken["time"] < self.speechDelay):
return
@@ -79,13 +84,46 @@ class Speech:
self.lastSpoken["text"] = text
self.lastSpoken["time"] = currentTime
# Proceed with speech
# Add to speech history (import here to avoid circular imports)
if add_to_history:
try:
from .services import SpeechHistoryService
history_service = SpeechHistoryService.get_instance()
history_service.add_message(text)
except ImportError:
pass
# Proceed with speech based on provider and priority
if self.providerName == "speechd":
if interrupt:
self.spd.cancel()
# Set priority for speechd
if priority == "important":
try:
import speechd
self.spd.set_priority(speechd.Priority.IMPORTANT)
except (ImportError, AttributeError):
pass
elif priority == "notification":
try:
import speechd
self.spd.set_priority(speechd.Priority.NOTIFICATION)
except (ImportError, AttributeError):
pass
else: # normal
try:
import speechd
self.spd.set_priority(speechd.Priority.TEXT)
except (ImportError, AttributeError):
pass
self.spd.say(text)
elif self.providerName == "accessible_output2":
self.ao2.speak(text, interrupt=interrupt)
# For accessible_output2, use interrupt for important messages
use_interrupt = interrupt or (priority == "important")
self.ao2.speak(text, interrupt=use_interrupt)
# Display the text on screen
screen = pygame.display.get_surface()
@@ -118,27 +156,45 @@ class Speech:
# Global instance for backward compatibility
_speechInstance = None
def speak(text, interrupt=True):
def speak(text, interrupt=True, priority="normal", add_to_history=True):
"""Speak text using the global speech instance.
Args:
text (str): Text to speak and display
interrupt (bool): Whether to interrupt current speech (default: True)
priority (str): Speech priority - "important", "normal", or "notification"
add_to_history (bool): Whether to add this message to speech history (default: True)
"""
global _speechInstance
if _speechInstance is None:
_speechInstance = Speech.get_instance()
_speechInstance.speak(text, interrupt)
_speechInstance.speak(text, interrupt, priority, add_to_history)
def messagebox(text):
"""Display a simple message box with text.
Shows a message that can be repeated until the user chooses to continue.
def messagebox(text, sounds=None):
"""Enhanced messagebox with dialog support.
Args:
text (str): Message to display
text (str or dict): Simple string message or dialog configuration dict
sounds (Sound object, optional): Sound system for playing dialog audio
"""
speech = Speech.get_instance()
# Handle simple string (backward compatibility)
if isinstance(text, str):
_show_simple_message(speech, text)
return
# Handle dialog format
if isinstance(text, dict) and "entries" in text:
_show_dialog_sequence(speech, text, sounds)
return
# Fallback to simple message if format not recognized
_show_simple_message(speech, str(text))
def _show_simple_message(speech, text):
"""Show a simple text message (original messagebox behavior)."""
speech.speak(text + "\nPress any key to repeat or enter to continue.")
while True:
event = pygame.event.wait()
@@ -147,3 +203,200 @@ def messagebox(text):
speech.speak(" ")
return
speech.speak(text + "\nPress any key to repeat or enter to continue.")
def _show_dialog_sequence(speech, dialog_config, sounds):
"""Show a dialog sequence with character speech and optional sounds.
Args:
speech: Speech instance for text-to-speech
dialog_config (dict): Dialog configuration with entries list and optional settings
sounds: Sound system for playing audio files
"""
entries = dialog_config.get("entries", [])
allow_skip = dialog_config.get("allow_skip", False)
dialog_sound = dialog_config.get("sound", None)
if not entries:
return
entry_index = 0
while entry_index < len(entries):
entry = entries[entry_index]
# Play sound before showing dialog
_play_dialog_sound(entry, dialog_config, sounds)
# Format and show the dialog text
formatted_text = _format_dialog_entry(entry)
if not formatted_text:
entry_index += 1
continue
# Show dialog with appropriate controls (only on first dialog of the game)
global dialogUsageInstructions
if not dialogUsageInstructions and entry_index == 0:
if allow_skip:
control_text = "\nPress any key to repeat, enter for next, or escape to skip all."
else:
control_text = "\nPress any key to repeat or enter for next."
dialogUsageInstructions = True
else:
control_text = "" # No instructions after first dialog
speech.speak(formatted_text + control_text)
# Handle user input
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if allow_skip:
speech.speak(" ")
return # Skip entire dialog sequence
else:
# Escape acts like enter if skip not allowed
speech.speak(" ")
entry_index += 1
break
elif event.key == pygame.K_RETURN:
speech.speak(" ")
entry_index += 1
break
else:
# Repeat current entry (no instructions when repeating)
speech.speak(formatted_text)
def _format_dialog_entry(entry):
"""Format a dialog entry for display.
Args:
entry (dict): Dialog entry with text, optional speaker, and optional narrative flag
Returns:
str: Formatted text for speech
"""
text = entry.get("text", "")
speaker = entry.get("speaker", None)
is_narrative = entry.get("narrative", False)
if not text:
return ""
if is_narrative:
# Narrative text - no speaker name
return text
elif speaker:
# Character dialog - include speaker name
return f"{speaker}: \"{text}\""
else:
# Plain text - no special formatting
return text
def _play_dialog_sound(entry, dialog_config, sounds):
"""Play appropriate sound for a dialog entry and wait for it to complete.
Args:
entry (dict): Dialog entry that may have a sound
dialog_config (dict): Dialog configuration that may have a default sound
sounds: Sound system (either Sound class instance or dictionary of sounds)
"""
if not sounds:
return
sound_to_play = None
# Determine which sound to play (priority order)
if entry.get("sound"):
# Entry-specific sound (highest priority)
sound_to_play = entry["sound"]
elif dialog_config.get("sound"):
# Dialog-specific sound (medium priority)
sound_to_play = dialog_config["sound"]
else:
# Default dialogue.ogg (lowest priority)
sound_to_play = "dialogue" # Will look for dialogue.ogg
if sound_to_play:
try:
# Handle both Sound class instances and sound dictionaries
if hasattr(sounds, 'sounds') and sound_to_play in sounds.sounds:
# Sound class instance (like from libstormgames Sound class)
sound_obj = sounds.sounds[sound_to_play]
from .sound import get_available_channel
channel = get_available_channel()
channel.play(sound_obj)
sound_duration = sound_obj.get_length()
if sound_duration > 0:
pygame.time.wait(int(sound_duration * 1000))
pygame.event.clear() # Clear all events queued during sound playback
elif isinstance(sounds, dict) and sound_to_play in sounds:
# Dictionary of pygame sound objects (like from initialize_gui)
sound_obj = sounds[sound_to_play]
from .sound import get_available_channel
channel = get_available_channel()
channel.play(sound_obj)
sound_duration = sound_obj.get_length()
if sound_duration > 0:
pygame.time.wait(int(sound_duration * 1000))
pygame.event.clear() # Clear all events queued during sound playback
elif hasattr(sounds, 'play'):
# Try using a play method if available
sounds.play(sound_to_play)
pygame.time.wait(500) # Default delay if can't get duration
pygame.event.pump() # Clear any events queued during sound playback
except Exception:
# Sound missing or error - continue silently without crashing
pass
def speak_previous():
"""Navigate to and speak the previous message in speech history."""
try:
from .services import SpeechHistoryService
history_service = SpeechHistoryService.get_instance()
message = history_service.move_previous()
if message:
# Add position indicator
prefix = ""
if history_service.is_at_first():
prefix = "First: "
speak(prefix + message, interrupt=True, priority="important", add_to_history=False)
else:
speak("No previous messages", interrupt=True, priority="important", add_to_history=False)
except ImportError:
speak("Speech history not available", interrupt=True, priority="important", add_to_history=False)
def speak_current():
"""Repeat the most recent message in speech history (F2 always speaks last message)."""
try:
from .services import SpeechHistoryService
history_service = SpeechHistoryService.get_instance()
message = history_service.get_most_recent()
if message:
speak(message, interrupt=True, priority="important", add_to_history=False)
else:
speak("No messages in history", interrupt=True, priority="important", add_to_history=False)
except ImportError:
speak("Speech history not available", interrupt=True, priority="important", add_to_history=False)
def speak_next():
"""Navigate to and speak the next message in speech history."""
try:
from .services import SpeechHistoryService
history_service = SpeechHistoryService.get_instance()
message = history_service.move_next()
if message:
# Add position indicator
prefix = ""
if history_service.is_at_last():
prefix = "Last: "
speak(prefix + message, interrupt=True, priority="important", add_to_history=False)
else:
speak("No next messages", interrupt=True, priority="important", add_to_history=False)
except ImportError:
speak("Speech history not available", interrupt=True, priority="important", add_to_history=False)

View File

@@ -156,19 +156,77 @@ class Game:
# No logo image found, just play audio
self.sound.cut_scene(audioKey)
def speak(self, text, interrupt=True):
def speak(self, text, interrupt=True, priority="normal", add_to_history=True):
"""Speak text using the speech system.
Args:
text (str): Text to speak
interrupt (bool): Whether to interrupt current speech
priority (str): Speech priority - "important", "normal", or "notification"
add_to_history (bool): Whether to add this message to speech history (default: True)
Returns:
Game: Self for method chaining
"""
self.speech.speak(text, interrupt)
self.speech.speak(text, interrupt, priority, add_to_history)
return self
def speak_previous(self):
"""Navigate to and speak the previous message in speech history.
Returns:
Game: Self for method chaining
"""
from .speech import speak_previous
speak_previous()
return self
def speak_current(self):
"""Repeat the current message in speech history.
Returns:
Game: Self for method chaining
"""
from .speech import speak_current
speak_current()
return self
def speak_next(self):
"""Navigate to and speak the next message in speech history.
Returns:
Game: Self for method chaining
"""
from .speech import speak_next
speak_next()
return self
def setup_speech_history_keys(self, previous_key=None, current_key=None, next_key=None):
"""Set up convenient key bindings for speech history navigation.
Args:
previous_key (int, optional): Key code for previous message (default: F1)
current_key (int, optional): Key code for current message (default: F2)
next_key (int, optional): Key code for next message (default: F3)
Returns:
dict: Dictionary mapping key codes to speech history functions
"""
# Set default keys if not provided
if previous_key is None:
previous_key = pygame.K_F1
if current_key is None:
current_key = pygame.K_F2
if next_key is None:
next_key = pygame.K_F3
# Return a dictionary that games can use in their event loops
return {
previous_key: self.speak_previous,
current_key: self.speak_current,
next_key: self.speak_next
}
def play_bgm(self, musicFile):
"""Play background music.