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674
LICENSE
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674
LICENSE
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@ -0,0 +1,674 @@
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GNU GENERAL PUBLIC LICENSE
|
||||||
|
Version 3, 29 June 2007
|
||||||
|
|
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|
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
The GNU General Public License is a free, copyleft license for
|
||||||
|
software and other kinds of works.
|
||||||
|
|
||||||
|
The licenses for most software and other practical works are designed
|
||||||
|
to take away your freedom to share and change the works. By contrast,
|
||||||
|
the GNU General Public License is intended to guarantee your freedom to
|
||||||
|
share and change all versions of a program--to make sure it remains free
|
||||||
|
software for all its users. We, the Free Software Foundation, use the
|
||||||
|
GNU General Public License for most of our software; it applies also to
|
||||||
|
any other work released this way by its authors. You can apply it to
|
||||||
|
your programs, too.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not
|
||||||
|
price. Our General Public Licenses are designed to make sure that you
|
||||||
|
have the freedom to distribute copies of free software (and charge for
|
||||||
|
them if you wish), that you receive source code or can get it if you
|
||||||
|
want it, that you can change the software or use pieces of it in new
|
||||||
|
free programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
To protect your rights, we need to prevent others from denying you
|
||||||
|
these rights or asking you to surrender the rights. Therefore, you have
|
||||||
|
certain responsibilities if you distribute copies of the software, or if
|
||||||
|
you modify it: responsibilities to respect the freedom of others.
|
||||||
|
|
||||||
|
For example, if you distribute copies of such a program, whether
|
||||||
|
gratis or for a fee, you must pass on to the recipients the same
|
||||||
|
freedoms that you received. You must make sure that they, too, receive
|
||||||
|
or can get the source code. And you must show them these terms so they
|
||||||
|
know their rights.
|
||||||
|
|
||||||
|
Developers that use the GNU GPL protect your rights with two steps:
|
||||||
|
(1) assert copyright on the software, and (2) offer you this License
|
||||||
|
giving you legal permission to copy, distribute and/or modify it.
|
||||||
|
|
||||||
|
For the developers' and authors' protection, the GPL clearly explains
|
||||||
|
that there is no warranty for this free software. For both users' and
|
||||||
|
authors' sake, the GPL requires that modified versions be marked as
|
||||||
|
changed, so that their problems will not be attributed erroneously to
|
||||||
|
authors of previous versions.
|
||||||
|
|
||||||
|
Some devices are designed to deny users access to install or run
|
||||||
|
modified versions of the software inside them, although the manufacturer
|
||||||
|
can do so. This is fundamentally incompatible with the aim of
|
||||||
|
protecting users' freedom to change the software. The systematic
|
||||||
|
pattern of such abuse occurs in the area of products for individuals to
|
||||||
|
use, which is precisely where it is most unacceptable. Therefore, we
|
||||||
|
have designed this version of the GPL to prohibit the practice for those
|
||||||
|
products. If such problems arise substantially in other domains, we
|
||||||
|
stand ready to extend this provision to those domains in future versions
|
||||||
|
of the GPL, as needed to protect the freedom of users.
|
||||||
|
|
||||||
|
Finally, every program is threatened constantly by software patents.
|
||||||
|
States should not allow patents to restrict development and use of
|
||||||
|
software on general-purpose computers, but in those that do, we wish to
|
||||||
|
avoid the special danger that patents applied to a free program could
|
||||||
|
make it effectively proprietary. To prevent this, the GPL assures that
|
||||||
|
patents cannot be used to render the program non-free.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow.
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
0. Definitions.
|
||||||
|
|
||||||
|
"This License" refers to version 3 of the GNU General Public License.
|
||||||
|
|
||||||
|
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
"The Program" refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as "you". "Licensees" and
|
||||||
|
"recipients" may be individuals or organizations.
|
||||||
|
|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a "modified version" of the
|
||||||
|
earlier work or a work "based on" the earlier work.
|
||||||
|
|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
|
|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To "convey" a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
||||||
|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
|
|
||||||
|
1. Source Code.
|
||||||
|
|
||||||
|
The "source code" for a work means the preferred form of the work
|
||||||
|
for making modifications to it. "Object code" means any non-source
|
||||||
|
form of a work.
|
||||||
|
|
||||||
|
A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
|
|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
|
System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
7. This requirement modifies the requirement in section 4 to
|
||||||
|
"keep intact all notices".
|
||||||
|
|
||||||
|
c) You must license the entire work, as a whole, under this
|
||||||
|
License to anyone who comes into possession of a copy. This
|
||||||
|
License will therefore apply, along with any applicable section 7
|
||||||
|
additional terms, to the whole of the work, and all its parts,
|
||||||
|
regardless of how they are packaged. This License gives no
|
||||||
|
permission to license the work in any other way, but it does not
|
||||||
|
invalidate such permission if you have separately received it.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
|
|
||||||
|
a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium
|
||||||
|
customarily used for software interchange.
|
||||||
|
|
||||||
|
b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
|
|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Use with the GNU Affero General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU Affero General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the special requirements of the GNU Affero General Public License,
|
||||||
|
section 13, concerning interaction through a network will apply to the
|
||||||
|
combination as such.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU General Public License from time to time. Such new versions will
|
||||||
|
be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If the program does terminal interaction, make it output a short
|
||||||
|
notice like this when it starts in an interactive mode:
|
||||||
|
|
||||||
|
<program> Copyright (C) <year> <name of author>
|
||||||
|
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||||
|
This is free software, and you are welcome to redistribute it
|
||||||
|
under certain conditions; type `show c' for details.
|
||||||
|
|
||||||
|
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||||
|
parts of the General Public License. Of course, your program's commands
|
||||||
|
might be different; for a GUI interface, you would use an "about box".
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
|
For more information on this, and how to apply and follow the GNU GPL, see
|
||||||
|
<https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
The GNU General Public License does not permit incorporating your program
|
||||||
|
into proprietary programs. If your program is a subroutine library, you
|
||||||
|
may consider it more useful to permit linking proprietary applications with
|
||||||
|
the library. If this is what you want to do, use the GNU Lesser General
|
||||||
|
Public License instead of this License. But first, please read
|
||||||
|
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
643
README.md
Normal file
643
README.md
Normal file
@ -0,0 +1,643 @@
|
|||||||
|
# PygStormGames Library
|
||||||
|
|
||||||
|
A Python framework for creating accessible audio games with Pyglet.
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
PygStormGames is a specialized game framework built on top of Pyglet, designed specifically for creating audio-focused games with accessibility in mind. The library provides a complete set of tools for building games with rich audio feedback, text-to-speech integration, menu systems, and more.
|
||||||
|
|
||||||
|
## Core Features
|
||||||
|
|
||||||
|
- **Accessible Interface**: Built-in text-to-speech support and screen reader compatibility
|
||||||
|
- **Audio Management**: Spatial audio, sound effects, and background music
|
||||||
|
- **Menu System**: Fully accessible menu with navigation sounds
|
||||||
|
- **Configuration**: Local and global settings management
|
||||||
|
- **Scoreboard**: High score tracking and persistence
|
||||||
|
- **Text Display**: Accessible text display with navigation
|
||||||
|
|
||||||
|
## Installation
|
||||||
|
|
||||||
|
PygStormGames requires Python 3.6+ and depends on the following libraries:
|
||||||
|
- pyglet
|
||||||
|
- pyperclip
|
||||||
|
- wx (wxPython)
|
||||||
|
- xdg
|
||||||
|
- speechd or accessible_output2 (for text-to-speech)
|
||||||
|
|
||||||
|
## Getting Started
|
||||||
|
|
||||||
|
### Basic Game Structure
|
||||||
|
|
||||||
|
```python
|
||||||
|
from pygstormgames import pygstormgames
|
||||||
|
|
||||||
|
class MyGame:
|
||||||
|
def __init__(self):
|
||||||
|
# Initialize the game with a title
|
||||||
|
self.game = pygstormgames("My Audio Game")
|
||||||
|
|
||||||
|
# Set up game-specific variables and components
|
||||||
|
self.score = 0
|
||||||
|
self.gameActive = False
|
||||||
|
|
||||||
|
# Set up the main game loop
|
||||||
|
pyglet.clock.schedule_interval(self.update, 1/60.0)
|
||||||
|
|
||||||
|
def update(self, dt):
|
||||||
|
# Main game update loop
|
||||||
|
if self.gameActive:
|
||||||
|
# Update game state
|
||||||
|
pass
|
||||||
|
|
||||||
|
def start(self):
|
||||||
|
# Show main menu
|
||||||
|
selection = self.game.menu.game_menu()
|
||||||
|
|
||||||
|
if selection == "play":
|
||||||
|
# Start the game
|
||||||
|
self.gameActive = True
|
||||||
|
self.game.run()
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
game = MyGame()
|
||||||
|
game.start()
|
||||||
|
```
|
||||||
|
|
||||||
|
## Main Components
|
||||||
|
|
||||||
|
### pygstormgames Class
|
||||||
|
|
||||||
|
The main class that coordinates all game systems. Initialize with the game title.
|
||||||
|
|
||||||
|
```python
|
||||||
|
game = pygstormgames("My Game Title")
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `run()`: Start the game loop
|
||||||
|
- `wait(validKeys=None, timeout=None)`: Wait for key press(es) with optional timeout
|
||||||
|
- `wait_for_completion(condition, validKeys=None, timeout=None)`: Wait for a condition to be met, keys to be pressed, or timeout
|
||||||
|
- `pause_game()`: Pause all game systems
|
||||||
|
- `exit_game()`: Clean up and exit the game
|
||||||
|
|
||||||
|
### Config
|
||||||
|
|
||||||
|
Handles loading and saving of both local and global game configurations.
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Get a config value (section, key, default value, global or local)
|
||||||
|
volume = game.config.get_float("audio", "master_volume", 0.8)
|
||||||
|
|
||||||
|
# Save a config value
|
||||||
|
game.config.set_value("audio", "master_volume", 0.9)
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `get_value(section, key, default=None, globalConfig=False)`: Get string value
|
||||||
|
- `set_value(section, key, value, globalConfig=False)`: Set value
|
||||||
|
- `get_int(section, key, default=0, globalConfig=False)`: Get integer value
|
||||||
|
- `get_float(section, key, default=0.0, globalConfig=False)`: Get float value
|
||||||
|
- `get_bool(section, key, default=False, globalConfig=False)`: Get boolean value
|
||||||
|
|
||||||
|
### Display
|
||||||
|
|
||||||
|
Handles text display, navigation, and information presentation.
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Display text with speech output
|
||||||
|
game.display.display_text(textLines, game.speech)
|
||||||
|
|
||||||
|
# Show a message box
|
||||||
|
game.display.messagebox("Game over! Your score: 1000")
|
||||||
|
|
||||||
|
# Get text input from the user
|
||||||
|
name = game.display.get_input("Enter your name:", "Player")
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `display_text(text, speech)`: Display and navigate text with speech output
|
||||||
|
- `instructions(speech)`: Display game instructions from file
|
||||||
|
- `credits(speech)`: Display game credits from file
|
||||||
|
- `messagebox(text)`: Display a simple message box with text
|
||||||
|
- `get_input(prompt="Enter text:", defaultText="")`: Display a dialog box for text input
|
||||||
|
- `donate(speech)`: Open the donation webpage
|
||||||
|
|
||||||
|
### Menu
|
||||||
|
|
||||||
|
Handles main menu and submenu functionality for games.
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Show a menu and get selection
|
||||||
|
options = ["start", "options", "exit"]
|
||||||
|
selection = game.menu.show_menu(options, "Main Menu")
|
||||||
|
|
||||||
|
# Show the default game menu
|
||||||
|
selection = game.menu.game_menu()
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `show_menu(options, title=None, with_music=False)`: Display a menu and return selected option
|
||||||
|
- `game_menu()`: Show main game menu
|
||||||
|
- `learn_sounds()`: Interactive menu for learning game sounds
|
||||||
|
|
||||||
|
### Sound
|
||||||
|
|
||||||
|
Handles all audio functionality including background music, sound effects, and volume control.
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Play a sound effect
|
||||||
|
game.sound.play_sound("explosion")
|
||||||
|
|
||||||
|
# Play background music
|
||||||
|
game.sound.play_bgm("sounds/music_level1.ogg")
|
||||||
|
|
||||||
|
# Adjust volume
|
||||||
|
game.sound.adjust_master_volume(0.1) # Increase by 10%
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `play_sound(soundName, volume=1.0)`: Play a sound effect
|
||||||
|
- `play_bgm(music_file)`: Play background music
|
||||||
|
- `pause_bgm()`: Pause background music
|
||||||
|
- `resume_bgm()`: Resume background music
|
||||||
|
- `play_random(base_name, pause=False, interrupt=False)`: Play random variation of a sound
|
||||||
|
- `play_positional(soundName, source_pos, listener_pos, mode='2d')`: Play sound with positional audio
|
||||||
|
- `update_positional(player, source_pos, listener_pos, mode='2d')`: Update position of a playing sound
|
||||||
|
- `cut_scene(soundName)`: Play a sound as a cut scene
|
||||||
|
- `adjust_master_volume(change)`: Adjust master volume
|
||||||
|
- `adjust_bgm_volume(change)`: Adjust background music volume
|
||||||
|
- `adjust_sfx_volume(change)`: Adjust sound effects volume
|
||||||
|
- `get_volumes()`: Get current volume levels
|
||||||
|
- `pause()`: Pause all audio
|
||||||
|
- `resume()`: Resume all audio
|
||||||
|
- `stop_all_sounds()`: Stop all playing sounds
|
||||||
|
|
||||||
|
### Speech
|
||||||
|
|
||||||
|
Provides text-to-speech functionality with screen text display support.
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Speak text
|
||||||
|
game.speech.speak("Welcome to my game!")
|
||||||
|
|
||||||
|
# Speak with no interruption
|
||||||
|
game.speech.speak("This will wait for previous speech to finish", interrupt=False)
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `speak(text, interrupt=True)`: Speak text and display it on screen
|
||||||
|
|
||||||
|
### Scoreboard
|
||||||
|
|
||||||
|
Handles high score tracking with player names and score management.
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Increase the score
|
||||||
|
game.scoreboard.increase_score(100)
|
||||||
|
|
||||||
|
# Check and add high score if qualified
|
||||||
|
if game.scoreboard.check_high_score():
|
||||||
|
game.scoreboard.add_high_score()
|
||||||
|
|
||||||
|
# Get high scores
|
||||||
|
highScores = game.scoreboard.get_high_scores()
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Methods
|
||||||
|
|
||||||
|
- `get_score()`: Get current score
|
||||||
|
- `get_high_scores()`: Get list of high scores
|
||||||
|
- `decrease_score(points=1)`: Decrease the current score
|
||||||
|
- `increase_score(points=1)`: Increase the current score
|
||||||
|
- `check_high_score()`: Check if current score qualifies as a high score
|
||||||
|
- `add_high_score()`: Add current score to high scores if it qualifies
|
||||||
|
|
||||||
|
## Key Event Handling
|
||||||
|
|
||||||
|
PygStormGames provides a simple way to handle keyboard input:
|
||||||
|
|
||||||
|
```python
|
||||||
|
# Wait for any key
|
||||||
|
key, modifiers = game.wait()
|
||||||
|
|
||||||
|
# Wait for specific keys
|
||||||
|
validKeys = [pyglet.window.key.SPACE, pyglet.window.key.RETURN]
|
||||||
|
key, modifiers = game.wait(validKeys)
|
||||||
|
|
||||||
|
# Wait with timeout (5 seconds)
|
||||||
|
key, modifiers = game.wait(timeout=5.0)
|
||||||
|
|
||||||
|
# Check for specific key
|
||||||
|
if key == pyglet.window.key.SPACE:
|
||||||
|
# Space was pressed
|
||||||
|
pass
|
||||||
|
```
|
||||||
|
|
||||||
|
## Directory Structure
|
||||||
|
|
||||||
|
PygStormGames expects the following directory structure:
|
||||||
|
|
||||||
|
```
|
||||||
|
your_game/
|
||||||
|
â __init__.py
|
||||||
|
â main.py
|
||||||
|
â sounds/ # Sound effects and music
|
||||||
|
â â music_menu.ogg
|
||||||
|
â â game-intro.ogg
|
||||||
|
â â ...
|
||||||
|
â files/ # Game text files
|
||||||
|
â instructions.txt
|
||||||
|
â credits.txt
|
||||||
|
```
|
||||||
|
|
||||||
|
### Required Sound Files
|
||||||
|
|
||||||
|
PygStormGames looks for these sound files, though they're optional:
|
||||||
|
- `game-intro.ogg`: Played when the game starts
|
||||||
|
- `music_menu.ogg`: Played during menu navigation
|
||||||
|
- `menu-move.ogg`: Played when navigating menu items
|
||||||
|
- `menu-select.ogg`: Played when selecting a menu item
|
||||||
|
|
||||||
|
## Advanced Usage Examples
|
||||||
|
|
||||||
|
### Creating a Custom Menu
|
||||||
|
|
||||||
|
```python
|
||||||
|
def settings_menu(self):
|
||||||
|
options = ["sound volume", "music volume", "speech rate", "back"]
|
||||||
|
|
||||||
|
while True:
|
||||||
|
selection = self.game.menu.show_menu(options, "Settings")
|
||||||
|
|
||||||
|
if selection == "sound volume":
|
||||||
|
self.adjust_sound_volume()
|
||||||
|
elif selection == "music volume":
|
||||||
|
self.adjust_music_volume()
|
||||||
|
elif selection == "speech rate":
|
||||||
|
self.adjust_speech_rate()
|
||||||
|
elif selection == "back":
|
||||||
|
return
|
||||||
|
```
|
||||||
|
|
||||||
|
### Playing Positional Audio
|
||||||
|
|
||||||
|
```python
|
||||||
|
# For 2D games (x-position only)
|
||||||
|
def update_enemy_sounds(self):
|
||||||
|
for enemy in self.enemies:
|
||||||
|
# Player at x=0, enemy at some x position
|
||||||
|
self.game.sound.play_positional(
|
||||||
|
"enemy-sound",
|
||||||
|
enemy.x, # Source position
|
||||||
|
self.player.x, # Listener position
|
||||||
|
mode='2d'
|
||||||
|
)
|
||||||
|
|
||||||
|
# For 3D games
|
||||||
|
def update_enemy_sounds_3d(self):
|
||||||
|
for enemy in self.enemies:
|
||||||
|
# 3D positions (x, y, z)
|
||||||
|
source_pos = (enemy.x, enemy.y, enemy.z)
|
||||||
|
listener_pos = (self.player.x, self.player.y, self.player.z)
|
||||||
|
|
||||||
|
self.game.sound.play_positional(
|
||||||
|
"enemy-sound",
|
||||||
|
source_pos,
|
||||||
|
listener_pos,
|
||||||
|
mode='3d'
|
||||||
|
)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Creating a Countdown Timer
|
||||||
|
|
||||||
|
```python
|
||||||
|
def start_countdown(self):
|
||||||
|
for i in range(3, 0, -1):
|
||||||
|
self.game.speech.speak(str(i))
|
||||||
|
self.game.sound.play_sound(f"countdown-{i}")
|
||||||
|
# Wait 1 second
|
||||||
|
self.game.wait(timeout=1.0)
|
||||||
|
|
||||||
|
self.game.speech.speak("Go!")
|
||||||
|
self.game.sound.play_sound("start")
|
||||||
|
self.gameActive = True
|
||||||
|
```
|
||||||
|
|
||||||
|
### Saving and Loading Game Progress
|
||||||
|
|
||||||
|
```python
|
||||||
|
def save_game(self):
|
||||||
|
# Save player progress
|
||||||
|
self.game.config.set_value("save", "level", self.currentLevel)
|
||||||
|
self.game.config.set_value("save", "score", self.score)
|
||||||
|
self.game.config.set_value("save", "health", self.playerHealth)
|
||||||
|
self.game.speech.speak("Game saved.")
|
||||||
|
|
||||||
|
def load_game(self):
|
||||||
|
# Load player progress
|
||||||
|
self.currentLevel = self.game.config.get_int("save", "level", 1)
|
||||||
|
self.score = self.game.config.get_int("save", "score", 0)
|
||||||
|
self.playerHealth = self.game.config.get_int("save", "health", 100)
|
||||||
|
self.game.speech.speak(f"Game loaded. Level {self.currentLevel}")
|
||||||
|
```
|
||||||
|
|
||||||
|
## Common Patterns
|
||||||
|
|
||||||
|
### Game Loop with Pause Support
|
||||||
|
|
||||||
|
```python
|
||||||
|
def update(self, dt):
|
||||||
|
# Skip if game is paused
|
||||||
|
if self.game._paused:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Update game state
|
||||||
|
self.update_player(dt)
|
||||||
|
self.update_enemies(dt)
|
||||||
|
self.check_collisions()
|
||||||
|
self.update_score()
|
||||||
|
```
|
||||||
|
|
||||||
|
### Handling Game Over
|
||||||
|
|
||||||
|
```python
|
||||||
|
def game_over(self):
|
||||||
|
# Stop gameplay sounds
|
||||||
|
self.game.sound.stop_all_sounds()
|
||||||
|
|
||||||
|
# Play game over sound
|
||||||
|
self.game.sound.play_sound("game-over")
|
||||||
|
|
||||||
|
# Display final score
|
||||||
|
finalScore = self.game.scoreboard.get_score()
|
||||||
|
self.game.speech.speak(f"Game over! Your score: {finalScore}")
|
||||||
|
|
||||||
|
# Check for high score
|
||||||
|
if self.game.scoreboard.check_high_score():
|
||||||
|
self.game.scoreboard.add_high_score()
|
||||||
|
|
||||||
|
# Wait for key press
|
||||||
|
self.game.display.messagebox("Game over!")
|
||||||
|
|
||||||
|
# Return to main menu
|
||||||
|
self.game.menu.game_menu()
|
||||||
|
```
|
||||||
|
|
||||||
|
### Creating a Timed Event System
|
||||||
|
|
||||||
|
```python
|
||||||
|
class TimedEvent:
|
||||||
|
def __init__(self, time, callback):
|
||||||
|
self.triggerTime = time
|
||||||
|
self.callback = callback
|
||||||
|
self.triggered = False
|
||||||
|
|
||||||
|
class EventSystem:
|
||||||
|
def __init__(self, game):
|
||||||
|
self.game = game
|
||||||
|
self.events = []
|
||||||
|
self.gameTime = 0
|
||||||
|
|
||||||
|
def add_event(self, delay, callback):
|
||||||
|
triggerTime = self.gameTime + delay
|
||||||
|
self.events.append(TimedEvent(triggerTime, callback))
|
||||||
|
|
||||||
|
def update(self, dt):
|
||||||
|
self.gameTime += dt
|
||||||
|
|
||||||
|
for event in self.events:
|
||||||
|
if not event.triggered and self.gameTime >= event.triggerTime:
|
||||||
|
event.callback()
|
||||||
|
event.triggered = True
|
||||||
|
|
||||||
|
# Remove triggered events
|
||||||
|
self.events = [e for e in self.events if not e.triggered]
|
||||||
|
|
||||||
|
# Usage
|
||||||
|
events = EventSystem(game)
|
||||||
|
events.add_event(5.0, lambda: game.speech.speak("Warning! Enemy approaching!"))
|
||||||
|
```
|
||||||
|
|
||||||
|
## Tips and Best Practices
|
||||||
|
|
||||||
|
1. **Audio Cues**: Always provide clear audio feedback for important actions and events.
|
||||||
|
|
||||||
|
2. **Speech Rate**: Keep speech concise and prioritize critical information.
|
||||||
|
|
||||||
|
3. **Sound Balance**: Maintain a good balance between speech, sound effects, and music.
|
||||||
|
|
||||||
|
4. **Consistent Controls**: Keep controls consistent and provide easy ways to learn them.
|
||||||
|
|
||||||
|
5. **Performance**: Be mindful of audio channel usage, especially with spatial audio.
|
||||||
|
|
||||||
|
6. **Documentation**: Include clear instructions for controls and gameplay.
|
||||||
|
|
||||||
|
7. **File Structure**: Follow the expected file structure for sounds and text files.
|
||||||
|
|
||||||
|
## Troubleshooting
|
||||||
|
|
||||||
|
### Common Issues
|
||||||
|
|
||||||
|
1. **No speech output**
|
||||||
|
- Ensure speechd or accessible_output2 is installed
|
||||||
|
|
||||||
|
2. **Sound files not playing**
|
||||||
|
- Verify file paths and formats (ogg or wav)
|
||||||
|
- Check if sound files exist in the correct directory
|
||||||
|
- Check volume settings in the game
|
||||||
|
|
||||||
|
3. **Menus not responding**
|
||||||
|
- Ensure pyglet event loop is running
|
||||||
|
- Check if key handlers are properly registered
|
||||||
|
|
||||||
|
### Debugging Tips
|
||||||
|
|
||||||
|
- Use `print` statements to track game state
|
||||||
|
- Enable more verbose logging in the speech module
|
||||||
|
- Test with minimal sound files to isolate issues
|
||||||
|
|
||||||
|
## Complete Example Game
|
||||||
|
|
||||||
|
Here's a simple example of a complete game that demonstrates the key features of PygStormGames:
|
||||||
|
|
||||||
|
```python
|
||||||
|
import pyglet
|
||||||
|
from pygstormgames import pygstormgames
|
||||||
|
import random
|
||||||
|
import math
|
||||||
|
|
||||||
|
class SimpleGame:
|
||||||
|
def __init__(self):
|
||||||
|
# Initialize game
|
||||||
|
self.game = pygstormgames("Sound Hunter")
|
||||||
|
|
||||||
|
# Game variables
|
||||||
|
self.playerX = 0
|
||||||
|
self.playerY = 0
|
||||||
|
self.targetX = 0
|
||||||
|
self.targetY = 0
|
||||||
|
self.score = 0
|
||||||
|
self.timeLeft = 60
|
||||||
|
self.gameActive = False
|
||||||
|
|
||||||
|
# Set up game loop
|
||||||
|
pyglet.clock.schedule_interval(self.update, 1/60.0)
|
||||||
|
|
||||||
|
def start_game(self):
|
||||||
|
# Reset game state
|
||||||
|
self.score = 0
|
||||||
|
self.timeLeft = 60
|
||||||
|
self.gameActive = True
|
||||||
|
self.game.scoreboard.currentScore = 0
|
||||||
|
|
||||||
|
# Place target
|
||||||
|
self.place_new_target()
|
||||||
|
|
||||||
|
# Start background music
|
||||||
|
self.game.sound.play_bgm("sounds/game_music.ogg")
|
||||||
|
|
||||||
|
# Announce game start
|
||||||
|
self.game.speech.speak("Game started. Use arrow keys to find the target.")
|
||||||
|
|
||||||
|
def place_new_target(self):
|
||||||
|
# Place target randomly within range
|
||||||
|
distance = random.uniform(5, 15)
|
||||||
|
angle = random.uniform(0, 2 * math.pi)
|
||||||
|
|
||||||
|
self.targetX = math.cos(angle) * distance
|
||||||
|
self.targetY = math.sin(angle) * distance
|
||||||
|
|
||||||
|
# Play new target sound
|
||||||
|
self.game.sound.play_sound("new-target")
|
||||||
|
|
||||||
|
def update(self, dt):
|
||||||
|
if not self.gameActive or self.game._paused:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Update timer
|
||||||
|
self.timeLeft -= dt
|
||||||
|
if self.timeLeft <= 0:
|
||||||
|
self.game_over()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Play positional target sound every second
|
||||||
|
if int(self.timeLeft) != int(self.timeLeft - dt):
|
||||||
|
self.game.sound.play_positional(
|
||||||
|
"target-ping",
|
||||||
|
self.targetX,
|
||||||
|
self.playerX,
|
||||||
|
mode='2d'
|
||||||
|
)
|
||||||
|
|
||||||
|
# Calculate distance to target
|
||||||
|
distance = math.sqrt((self.playerX - self.targetX)**2 +
|
||||||
|
(self.playerY - self.targetY)**2)
|
||||||
|
|
||||||
|
# Check for target collection
|
||||||
|
if distance < 1.0:
|
||||||
|
self.collect_target()
|
||||||
|
|
||||||
|
def on_key_press(self, symbol, modifiers):
|
||||||
|
if not self.gameActive:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Move player
|
||||||
|
if symbol == pyglet.window.key.UP:
|
||||||
|
self.playerY += 1
|
||||||
|
elif symbol == pyglet.window.key.DOWN:
|
||||||
|
self.playerY -= 1
|
||||||
|
elif symbol == pyglet.window.key.LEFT:
|
||||||
|
self.playerX -= 1
|
||||||
|
elif symbol == pyglet.window.key.RIGHT:
|
||||||
|
self.playerX += 1
|
||||||
|
|
||||||
|
# Announce position occasionally
|
||||||
|
if random.random() < 0.1:
|
||||||
|
self.announce_position()
|
||||||
|
|
||||||
|
def announce_position(self):
|
||||||
|
# Calculate distance and direction to target
|
||||||
|
dx = self.targetX - self.playerX
|
||||||
|
dy = self.targetY - self.playerY
|
||||||
|
distance = math.sqrt(dx*dx + dy*dy)
|
||||||
|
|
||||||
|
# Create directional hint
|
||||||
|
if abs(dx) > abs(dy):
|
||||||
|
direction = "east" if dx > 0 else "west"
|
||||||
|
else:
|
||||||
|
direction = "north" if dy > 0 else "south"
|
||||||
|
|
||||||
|
# Announce distance category
|
||||||
|
if distance < 2.0:
|
||||||
|
proximity = "very close"
|
||||||
|
elif distance < 5.0:
|
||||||
|
proximity = "close"
|
||||||
|
elif distance < 10.0:
|
||||||
|
proximity = "medium distance"
|
||||||
|
else:
|
||||||
|
proximity = "far away"
|
||||||
|
|
||||||
|
self.game.speech.speak(f"Target is {proximity} to the {direction}")
|
||||||
|
|
||||||
|
def collect_target(self):
|
||||||
|
# Play collection sound
|
||||||
|
self.game.sound.play_sound("target-collect")
|
||||||
|
|
||||||
|
# Update score
|
||||||
|
self.score += 1
|
||||||
|
self.game.scoreboard.increase_score(100)
|
||||||
|
|
||||||
|
# Announce collection
|
||||||
|
self.game.speech.speak(f"Target collected! Score: {self.score}")
|
||||||
|
|
||||||
|
# Place new target
|
||||||
|
self.place_new_target()
|
||||||
|
|
||||||
|
# Add time bonus
|
||||||
|
self.timeLeft += 5
|
||||||
|
|
||||||
|
def game_over(self):
|
||||||
|
self.gameActive = False
|
||||||
|
self.game.sound.stop_all_sounds()
|
||||||
|
self.game.sound.play_sound("game-over")
|
||||||
|
|
||||||
|
finalScore = self.game.scoreboard.get_score()
|
||||||
|
self.game.speech.speak(f"Game over! Final score: {finalScore}")
|
||||||
|
|
||||||
|
# Check for high score
|
||||||
|
self.game.scoreboard.add_high_score()
|
||||||
|
|
||||||
|
# Return to menu after delay
|
||||||
|
self.game.wait(timeout=3.0)
|
||||||
|
self.start()
|
||||||
|
|
||||||
|
def start(self):
|
||||||
|
# Register key handlers
|
||||||
|
self.game.display.window.push_handlers(self.on_key_press)
|
||||||
|
|
||||||
|
# Show main menu
|
||||||
|
while True:
|
||||||
|
selection = self.game.menu.game_menu()
|
||||||
|
|
||||||
|
if selection == "play":
|
||||||
|
self.start_game()
|
||||||
|
break
|
||||||
|
elif selection == "exit":
|
||||||
|
self.game.exit_game()
|
||||||
|
break
|
||||||
|
|
||||||
|
# Start game loop
|
||||||
|
self.game.run()
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
game = SimpleGame()
|
||||||
|
game.start()
|
||||||
|
```
|
||||||
|
|
||||||
|
This example demonstrates using menus, speech, positional audio, and scoreboards in a simple audio-based game where the player needs to find targets using audio cues.
|
5
Requirements.txt
Normal file
5
Requirements.txt
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
pyglet>=2.0.0
|
||||||
|
pyxdg>=0.28
|
||||||
|
accessible-output2
|
||||||
|
pyperclip>=1.8.2
|
||||||
|
wxPython>=4.2.0
|
39
__init__.py
39
__init__.py
@ -89,46 +89,55 @@ class pygstormgames:
|
|||||||
self.speech.cleanup()
|
self.speech.cleanup()
|
||||||
pyglet.app.exit()
|
pyglet.app.exit()
|
||||||
|
|
||||||
def wait(self, validKeys=None):
|
def wait(self, validKeys=None, timeout=None):
|
||||||
"""Wait for key press(es).
|
"""Wait for key press(es) with optional timeout.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
validKeys (list, optional): List of pyglet.window.key values to wait for.
|
validKeys (list, optional): List of pyglet.window.key values to wait for.
|
||||||
If None, accepts any key press.
|
If None, accepts any key press.
|
||||||
|
timeout (float, optional): Time in seconds to wait for input.
|
||||||
|
If None, waits indefinitely.
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
tuple: (key, modifiers) that were pressed
|
tuple: (key, modifiers) that were pressed. Returns (None, None) on timeout.
|
||||||
"""
|
"""
|
||||||
keyResult = [None, None] # Use list to allow modification in closure
|
keyResult = [None, None] # Use list to allow modification in closure
|
||||||
|
start_time = time.time()
|
||||||
|
|
||||||
def on_key_press(symbol, modifiers):
|
def on_key_press(symbol, modifiers):
|
||||||
if validKeys is None or symbol in validKeys:
|
if validKeys is None or symbol in validKeys:
|
||||||
keyResult[0] = symbol
|
keyResult[0] = symbol
|
||||||
keyResult[1] = modifiers
|
keyResult[1] = modifiers
|
||||||
return pyglet.event.EVENT_HANDLED
|
return pyglet.event.EVENT_HANDLED
|
||||||
|
|
||||||
# Register temporary handler
|
# Register temporary handler
|
||||||
self.display.window.push_handlers(on_key_press=on_key_press)
|
self.display.window.push_handlers(on_key_press=on_key_press)
|
||||||
|
|
||||||
# Wait for valid key press
|
# Wait for valid key press or timeout
|
||||||
while keyResult[0] is None:
|
while keyResult[0] is None:
|
||||||
self.display.window.dispatch_events()
|
self.display.window.dispatch_events()
|
||||||
pyglet.clock.tick()
|
pyglet.clock.tick()
|
||||||
|
|
||||||
|
# Check for timeout
|
||||||
|
if timeout is not None and time.time() - start_time > timeout:
|
||||||
|
break
|
||||||
|
|
||||||
# Clean up
|
# Clean up
|
||||||
self.display.window.remove_handlers()
|
self.display.window.remove_handlers()
|
||||||
return tuple(keyResult)
|
return tuple(keyResult)
|
||||||
|
|
||||||
def wait_for_completion(self, condition, validKeys=None):
|
def wait_for_completion(self, condition, validKeys=None, timeout=None):
|
||||||
"""Wait for either a condition to be met or valid keys to be pressed.
|
"""Wait for either a condition to be met, valid keys to be pressed, or timeout.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
condition: Function that returns True when waiting should end
|
condition: Function that returns True when waiting should end
|
||||||
validKeys (list, optional): List of pyglet.window.key values that can interrupt
|
validKeys (list, optional): List of pyglet.window.key values that can interrupt
|
||||||
If None, uses ESCAPE, RETURN, and SPACE
|
If None, uses ESCAPE, RETURN, and SPACE
|
||||||
|
timeout (float, optional): Time in seconds to wait before timing out
|
||||||
|
If None, waits indefinitely
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
bool: True if interrupted by key press, False if condition was met
|
bool: True if interrupted by key press or timeout, False if condition was met
|
||||||
"""
|
"""
|
||||||
if validKeys is None:
|
if validKeys is None:
|
||||||
validKeys = [pyglet.window.key.ESCAPE,
|
validKeys = [pyglet.window.key.ESCAPE,
|
||||||
@ -136,18 +145,24 @@ class pygstormgames:
|
|||||||
pyglet.window.key.SPACE]
|
pyglet.window.key.SPACE]
|
||||||
|
|
||||||
interrupted = [False] # Use list to allow modification in closure
|
interrupted = [False] # Use list to allow modification in closure
|
||||||
|
start_time = time.time()
|
||||||
|
|
||||||
def on_key_press(symbol, modifiers):
|
def on_key_press(symbol, modifiers):
|
||||||
if symbol in validKeys:
|
if symbol in validKeys:
|
||||||
interrupted[0] = True
|
interrupted[0] = True
|
||||||
return pyglet.event.EVENT_HANDLED
|
return pyglet.event.EVENT_HANDLED
|
||||||
|
|
||||||
self.display.window.push_handlers(on_key_press=on_key_press)
|
self.display.window.push_handlers(on_key_press=on_key_press)
|
||||||
|
|
||||||
while not condition() and not interrupted[0]:
|
while not condition() and not interrupted[0]:
|
||||||
self.display.window.dispatch_events()
|
self.display.window.dispatch_events()
|
||||||
pyglet.clock.tick()
|
pyglet.clock.tick()
|
||||||
|
|
||||||
|
# Check for timeout
|
||||||
|
if timeout is not None and time.time() - start_time > timeout:
|
||||||
|
interrupted[0] = True
|
||||||
|
break
|
||||||
|
|
||||||
self.display.window.remove_handlers()
|
self.display.window.remove_handlers()
|
||||||
return interrupted[0]
|
return interrupted[0]
|
||||||
|
|
||||||
|
15
display.py
15
display.py
@ -37,6 +37,8 @@ class Display:
|
|||||||
text (list): List of text lines to display
|
text (list): List of text lines to display
|
||||||
speech (Speech): Speech system for audio output
|
speech (Speech): Speech system for audio output
|
||||||
"""
|
"""
|
||||||
|
# Stop bgm if present.
|
||||||
|
self.game.sound.pause_bgm()
|
||||||
# Store original text with blank lines for copying
|
# Store original text with blank lines for copying
|
||||||
self.originalText = text.copy()
|
self.originalText = text.copy()
|
||||||
|
|
||||||
@ -152,22 +154,31 @@ class Display:
|
|||||||
|
|
||||||
def get_input(self, prompt="Enter text:", defaultText=""):
|
def get_input(self, prompt="Enter text:", defaultText=""):
|
||||||
"""Display a dialog box for text input.
|
"""Display a dialog box for text input.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
prompt (str): Prompt text to display
|
prompt (str): Prompt text to display
|
||||||
defaultText (str): Initial text in input box
|
defaultText (str): Initial text in input box
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
str: User input text, or None if cancelled
|
str: User input text, or None if cancelled
|
||||||
"""
|
"""
|
||||||
app = wx.App(False)
|
app = wx.App(False)
|
||||||
dialog = wx.TextEntryDialog(None, prompt, "Input", defaultText)
|
dialog = wx.TextEntryDialog(None, prompt, "Input", defaultText)
|
||||||
dialog.SetValue(defaultText)
|
dialog.SetValue(defaultText)
|
||||||
|
|
||||||
|
# Bring dialog to front and give it focus
|
||||||
|
dialog.Raise()
|
||||||
|
dialog.SetFocus()
|
||||||
|
|
||||||
if dialog.ShowModal() == wx.ID_OK:
|
if dialog.ShowModal() == wx.ID_OK:
|
||||||
userInput = dialog.GetValue()
|
userInput = dialog.GetValue()
|
||||||
else:
|
else:
|
||||||
userInput = None
|
userInput = None
|
||||||
dialog.Destroy()
|
dialog.Destroy()
|
||||||
|
|
||||||
|
# Return focus to game window
|
||||||
|
self.window.activate()
|
||||||
|
|
||||||
return userInput
|
return userInput
|
||||||
|
|
||||||
def donate(self, speech):
|
def donate(self, speech):
|
||||||
|
38
menu.py
38
menu.py
@ -26,7 +26,7 @@ class Menu:
|
|||||||
try:
|
try:
|
||||||
if self.game.sound.currentBgm:
|
if self.game.sound.currentBgm:
|
||||||
self.game.sound.currentBgm.pause()
|
self.game.sound.currentBgm.pause()
|
||||||
self.game.sound.play_bgm("sounds/music_menu.ogg")
|
self.game.sound.play_bgm("music_menu")
|
||||||
except:
|
except:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
@ -171,19 +171,18 @@ class Menu:
|
|||||||
except:
|
except:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
self.currentIndex = 0
|
# Get list of available sounds, excluding music and ambiance directories
|
||||||
|
soundList = self.game.sound.get_sound_list()
|
||||||
|
|
||||||
# Get list of available sounds, excluding special sounds
|
if not soundList:
|
||||||
soundFiles = [f for f in os.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("_"))]
|
|
||||||
|
|
||||||
if not soundFiles:
|
|
||||||
self.game.speech.speak("No sounds available to learn.")
|
self.game.speech.speak("No sounds available to learn.")
|
||||||
return "menu"
|
return "menu"
|
||||||
|
|
||||||
|
# Sort sounds by name
|
||||||
|
soundList.sort()
|
||||||
|
|
||||||
|
self.currentIndex = 0
|
||||||
|
|
||||||
validKeys = [
|
validKeys = [
|
||||||
pyglet.window.key.ESCAPE,
|
pyglet.window.key.ESCAPE,
|
||||||
pyglet.window.key.RETURN,
|
pyglet.window.key.RETURN,
|
||||||
@ -193,8 +192,13 @@ class Menu:
|
|||||||
pyglet.window.key.S
|
pyglet.window.key.S
|
||||||
]
|
]
|
||||||
|
|
||||||
|
# Speak initial instructions
|
||||||
|
self.game.speech.speak("Learn game sounds. Use up and down arrow keys or W/S to navigate, Enter to play sound, Escape to exit.")
|
||||||
|
|
||||||
# Speak initial sound name
|
# Speak initial sound name
|
||||||
self.game.speech.speak(soundFiles[self.currentIndex][:-4])
|
soundName = soundList[self.currentIndex]
|
||||||
|
displayName = soundName.replace("/", " in folder ")
|
||||||
|
self.game.speech.speak(f"{displayName}: 1 of {len(soundList)}")
|
||||||
|
|
||||||
while True:
|
while True:
|
||||||
key, _ = self.game.wait(validKeys)
|
key, _ = self.game.wait(validKeys)
|
||||||
@ -207,18 +211,22 @@ class Menu:
|
|||||||
return "menu"
|
return "menu"
|
||||||
|
|
||||||
if key in [pyglet.window.key.DOWN, pyglet.window.key.S]:
|
if key in [pyglet.window.key.DOWN, pyglet.window.key.S]:
|
||||||
if self.currentIndex < len(soundFiles) - 1:
|
if self.currentIndex < len(soundList) - 1:
|
||||||
self.game.sound.stop_all_sounds()
|
self.game.sound.stop_all_sounds()
|
||||||
self.currentIndex += 1
|
self.currentIndex += 1
|
||||||
self.game.speech.speak(soundFiles[self.currentIndex][:-4])
|
soundName = soundList[self.currentIndex]
|
||||||
|
displayName = soundName.replace("/", " in folder ")
|
||||||
|
self.game.speech.speak(f"{displayName}: {self.currentIndex + 1} of {len(soundList)}")
|
||||||
|
|
||||||
if key in [pyglet.window.key.UP, pyglet.window.key.W]:
|
if key in [pyglet.window.key.UP, pyglet.window.key.W]:
|
||||||
if self.currentIndex > 0:
|
if self.currentIndex > 0:
|
||||||
self.game.sound.stop_all_sounds()
|
self.game.sound.stop_all_sounds()
|
||||||
self.currentIndex -= 1
|
self.currentIndex -= 1
|
||||||
self.game.speech.speak(soundFiles[self.currentIndex][:-4])
|
soundName = soundList[self.currentIndex]
|
||||||
|
displayName = soundName.replace("/", " in folder ")
|
||||||
|
self.game.speech.speak(f"{displayName}: {self.currentIndex + 1} of {len(soundList)}")
|
||||||
|
|
||||||
if key == pyglet.window.key.RETURN:
|
if key == pyglet.window.key.RETURN:
|
||||||
soundName = soundFiles[self.currentIndex][:-4]
|
soundName = soundList[self.currentIndex]
|
||||||
self.game.sound.stop_all_sounds()
|
self.game.sound.stop_all_sounds()
|
||||||
self.game.sound.play_sound(soundName)
|
self.game.sound.play_sound(soundName)
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
Handles high score tracking with player names and score management.
|
Handles high score tracking with player names and score management.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
import pyglet
|
||||||
import time
|
import time
|
||||||
|
|
||||||
class Scoreboard:
|
class Scoreboard:
|
||||||
@ -93,34 +94,40 @@ class Scoreboard:
|
|||||||
|
|
||||||
def add_high_score(self):
|
def add_high_score(self):
|
||||||
"""Add current score to high scores if it qualifies.
|
"""Add current score to high scores if it qualifies.
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
bool: True if score was added, False if not
|
bool: True if score was added, False if not
|
||||||
"""
|
"""
|
||||||
position = self.check_high_score()
|
position = self.check_high_score()
|
||||||
if position is None:
|
if position is None:
|
||||||
return False
|
return False
|
||||||
|
|
||||||
# Get player name
|
# Get player name
|
||||||
self.game.speech.speak("New high score! Enter your name:")
|
self.game.speech.speak("New high score! Enter your name:")
|
||||||
name = self.game.display.get_input("New high score! Enter your name:", "Player")
|
name = self.game.display.get_input("New high score! Enter your name:", "Player")
|
||||||
if name is None: # User cancelled
|
if name is None: # User cancelled
|
||||||
name = "Player"
|
name = "Player"
|
||||||
|
|
||||||
# Insert new score at correct position
|
# Insert new score at correct position
|
||||||
self.highScores.insert(position - 1, {
|
self.highScores.insert(position - 1, {
|
||||||
'name': name,
|
'name': name,
|
||||||
'score': self.currentScore
|
'score': self.currentScore
|
||||||
})
|
})
|
||||||
|
|
||||||
# Keep only top 10
|
# Keep only top 10
|
||||||
self.highScores = self.highScores[:10]
|
self.highScores = self.highScores[:10]
|
||||||
|
|
||||||
# Save to config
|
# Save to config
|
||||||
for i, entry in enumerate(self.highScores):
|
for i, entry in enumerate(self.highScores):
|
||||||
self.game.config.set_value("scoreboard", f"score_{i+1}", str(entry['score']))
|
self.game.config.set_value("scoreboard", f"score_{i+1}", str(entry['score']))
|
||||||
self.game.config.set_value("scoreboard", f"name_{i+1}", entry['name'])
|
self.game.config.set_value("scoreboard", f"name_{i+1}", entry['name'])
|
||||||
|
|
||||||
self.game.speech.speak(f"Congratulations {name}! You got position {position} on the scoreboard!")
|
# Force window refresh after dialog
|
||||||
|
self.game.display.window.dispatch_events()
|
||||||
|
|
||||||
|
self.game.display.messagebox(f"Congratulations {name}! You got position {position} on the scoreboard!")
|
||||||
time.sleep(1)
|
time.sleep(1)
|
||||||
|
|
||||||
|
# Make sure window is still responsive
|
||||||
|
self.game.display.window.dispatch_events()
|
||||||
return True
|
return True
|
||||||
|
249
sound.py
249
sound.py
@ -5,6 +5,7 @@ Handles all audio functionality including:
|
|||||||
- Sound effects with 2D/3D positional audio
|
- Sound effects with 2D/3D positional audio
|
||||||
- Volume control for master, BGM, and SFX
|
- Volume control for master, BGM, and SFX
|
||||||
- Audio loading and resource management
|
- Audio loading and resource management
|
||||||
|
- Support for organizing sounds in subdirectories
|
||||||
"""
|
"""
|
||||||
|
|
||||||
import os
|
import os
|
||||||
@ -12,12 +13,15 @@ import pyglet
|
|||||||
import random
|
import random
|
||||||
import re
|
import re
|
||||||
import time
|
import time
|
||||||
from os.path import isfile, join
|
from os.path import isfile, join, isdir
|
||||||
from pyglet.window import key
|
from pyglet.window import key
|
||||||
|
|
||||||
class Sound:
|
class Sound:
|
||||||
"""Handles audio playback and management."""
|
"""Handles audio playback and management."""
|
||||||
|
|
||||||
|
# Directories to exclude from the learn sounds menu
|
||||||
|
excludedLearnDirs = ['music', 'ambiance']
|
||||||
|
|
||||||
def __init__(self, game):
|
def __init__(self, game):
|
||||||
"""Initialize sound system.
|
"""Initialize sound system.
|
||||||
|
|
||||||
@ -36,50 +40,139 @@ class Sound:
|
|||||||
self.currentBgm = None
|
self.currentBgm = None
|
||||||
|
|
||||||
# Load sound resources
|
# Load sound resources
|
||||||
self.sounds = self._load_sounds()
|
self.sounds = {} # Dictionary of loaded sound objects
|
||||||
|
self.soundPaths = {} # Dictionary to track original paths
|
||||||
|
self.soundDirectories = {} # Track which directory each sound belongs to
|
||||||
|
self._load_sounds()
|
||||||
|
|
||||||
self.activeSounds = [] # Track playing sounds
|
self.activeSounds = [] # Track playing sounds
|
||||||
|
|
||||||
def _load_sounds(self):
|
def _load_sounds(self):
|
||||||
"""Load all sound files from sounds directory.
|
"""Load all sound files from sounds directory and subdirectories.
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
dict: Dictionary of loaded sound objects
|
dict: Dictionary of loaded sound objects
|
||||||
"""
|
"""
|
||||||
sounds = {}
|
if not os.path.exists("sounds/"):
|
||||||
try:
|
|
||||||
soundFiles = [f for f in os.listdir("sounds/")
|
|
||||||
if isfile(join("sounds/", f))
|
|
||||||
and f.lower().endswith(('.wav', '.ogg'))]
|
|
||||||
for f in soundFiles:
|
|
||||||
name = os.path.splitext(f)[0]
|
|
||||||
sounds[name] = pyglet.media.load(f"sounds/{f}", streaming=False)
|
|
||||||
except FileNotFoundError:
|
|
||||||
print("No sounds directory found")
|
print("No sounds directory found")
|
||||||
return {}
|
return
|
||||||
|
|
||||||
|
try:
|
||||||
|
# Walk through all subdirectories
|
||||||
|
for root, dirs, files in os.walk("sounds/"):
|
||||||
|
# Process sound files in this directory
|
||||||
|
for file in files:
|
||||||
|
if file.lower().endswith(('.wav', '.ogg', '.opus')):
|
||||||
|
# Get relative path from sounds directory
|
||||||
|
rel_path = os.path.relpath(os.path.join(root, file), "sounds/")
|
||||||
|
|
||||||
|
# Extract name without extension
|
||||||
|
basename = os.path.splitext(file)[0]
|
||||||
|
|
||||||
|
# Get directory relative to sounds folder
|
||||||
|
subdir = os.path.dirname(rel_path)
|
||||||
|
|
||||||
|
# Create a sound key that maintains subdirectory structure if needed
|
||||||
|
if subdir:
|
||||||
|
sound_key = f"{subdir}/{basename}"
|
||||||
|
directory = subdir.split('/')[0] # Get top-level directory
|
||||||
|
else:
|
||||||
|
sound_key = basename
|
||||||
|
directory = ""
|
||||||
|
|
||||||
|
# Full path to the sound file
|
||||||
|
fullPath = f"sounds/{rel_path}"
|
||||||
|
|
||||||
|
# Load the sound
|
||||||
|
try:
|
||||||
|
self.sounds[sound_key] = pyglet.media.load(fullPath, streaming=False)
|
||||||
|
self.soundPaths[sound_key] = fullPath
|
||||||
|
self.soundDirectories[sound_key] = directory
|
||||||
|
except Exception as e:
|
||||||
|
print(f"Error loading sound {fullPath}: {e}")
|
||||||
except Exception as e:
|
except Exception as e:
|
||||||
print(f"Error loading sounds: {e}")
|
print(f"Error loading sounds: {e}")
|
||||||
|
|
||||||
return sounds
|
def get_sound_list(self, excludeDirs=None, includeSpecial=False):
|
||||||
|
"""Get a list of available sounds, optionally excluding certain directories and special sounds.
|
||||||
def play_bgm(self, music_file):
|
|
||||||
"""Play background music with proper volume.
|
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
music_file (str): Path to music file
|
excludeDirs (list): List of directory names to exclude
|
||||||
|
includeSpecial (bool): Whether to include special sounds (logo, music_menu, etc.)
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
list: List of sound keys
|
||||||
|
"""
|
||||||
|
if excludeDirs is None:
|
||||||
|
excludeDirs = self.excludedLearnDirs
|
||||||
|
|
||||||
|
# Special sound names to exclude unless specifically requested
|
||||||
|
specialSounds = ["music_menu", "logo", "game-intro"]
|
||||||
|
|
||||||
|
# Filter sounds based on their directories and special names
|
||||||
|
filtered_sounds = []
|
||||||
|
for key, directory in self.soundDirectories.items():
|
||||||
|
# Skip sounds in excluded directories
|
||||||
|
if directory in excludeDirs:
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Skip special sounds unless specifically requested
|
||||||
|
basename = key.split('/')[-1] # Get the filename without directory
|
||||||
|
if not includeSpecial and (basename in specialSounds or basename.startswith('_')):
|
||||||
|
continue
|
||||||
|
|
||||||
|
filtered_sounds.append(key)
|
||||||
|
|
||||||
|
return filtered_sounds
|
||||||
|
|
||||||
|
def play_bgm(self, music_name):
|
||||||
|
"""Play background music with proper volume and looping.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
music_name (str): Name of the music file in the sounds directory
|
||||||
|
Can be just the name (e.g., "music_menu")
|
||||||
|
or include subdirectory (e.g., "music/title")
|
||||||
"""
|
"""
|
||||||
try:
|
try:
|
||||||
|
# Clean up old player
|
||||||
if self.currentBgm:
|
if self.currentBgm:
|
||||||
self.currentBgm.pause()
|
self.currentBgm.pause()
|
||||||
|
self.currentBgm = None
|
||||||
# Load and play new music
|
|
||||||
music = pyglet.media.load(music_file, streaming=True)
|
# Check if the music is in the loaded sounds library
|
||||||
player = pyglet.media.Player()
|
if music_name in self.sounds:
|
||||||
player.queue(music)
|
# Use the already loaded sound
|
||||||
player.loop = True
|
music = self.sounds[music_name]
|
||||||
player.volume = self.bgmVolume * self.masterVolume
|
music_file = None
|
||||||
player.play()
|
else:
|
||||||
|
# Try to load with extensions if not found
|
||||||
|
for ext in ['.ogg', '.wav', '.opus']:
|
||||||
|
if music_name.endswith(ext):
|
||||||
|
music_file = f"sounds/{music_name}"
|
||||||
|
break
|
||||||
|
elif os.path.exists(f"sounds/{music_name}{ext}"):
|
||||||
|
music_file = f"sounds/{music_name}{ext}"
|
||||||
|
break
|
||||||
|
|
||||||
|
# If we didn't find a file, try the direct path
|
||||||
|
if not music_file:
|
||||||
|
music_file = f"sounds/{music_name}"
|
||||||
|
if not os.path.exists(music_file):
|
||||||
|
music_file += ".ogg" # Default to .ogg if no extension
|
||||||
|
|
||||||
|
# Load the music file
|
||||||
|
music = pyglet.media.load(music_file, streaming=True)
|
||||||
|
|
||||||
|
# Create and configure player
|
||||||
|
player = pyglet.media.Player()
|
||||||
|
player.volume = self.bgmVolume * self.masterVolume
|
||||||
|
player.queue(music)
|
||||||
|
player.play()
|
||||||
|
player.on_eos = lambda: (player.queue(music), player.play())
|
||||||
|
|
||||||
|
# Store reference
|
||||||
self.currentBgm = player
|
self.currentBgm = player
|
||||||
|
|
||||||
except Exception as e:
|
except Exception as e:
|
||||||
print(f"Error playing background music: {e}")
|
print(f"Error playing background music: {e}")
|
||||||
|
|
||||||
@ -97,13 +190,33 @@ class Sound:
|
|||||||
"""Play a sound effect with volume settings.
|
"""Play a sound effect with volume settings.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
soundName (str): Name of sound to play
|
sound_name (str): Name of sound to play, can include subdirectory path
|
||||||
|
e.g. "explosion" or "monsters/growl"
|
||||||
volume (float): Base volume for sound (0.0-1.0)
|
volume (float): Base volume for sound (0.0-1.0)
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
pyglet.media.Player: Sound player object
|
pyglet.media.Player: Sound player object
|
||||||
"""
|
"""
|
||||||
if soundName not in self.sounds:
|
if soundName not in self.sounds:
|
||||||
|
# Try adding .ogg extension for direct file paths
|
||||||
|
if not soundName.endswith(('.wav', '.ogg', '.opus')):
|
||||||
|
# Try to find the sound with various extensions
|
||||||
|
for ext in ['.ogg', '.wav', '.opus']:
|
||||||
|
testName = f"{soundName}{ext}"
|
||||||
|
if os.path.exists(f"sounds/{testName}"):
|
||||||
|
try:
|
||||||
|
sound = pyglet.media.load(f"sounds/{testName}", streaming=False)
|
||||||
|
player = pyglet.media.Player()
|
||||||
|
player.queue(sound)
|
||||||
|
player.volume = volume * self.sfxVolume * self.masterVolume
|
||||||
|
player.play()
|
||||||
|
|
||||||
|
self.activeSounds.append(player)
|
||||||
|
return player
|
||||||
|
except Exception:
|
||||||
|
pass
|
||||||
|
|
||||||
|
print(f"Sound not found: {soundName}")
|
||||||
return None
|
return None
|
||||||
|
|
||||||
player = pyglet.media.Player()
|
player = pyglet.media.Player()
|
||||||
@ -114,16 +227,24 @@ class Sound:
|
|||||||
self.activeSounds.append(player)
|
self.activeSounds.append(player)
|
||||||
return player
|
return player
|
||||||
|
|
||||||
def play_random(self, base_name, pause=False, interrupt=False):
|
def play_random(self, baseName, pause=False, interrupt=False):
|
||||||
"""Play random variation of a sound.
|
"""Play random variation of a sound.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
base_name (str): Base name of sound
|
baseName (str): Base name of sound, can include subdirectory
|
||||||
pause (bool): Wait for sound to finish
|
pause (bool): Wait for sound to finish
|
||||||
interrupt (bool): Stop other sounds
|
interrupt (bool): Stop other sounds
|
||||||
"""
|
"""
|
||||||
|
# Check if baseName includes a directory
|
||||||
|
if '/' in baseName:
|
||||||
|
dirPart = os.path.dirname(baseName)
|
||||||
|
namePart = os.path.basename(baseName)
|
||||||
|
pattern = f"^{dirPart}/.*{namePart}.*"
|
||||||
|
else:
|
||||||
|
pattern = f"^{baseName}.*"
|
||||||
|
|
||||||
matches = [name for name in self.sounds.keys()
|
matches = [name for name in self.sounds.keys()
|
||||||
if re.match(f"^{base_name}.*", name)]
|
if re.match(pattern, name)]
|
||||||
|
|
||||||
if not matches:
|
if not matches:
|
||||||
return None
|
return None
|
||||||
@ -169,25 +290,26 @@ class Sound:
|
|||||||
|
|
||||||
return (x, y, z)
|
return (x, y, z)
|
||||||
|
|
||||||
def play_positional(self, soundName, source_pos, listener_pos, mode='2d',
|
def play_positional(self, soundName, sourcePos, listenerPos, mode='2d',
|
||||||
direction=None, cone_angles=None):
|
direction=None, coneAngles=None):
|
||||||
"""Play sound with positional audio.
|
"""Play sound with positional audio.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
soundName (str): Name of sound to play
|
soundName (str): Name of sound to play, can include subdirectory
|
||||||
source_pos: Position of sound source (float for 2D, tuple for 3D)
|
sourcePos: Position of sound source (float for 2D, tuple for 3D)
|
||||||
listener_pos: Position of listener (float for 2D, tuple for 3D)
|
listenerPos: Position of listener (float for 2D, tuple for 3D)
|
||||||
mode: '2d' or '3d' to specify positioning mode
|
mode: '2d' or '3d' to specify positioning mode
|
||||||
direction: Optional tuple (x,y,z) for directional sound
|
direction: Optional tuple (x,y,z) for directional sound
|
||||||
cone_angles: Optional tuple (inner, outer) angles for sound cone
|
coneAngles: Optional tuple (inner, outer) angles for sound cone
|
||||||
|
|
||||||
Returns:
|
Returns:
|
||||||
pyglet.media.Player: Sound player object
|
pyglet.media.Player: Sound player object
|
||||||
"""
|
"""
|
||||||
if soundName not in self.sounds:
|
if soundName not in self.sounds:
|
||||||
|
print(f"Sound not found for positional audio: {soundName}")
|
||||||
return None
|
return None
|
||||||
|
|
||||||
position = self.calculate_positional_audio(source_pos, listener_pos, mode)
|
position = self.calculate_positional_audio(sourcePos, listenerPos, mode)
|
||||||
if position is None: # Too far to hear
|
if position is None: # Too far to hear
|
||||||
return None
|
return None
|
||||||
|
|
||||||
@ -199,29 +321,29 @@ class Sound:
|
|||||||
# Set up directional audio if specified
|
# Set up directional audio if specified
|
||||||
if direction and mode == '3d':
|
if direction and mode == '3d':
|
||||||
player.cone_orientation = direction
|
player.cone_orientation = direction
|
||||||
if cone_angles:
|
if coneAngles:
|
||||||
player.cone_inner_angle, player.cone_outer_angle = cone_angles
|
player.cone_inner_angle, player.cone_outer_angle = coneAngles
|
||||||
player.cone_outer_gain = 0.5 # Reduced volume outside cone
|
player.cone_outer_gain = 0.5 # Reduced volume outside cone
|
||||||
|
|
||||||
player.play()
|
player.play()
|
||||||
self.activeSounds.append(player)
|
self.activeSounds.append(player)
|
||||||
return player
|
return player
|
||||||
|
|
||||||
def update_positional(self, player, source_pos, listener_pos, mode='2d',
|
def update_positional(self, player, sourcePos, listenerPos, mode='2d',
|
||||||
direction=None):
|
direction=None):
|
||||||
"""Update position of a playing sound.
|
"""Update position of a playing sound.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
player: Sound player to update
|
player: Sound player to update
|
||||||
source_pos: New source position
|
sourcePos: New source position
|
||||||
listener_pos: New listener position
|
listenerPos: New listener position
|
||||||
mode: '2d' or '3d' positioning mode
|
mode: '2d' or '3d' positioning mode
|
||||||
direction: Optional new direction for directional sound
|
direction: Optional new direction for directional sound
|
||||||
"""
|
"""
|
||||||
if not player or not player.playing:
|
if not player or not player.playing:
|
||||||
return
|
return
|
||||||
|
|
||||||
position = self.calculate_positional_audio(source_pos, listener_pos, mode)
|
position = self.calculate_positional_audio(sourcePos, listenerPos, mode)
|
||||||
if position is None:
|
if position is None:
|
||||||
player.pause()
|
player.pause()
|
||||||
return
|
return
|
||||||
@ -231,28 +353,47 @@ class Sound:
|
|||||||
player.cone_orientation = direction
|
player.cone_orientation = direction
|
||||||
|
|
||||||
def cut_scene(self, soundName):
|
def cut_scene(self, soundName):
|
||||||
"""Play a sound as a cut scene, stopping other sounds and waiting for completion."""
|
"""Play a sound as a cut scene, stopping other sounds and waiting for completion.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
soundName (str): Name of sound to play, can include subdirectory
|
||||||
|
"""
|
||||||
# Stop all current sounds
|
# Stop all current sounds
|
||||||
self.stop_all_sounds()
|
self.stop_all_sounds()
|
||||||
if self.currentBgm:
|
if self.currentBgm:
|
||||||
self.currentBgm.pause()
|
self.currentBgm.pause()
|
||||||
|
|
||||||
if soundName not in self.sounds:
|
# Find all matching sound variations
|
||||||
|
if '/' in soundName:
|
||||||
|
dirPart = os.path.dirname(soundName)
|
||||||
|
namePart = os.path.basename(soundName)
|
||||||
|
pattern = f"^{dirPart}/.*{namePart}.*"
|
||||||
|
else:
|
||||||
|
pattern = f"^{soundName}.*"
|
||||||
|
|
||||||
|
matches = [name for name in self.sounds.keys()
|
||||||
|
if re.match(pattern, name)]
|
||||||
|
|
||||||
|
if not matches:
|
||||||
|
print(f"No matching sounds found for cut scene: {soundName}")
|
||||||
return
|
return
|
||||||
|
|
||||||
|
# Pick a random variation
|
||||||
|
selectedSound = random.choice(matches)
|
||||||
|
|
||||||
# Create and configure the player
|
# Create and configure the player
|
||||||
player = pyglet.media.Player()
|
player = pyglet.media.Player()
|
||||||
player.queue(self.sounds[soundName])
|
player.queue(self.sounds[selectedSound])
|
||||||
player.volume = self.sfxVolume * self.masterVolume
|
player.volume = self.sfxVolume * self.masterVolume
|
||||||
|
|
||||||
# Start playback
|
# Start playback
|
||||||
player.play()
|
player.play()
|
||||||
|
|
||||||
# Make sure to give pyglet enough cycles to start playing
|
# Make sure to give pyglet enough cycles to start playing
|
||||||
startTime = time.time()
|
startTime = time.time()
|
||||||
duration = self.sounds[soundName].duration
|
duration = self.sounds[selectedSound].duration
|
||||||
pyglet.clock.tick()
|
pyglet.clock.tick()
|
||||||
|
|
||||||
# Wait for completion or skip
|
# Wait for completion or skip
|
||||||
interrupted = self.game.wait_for_completion(
|
interrupted = self.game.wait_for_completion(
|
||||||
lambda: not player.playing or (time.time() - startTime) >= duration
|
lambda: not player.playing or (time.time() - startTime) >= duration
|
||||||
|
Reference in New Issue
Block a user