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674
LICENSE
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674
LICENSE
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@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
|
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of this license document, but changing it is not allowed.
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|
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Preamble
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The GNU General Public License is a free, copyleft license for
|
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software and other kinds of works.
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|
||||
The licenses for most software and other practical works are designed
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||||
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
|
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share and change all versions of a program--to make sure it remains free
|
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software for all its users. We, the Free Software Foundation, use the
|
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GNU General Public License for most of our software; it applies also to
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any other work released this way by its authors. You can apply it to
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your programs, too.
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|
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When we speak of free software, we are referring to freedom, not
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price. Our General Public Licenses are designed to make sure that you
|
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have the freedom to distribute copies of free software (and charge for
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want it, that you can change the software or use pieces of it in new
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|
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To protect your rights, we need to prevent others from denying you
|
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|
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For example, if you distribute copies of such a program, whether
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Developers that use the GNU GPL protect your rights with two steps:
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Some devices are designed to deny users access to install or run
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Finally, every program is threatened constantly by software patents.
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The precise terms and conditions for copying, distribution and
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TERMS AND CONDITIONS
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0. Definitions.
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"This License" refers to version 3 of the GNU General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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To "propagate" a work means to do anything with it that, without
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An interactive user interface displays "Appropriate Legal Notices"
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The "System Libraries" of an executable work include anything, other
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The Corresponding Source need not include anything that users
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||||
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||||
The Corresponding Source for a work in source code form is that
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|
||||
|
||||
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|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
You may make, run and propagate covered works that you do not
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|
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|
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|
||||
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|
||||
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Conveying under any other circumstances is permitted solely under
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|
||||
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No covered work shall be deemed part of an effective technological
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||||
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11 of the WIPO copyright treaty adopted on 20 December 1996, or
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||||
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|
||||
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||||
When you convey a covered work, you waive any legal power to forbid
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
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|
||||
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|
||||
keep intact all notices stating that this License and any
|
||||
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|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
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||||
|
||||
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.
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||||
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||||
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||||
|
||||
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
|
||||
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|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
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|
||||
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
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||||
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.
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||||
|
||||
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
|
||||
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|
||||
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
|
||||
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|
||||
written offer, valid for at least three years and valid for as
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
conveying of source, or (2) access to copy the
|
||||
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|
||||
c) Convey individual copies of the object code with a copy of the
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||||
written offer to provide the Corresponding Source. This
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||||
alternative is allowed only occasionally and noncommercially, and
|
||||
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||||
with subsection 6b.
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||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
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|
||||
Corresponding Source in the same way through the same place at no
|
||||
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|
||||
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)
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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
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||||
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|
||||
|
||||
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,
|
||||
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|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
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|
||||
typical or common use of that class of product, regardless of the status
|
||||
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|
||||
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.
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||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
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|
||||
and execute modified versions of a covered work in that User Product from
|
||||
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|
||||
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|
||||
code is in no case prevented or interfered with solely because
|
||||
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|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
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|
||||
part of a transaction in which the right of possession and use of the
|
||||
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|
||||
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|
||||
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
|
||||
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|
||||
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|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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
|
||||
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|
||||
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|
||||
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|
||||
under those permissions, but the entire Program remains governed by
|
||||
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|
||||
|
||||
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
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
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|
||||
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|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
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|
||||
|
||||
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
|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
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|
||||
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|
||||
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|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
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|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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
|
29
__init__.py
29
__init__.py
@ -89,17 +89,20 @@ class pygstormgames:
|
||||
self.speech.cleanup()
|
||||
pyglet.app.exit()
|
||||
|
||||
def wait(self, validKeys=None):
|
||||
"""Wait for key press(es).
|
||||
def wait(self, validKeys=None, timeout=None):
|
||||
"""Wait for key press(es) with optional timeout.
|
||||
|
||||
Args:
|
||||
validKeys (list, optional): List of pyglet.window.key values to wait for.
|
||||
If None, accepts any key press.
|
||||
timeout (float, optional): Time in seconds to wait for input.
|
||||
If None, waits indefinitely.
|
||||
|
||||
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
|
||||
start_time = time.time()
|
||||
|
||||
def on_key_press(symbol, modifiers):
|
||||
if validKeys is None or symbol in validKeys:
|
||||
@ -110,25 +113,31 @@ class pygstormgames:
|
||||
# Register temporary handler
|
||||
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:
|
||||
self.display.window.dispatch_events()
|
||||
pyglet.clock.tick()
|
||||
|
||||
# Check for timeout
|
||||
if timeout is not None and time.time() - start_time > timeout:
|
||||
break
|
||||
|
||||
# Clean up
|
||||
self.display.window.remove_handlers()
|
||||
return tuple(keyResult)
|
||||
|
||||
def wait_for_completion(self, condition, validKeys=None):
|
||||
"""Wait for either a condition to be met or valid keys to be pressed.
|
||||
def wait_for_completion(self, condition, validKeys=None, timeout=None):
|
||||
"""Wait for either a condition to be met, valid keys to be pressed, or timeout.
|
||||
|
||||
Args:
|
||||
condition: Function that returns True when waiting should end
|
||||
validKeys (list, optional): List of pyglet.window.key values that can interrupt
|
||||
If None, uses ESCAPE, RETURN, and SPACE
|
||||
timeout (float, optional): Time in seconds to wait before timing out
|
||||
If None, waits indefinitely
|
||||
|
||||
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:
|
||||
validKeys = [pyglet.window.key.ESCAPE,
|
||||
@ -136,6 +145,7 @@ class pygstormgames:
|
||||
pyglet.window.key.SPACE]
|
||||
|
||||
interrupted = [False] # Use list to allow modification in closure
|
||||
start_time = time.time()
|
||||
|
||||
def on_key_press(symbol, modifiers):
|
||||
if symbol in validKeys:
|
||||
@ -148,6 +158,11 @@ class pygstormgames:
|
||||
self.display.window.dispatch_events()
|
||||
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()
|
||||
return interrupted[0]
|
||||
|
||||
|
11
display.py
11
display.py
@ -37,6 +37,8 @@ class Display:
|
||||
text (list): List of text lines to display
|
||||
speech (Speech): Speech system for audio output
|
||||
"""
|
||||
# Stop bgm if present.
|
||||
self.game.sound.pause_bgm()
|
||||
# Store original text with blank lines for copying
|
||||
self.originalText = text.copy()
|
||||
|
||||
@ -163,11 +165,20 @@ class Display:
|
||||
app = wx.App(False)
|
||||
dialog = wx.TextEntryDialog(None, prompt, "Input", defaultText)
|
||||
dialog.SetValue(defaultText)
|
||||
|
||||
# Bring dialog to front and give it focus
|
||||
dialog.Raise()
|
||||
dialog.SetFocus()
|
||||
|
||||
if dialog.ShowModal() == wx.ID_OK:
|
||||
userInput = dialog.GetValue()
|
||||
else:
|
||||
userInput = None
|
||||
dialog.Destroy()
|
||||
|
||||
# Return focus to game window
|
||||
self.window.activate()
|
||||
|
||||
return userInput
|
||||
|
||||
def donate(self, speech):
|
||||
|
38
menu.py
38
menu.py
@ -26,7 +26,7 @@ class Menu:
|
||||
try:
|
||||
if self.game.sound.currentBgm:
|
||||
self.game.sound.currentBgm.pause()
|
||||
self.game.sound.play_bgm("sounds/music_menu.ogg")
|
||||
self.game.sound.play_bgm("music_menu")
|
||||
except:
|
||||
pass
|
||||
|
||||
@ -171,19 +171,18 @@ class Menu:
|
||||
except:
|
||||
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
|
||||
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:
|
||||
if not soundList:
|
||||
self.game.speech.speak("No sounds available to learn.")
|
||||
return "menu"
|
||||
|
||||
# Sort sounds by name
|
||||
soundList.sort()
|
||||
|
||||
self.currentIndex = 0
|
||||
|
||||
validKeys = [
|
||||
pyglet.window.key.ESCAPE,
|
||||
pyglet.window.key.RETURN,
|
||||
@ -193,8 +192,13 @@ class Menu:
|
||||
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
|
||||
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:
|
||||
key, _ = self.game.wait(validKeys)
|
||||
@ -207,18 +211,22 @@ class Menu:
|
||||
return "menu"
|
||||
|
||||
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.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 self.currentIndex > 0:
|
||||
self.game.sound.stop_all_sounds()
|
||||
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:
|
||||
soundName = soundFiles[self.currentIndex][:-4]
|
||||
soundName = soundList[self.currentIndex]
|
||||
self.game.sound.stop_all_sounds()
|
||||
self.game.sound.play_sound(soundName)
|
||||
|
@ -3,6 +3,7 @@
|
||||
Handles high score tracking with player names and score management.
|
||||
"""
|
||||
|
||||
import pyglet
|
||||
import time
|
||||
|
||||
class Scoreboard:
|
||||
@ -121,6 +122,12 @@ class Scoreboard:
|
||||
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.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)
|
||||
|
||||
# Make sure window is still responsive
|
||||
self.game.display.window.dispatch_events()
|
||||
return True
|
||||
|
231
sound.py
231
sound.py
@ -5,6 +5,7 @@ Handles all audio functionality including:
|
||||
- Sound effects with 2D/3D positional audio
|
||||
- Volume control for master, BGM, and SFX
|
||||
- Audio loading and resource management
|
||||
- Support for organizing sounds in subdirectories
|
||||
"""
|
||||
|
||||
import os
|
||||
@ -12,12 +13,15 @@ import pyglet
|
||||
import random
|
||||
import re
|
||||
import time
|
||||
from os.path import isfile, join
|
||||
from os.path import isfile, join, isdir
|
||||
from pyglet.window import key
|
||||
|
||||
class Sound:
|
||||
"""Handles audio playback and management."""
|
||||
|
||||
# Directories to exclude from the learn sounds menu
|
||||
excludedLearnDirs = ['music', 'ambiance']
|
||||
|
||||
def __init__(self, game):
|
||||
"""Initialize sound system.
|
||||
|
||||
@ -36,50 +40,139 @@ class Sound:
|
||||
self.currentBgm = None
|
||||
|
||||
# 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
|
||||
|
||||
def _load_sounds(self):
|
||||
"""Load all sound files from sounds directory.
|
||||
"""Load all sound files from sounds directory and subdirectories.
|
||||
|
||||
Returns:
|
||||
dict: Dictionary of loaded sound objects
|
||||
"""
|
||||
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:
|
||||
if not os.path.exists("sounds/"):
|
||||
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:
|
||||
print(f"Error loading sounds: {e}")
|
||||
|
||||
return sounds
|
||||
|
||||
def play_bgm(self, music_file):
|
||||
"""Play background music with proper volume.
|
||||
def get_sound_list(self, excludeDirs=None, includeSpecial=False):
|
||||
"""Get a list of available sounds, optionally excluding certain directories and special sounds.
|
||||
|
||||
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:
|
||||
# Clean up old player
|
||||
if self.currentBgm:
|
||||
self.currentBgm.pause()
|
||||
self.currentBgm = None
|
||||
|
||||
# Load and play new music
|
||||
# Check if the music is in the loaded sounds library
|
||||
if music_name in self.sounds:
|
||||
# Use the already loaded sound
|
||||
music = self.sounds[music_name]
|
||||
music_file = None
|
||||
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)
|
||||
player = pyglet.media.Player()
|
||||
player.queue(music)
|
||||
player.loop = True
|
||||
player.volume = self.bgmVolume * self.masterVolume
|
||||
player.play()
|
||||
|
||||
# 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
|
||||
|
||||
except Exception as e:
|
||||
print(f"Error playing background music: {e}")
|
||||
|
||||
@ -97,13 +190,33 @@ class Sound:
|
||||
"""Play a sound effect with volume settings.
|
||||
|
||||
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)
|
||||
|
||||
Returns:
|
||||
pyglet.media.Player: Sound player object
|
||||
"""
|
||||
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
|
||||
|
||||
player = pyglet.media.Player()
|
||||
@ -114,16 +227,24 @@ class Sound:
|
||||
self.activeSounds.append(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.
|
||||
|
||||
Args:
|
||||
base_name (str): Base name of sound
|
||||
baseName (str): Base name of sound, can include subdirectory
|
||||
pause (bool): Wait for sound to finish
|
||||
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()
|
||||
if re.match(f"^{base_name}.*", name)]
|
||||
if re.match(pattern, name)]
|
||||
|
||||
if not matches:
|
||||
return None
|
||||
@ -169,25 +290,26 @@ class Sound:
|
||||
|
||||
return (x, y, z)
|
||||
|
||||
def play_positional(self, soundName, source_pos, listener_pos, mode='2d',
|
||||
direction=None, cone_angles=None):
|
||||
def play_positional(self, soundName, sourcePos, listenerPos, mode='2d',
|
||||
direction=None, coneAngles=None):
|
||||
"""Play sound with positional audio.
|
||||
|
||||
Args:
|
||||
soundName (str): Name of sound to play
|
||||
source_pos: Position of sound source (float for 2D, tuple for 3D)
|
||||
listener_pos: Position of listener (float for 2D, tuple for 3D)
|
||||
soundName (str): Name of sound to play, can include subdirectory
|
||||
sourcePos: Position of sound source (float for 2D, tuple for 3D)
|
||||
listenerPos: Position of listener (float for 2D, tuple for 3D)
|
||||
mode: '2d' or '3d' to specify positioning mode
|
||||
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:
|
||||
pyglet.media.Player: Sound player object
|
||||
"""
|
||||
if soundName not in self.sounds:
|
||||
print(f"Sound not found for positional audio: {soundName}")
|
||||
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
|
||||
return None
|
||||
|
||||
@ -199,29 +321,29 @@ class Sound:
|
||||
# Set up directional audio if specified
|
||||
if direction and mode == '3d':
|
||||
player.cone_orientation = direction
|
||||
if cone_angles:
|
||||
player.cone_inner_angle, player.cone_outer_angle = cone_angles
|
||||
if coneAngles:
|
||||
player.cone_inner_angle, player.cone_outer_angle = coneAngles
|
||||
player.cone_outer_gain = 0.5 # Reduced volume outside cone
|
||||
|
||||
player.play()
|
||||
self.activeSounds.append(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):
|
||||
"""Update position of a playing sound.
|
||||
|
||||
Args:
|
||||
player: Sound player to update
|
||||
source_pos: New source position
|
||||
listener_pos: New listener position
|
||||
sourcePos: New source position
|
||||
listenerPos: New listener position
|
||||
mode: '2d' or '3d' positioning mode
|
||||
direction: Optional new direction for directional sound
|
||||
"""
|
||||
if not player or not player.playing:
|
||||
return
|
||||
|
||||
position = self.calculate_positional_audio(source_pos, listener_pos, mode)
|
||||
position = self.calculate_positional_audio(sourcePos, listenerPos, mode)
|
||||
if position is None:
|
||||
player.pause()
|
||||
return
|
||||
@ -231,18 +353,37 @@ class Sound:
|
||||
player.cone_orientation = direction
|
||||
|
||||
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
|
||||
self.stop_all_sounds()
|
||||
if self.currentBgm:
|
||||
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
|
||||
|
||||
# Pick a random variation
|
||||
selectedSound = random.choice(matches)
|
||||
|
||||
# Create and configure the player
|
||||
player = pyglet.media.Player()
|
||||
player.queue(self.sounds[soundName])
|
||||
player.queue(self.sounds[selectedSound])
|
||||
player.volume = self.sfxVolume * self.masterVolume
|
||||
|
||||
# Start playback
|
||||
@ -250,7 +391,7 @@ class Sound:
|
||||
|
||||
# Make sure to give pyglet enough cycles to start playing
|
||||
startTime = time.time()
|
||||
duration = self.sounds[soundName].duration
|
||||
duration = self.sounds[selectedSound].duration
|
||||
pyglet.clock.tick()
|
||||
|
||||
# Wait for completion or skip
|
||||
|
Reference in New Issue
Block a user